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<div style="float:right"><iframe key="mapviewer_pteris" path="" width=" |
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<br>[https://quelmarwiki.com/wiki/images/8/8f/PterisHQ.png View the full resolution Pteris Map here]</div> |
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'''Pteris '''is the dryest continent, closest to the season of Summer. It is constantly bombarded by dry arid temperatures and attracts only the most arduous citizens. Many who either live in the cities or mountains, where shade and cool interior temperatures are plenty. |
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[[File:Pteris high-def map.png|right|frameless|400x400px]] |
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'''Pteris '''is the driest continent, closest to the season of Summer. It is constantly bombarded by dry arid temperatures and attracts only the most arduous citizens. Many who either live in the cities or mountains, where shade and cool interior temperatures are plenty. |
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== Wildlife == |
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* Giant Vultures |
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* Sandsharks |
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* Dust Mephits |
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* Lions |
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* Desert Dolphins |
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* Desert Whales |
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* Coyotes |
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* Cacti |
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* Carrion Hags |
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* Giant Centipedes |
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* Tumbleweed blights |
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* Ankhegs |
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* Jackalweres |
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* A lone magical baobab tree |
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* Serpopards |
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* Sandworms |
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* Stabbers (Kruthik queens) |
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[[File:Pteris Map regions small.png|thumb|400x400px|Pteris Regions Map]] |
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== Geography and Regions == |
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=== Oppidan Peninsula === |
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The Oppidan Peninsula is a lush green peninsula that stands out in the barren wastes and deserts of Pteris. ITs position has made it a home for many communities of traders and fisherman. This not only makes it one of Pteris busiest regions, but also one of the most inhabited regions in all the realms. But this has also turned the peninsula into a center for many of Quelmar's major conflicts, as its valuable land and tactical positioning for seafaring ships makes it coveted by many. |
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=== Flaughtland Deserts === |
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The Flaughtland Deserts are harsh and dangerous. The region's sweltering heat requires special accommodations to survive in and the stability of the terrain makes anything built upon it sink into the earth over time. The lack of natural resources here have made the locals hardened, but also heavily reliant on one another, forming tight knit communities. The most notable of these communities are [[the Seven Cities]], which rose to prominence late in the [[PR]] era. |
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==== [[The Delta Serpentine]] ==== |
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The Delta Serpentine is a massive subterranean river system that flows beneath the Flaughtland Deserts that starts somewhere in the [[Fiddlehead Mountains]], and heads west until it runs directly under the sinking city of [[Al'Adeaf]] and continues until it lands in a massive subterranean basin run by the [[Merca]] people. Many locals believe it is the flow of the underground river that causes structures in the deserts to sink. |
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==== The Olyphemus River ==== |
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The Olyphemus River is a vast river that separates the Flaughtland Deserts from the Oppidan Peninsula. It is notable for both hiding a portal to the [[Elemental Plane of Water]] beneath its flow, and for being a major battleground during [[Realm War II]]. |
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=== [[Fiddlehead Mountains]] === |
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The Fiddlehead Mountains are the largest and most central of Pteris' mountain ranges, and split the continent right down the middle, separating the Serethi Plains from the Central Badlands. The Fiddlehead Mountains houses one of [[Quelmar]]'s greatest populations of [[Giant|giants]]. The highest peaks are home to powerful [[Storm Giant|Storm Giants]], while dens and caverns dot the range, full of lesser giants such as [[Stone Giant|Stone Giants]] and [[Hill Giant|Hill Giants]]. Even deeper in the caverns bellow you can hear the ringing from forges of [[Fire Giant|Fire Giants]]. Occasionally, conflicts against or within the giant populations lead to great storms that can go as far east as the city of [[Jewelspar]], leading to uncharacteristically wet seasons in the otherwise arid continent. |
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Other inhabitants of the mountains include many [[The Goliaths|Goliath]] clans, packs or roving [[Lycanthropy|wererats]], and even [[Draco-Orc|Draco-Orcs]]. Even during the ages when [[Dragon|Dragons]] populated the skies of Quelmar, few ever were brave enough to lair in the mountains, fearing retribution from the local giants. |
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=== Serethi Plains === |
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The Serethi Plains, also known as "The Eastern Badlands," are large stretches of dry savannahs and grasslands. Nestled between the Fiddlehead and Llanofeld Mountains, this region is noticeably cooler then the rest of Pteris. But the tempestuous climate caused by the Storm Giants of the Fiddlhead Mountains has made it difficult for local communities to grow and expand. Most inhabitants of this region choose to live near the northern coasts, where they can trade with the nearby continent of [[Isonhound]] and where there is more fertile farmland. Those who live in the southern regions primarily live off hunting local game. |
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The Serethi Plains are also notable for being the domain of a number of powerful [[Sphinx|Sphinxes]] and [[Genie|genies]] from the elemental planes. |
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=== Llanofeld Mountains === |
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The Llanofeld Mountains is Pteris' second mountain range on the north end of the continent. Where the Fiddlehead Mountains are ruled by Storm Giants, the Llanofeld Mountains are the domain of [[Cloud Giant|Cloud Giants]], living in the mountain's peaks where the mountains touch the clouds. The giants of the Llanofeld Mountains have a much closer relationship with the local humanoids and worked with them to found the nation of [[Trudger Territory|Trudger]] after the [[The Holy War|Holy War]]. |
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=== Central Badlands === |
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The Central Badlands is the thin region separating the Fiddlehead Mountains from the Kharmaja Dune Sea. It is a land of lawlessness were people desperate enough and with no other option coming to live here. In days long past, many were drawn to the Central Badlands with the promise that they could find their fortunes in gold. Yet in truth there was little gold to be found. Locals here survive by trading with sand sailors from the Kharmaja or by joining local gangs of roaming bandits to steal what they need to survive. It is a perilous hike to journey between one desolate town to the next, and many evil beings such as [[Devil|Devils]] and [[Demon|Demons]] have seen the region as a perfect place to set up shop. |
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=== Kharmaja Dune Sea === |
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[[The Kharmaja]] Dune Sea is an ocean of sand that stretches out from the Central Badlands out towards the Western Badlands. It is one of the most inhospitable regions in all of Quelmar, with sweltering heat and dangerous wildlife. Massive tremor sensing sandworms prowl the dunes, devouring anything they come across while local [[Thri-Kreen]] tribes sail the dune sea on sand ships. Without the proper camouflage equipment or a sand ship, in the dunes, your death wont come in days, but instead hours. But the region has remained popular with tomb raiders and adventurers alike as the dune sea conceals many secrets long hidden beneath the sand waiting to be uncovered. |
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=== Western Badlands === |
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Much like the Central Badlands, the Western Badlands are a lawless waste where nothing good grows. Other then the kingdom of [[Swikedom Kingdom|Swikedom]] to the south, the region has no centralized government, and is instead in the control of small waystations, tribes, and criminal syndicates. Referred to as the edge of the world by some, the Western Badlands are where you end up when you have nowhere else to go. Major factions in the region include [[the Federation]], [[the Shepherds]], [[the Scrappers]], and [[the Shend]]. |
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=== Swikedom Coasts === |
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The Swikedom Coasts are the isolated corner of Pteris nestled between the Kharmaja Dune Sea and tall seaside cliffs. Little is known about the coast, as the region's inhabitants are secretive as they are protective of their lands, hiding behind large walled cities in hidden gardens of luxury. For many years the region was the domain of [[Swikedom Kingdom|the Swikedom Kingdom]], an authoritarian nation of dragonborn and other dragonkin, with small cults and criminal societies nestled in the shadows where the soldiers of the kingdom cannot find them.[[File:Pteris Map kingdoms small.png|thumb|400x400px|Pteris Kingdom Map Post Realm War I]] |
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== Inhabitants == |
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Pteris is inhabited by a vast array of both humanoids and other intelligent creatures. Settlements range from the fishing villages and merchant towns on the eastern coast of Pteris, to the run down shanty towns and oasis of Central Pteris, to the mysterious walled cities of the Swikedom Coasts to the West. |
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=== Ptterans === |
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Pterrans were among the earliest races to walk the lands of Quelmar; dinosaur-like humanoids with sand-colored scales, prehensile tails, and bulbous, beak-like snouts lined with sharp teeth. They thrived in the scorching climates of Pteris, their cold-blooded physiology well suited to the region’s harsh, arid conditions. |
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Pterrans lived in nomadic tribes, hunting across the Pteris badlands with their keen speed and natural camouflage. The strongest and most respected among them were warriors who could lead others, share the burdens of the hunt, and safeguard their ancestral lands. Over time, the Pterrans adapted further to Pteris’s unforgiving terrain, and three of Quelmar’s modern societies trace their ancestry to this ancient race: the Merca, the Bellovik, and the Dunjana of the Under-Sand domains. |
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By the early BR era, populations descended from Pterrans had far surpassed their pure-blooded ancestors, and by the dawn of the PR era, true Pterrans were considered biologically extinct, surviving only through the bloodlines of the turtlefolk, lizardfolk, and snakefolk that still roam Quelmar today. |
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=== [[Giant|Giants]] === |
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The mountains of Pteris are inhabited and ruled by mighty giants. In the peaks rule the [[Storm Giant|Storm Giants]] and [[Cloud Giant|Cloud Giants]] who command the weather across their domains and beyond. Then in the hills and caves are the [[Stone Giant|Stone Giants]] and [[Hill Giant|Hill Giants]], living in tight knit tribes and serving at the command of the giants in the mountain peaks. Then in the caves deep below dwell the [[Fire Giant|Fire Giants]] who manage large industrial forges of flame. |
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The giants of Pteris are strong and proud, with many believing that they are the true people of Pteris and that the continent is theirs by right. Though as centuries passed and more humanoids arrived to spread across Pteris, the giants became content to simply rule over their mountainous kingdoms, as long as their humanoid neighbors respected their borders. |
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After [[the Holy War]], some giants formed alliances with local humanoid tribes in order to rebuild what had been destroyed by [[Dragon|dragons]]. Over time, they bridged the gap between their people and founded the nation of Trudger. |
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=== [[Devil|Devils]] === |
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In 180 [[BR]], the [[drow]] mages attempting [[Brightwater Campaign/The Season 1 Story|a dangerous ritual]] acciddentally opened a hole through Pteris, through the [[The Underdark|Underdark]], and (somehow) to the [[Nine Hells]]. [[The Underdark]]'s sea flooded portions of the [[Duumal|first layer]], and devils emerged in central Pteris in an event known as the [[The Infernal Emergence|First Infernal Emergence]]. |
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The First Emergence was marked with infernal technology only used in those times. Infernal Firearms - such as rifles and pistols - were briefly used over 1000 years before the development of the [[gun]]. Infernal Warmachines rode through terrain bringing death and destruction with them. When the emergence concluded, most devils chose to return to the Nine Hells, though many instead chose to remain in Pteris, thriving in the lawless badlands making deals, slaying demons, and reaping souls. |
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== Kingdoms == |
== Kingdoms == |
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[[File:PterisKingdoms.png|thumb|334x334px|Post Realm War: Pteris' Kingdoms]] |
Up until [[the Cavalry Rush]] in 368 PR, the continent of Pteris was organized into many distinct and powerful kingdom nations.[[File:PterisKingdoms.png|thumb|334x334px|Post Realm War: Pteris' Kingdoms]] |
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=== Clowre === |
=== Clowre Kreen === |
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The Clowre is the name given to the region dominated by Thri-Kreen tribes by the lands Thri-Kreen inhabitants. The Tribes of the Clowre are each distinct and unique, with their own beliefs and ways for navigating the desert. These tribes are known as Clutches, forming hives that can reach into the thousands. Few ever remain in a single place for long, traveling across the dunes to hunt new game and to avoid the threat of titanic sand worms. Clutches will often come into conflict with their neighbor nations as well as with towns built into their territory, the Thri-Kreen fighting back anyone who intrude on their lands. |
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Unlike its neighbors, Clowre was not a kingdom, but is treated as such by its neighbors. While these clutches were not unified as a nation, the other kingdoms in Pteris found it easiest for themselves to treat all the clutches as a singular group, even though such classifications were protested by the local clutches. |
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=== [[Oppidan Principality]] === |
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The Oppidan Principality emerged during the year when the second prince of the [[Snobbite Regality]] managed to conquer a vast region of central Pteris Trudger Territory. But instead of claiming this land for the Snobbite Regality, the price decided to split with his family and kingdom and declare himself prince of the new Oppidan Principality. As the realm war continued the prince ruled over their new kingdom with an iron fist. But over time many powerful mercantile factions managed to infiltrate his court and use their financial backing to weaken his power and temperament, leaving him a puppet king near the end of his life. |
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The second most populated kingdom next to Snobbite, the kingdom of Oppidan thrives on inter continental trade with surrounding kingdoms. With the power of the crown diminished, much of the region is patrolled by private mercenaries hired by the many merchant houses of Oppidan which keep the peace. |
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=== Oppidan === |
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=== [[The Shend|Shend]] === |
=== [[The Shend|Shend]] === |
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After the end of the Holy War, the Hobgoblin nation of the Shend quickly arose to dominate Pteris' northern coasts. But as Realm War I progressed, the Shend found themselves unable to compete with the Trudger Territory to the east and the Thri-Kreen of the Clowre to the south. This would eventually lead the nation to dissolve in its entirety in 31 PR, only to later reemerged as a criminal syndicate intent of ruling Pteris' illegal underworld. They are one of the few if not only ally of [[Swikedom Kingdom|Swikedom]]. |
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=== [[Snobbite Regality]] === |
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* Fyrgen |
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The Snobbite Regality is a kingdom of wealthy merchants and hardy sailors, and home to some of the most famous sea farers of the realm. They had a tight knit culture built around the sea and protecting their lands. You would not find any greater sailors anywhere else in Quelmar and their maritime trade across the realm made the Snobbite Regality rich and prosperous. The kingdom was home to many famous mercantile bloodlines and was ruled by a Sultanship. |
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During the first Realm War, it was the Snobbite people that battled back the invading Dragonkin from [[Amusa]] in what would become known as [[AmuPter Front|the AmPter Front]]. |
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=== [[Snobbite Regality|Snobbite]] === |
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=== [[Trudger Territory |
=== [[Trudger Territory]] === |
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During the Holy War, the giants of the Llanofeld mountains allied with local human tribes to fight back the dragon threats. The local giant clans which had been disparate and warring were brought together by the humans and all sides came together in an unlikely alliance. After the Holy War the humanoids and giants of Trudger worked together to build a strong and sturdy community, with many half-giants and Goliaths being born of this union. The nation is ruled by a council of chieftains led by a chieftain king. |
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Due to their natural might, the nation of Truder found itself with many enemies, including the Snobbites to the south and the Shend to the east. Their nation used to stretch the entire length of Pteris until it was broken into two separate territories by the merging Oppidan Principality. But the nation's greatest enemy lies in the mysterious kingdom of Swikedom who the Trudger people battle on the small but brutal "Killall Front." |
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*[[Mek]] |
*[[Mek]] |
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=== [[Swikedom Kingdom|Swikedom]] === |
=== [[Swikedom Kingdom|Swikedom]] === |
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Swikedom is a mysterious and secretive kingdom on the western coast of Pteris where the people live in walled Oasis cities. To the outside world little is known of the Swikedom people, and their vast network of [[Changeling]] spies makes sure that remains the case. In truth Swikedom is inhabited by former [[Tiamat]] loyalist dragonkin who managed to survive the end of the Holy War. Having fled into Pteris, they have constructed a society based of the tenets of Tiamat ruled by powerful sorcerer noble houses. |
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The kingdom is broken down into a strict caste system where the color of scales directly determines your station in life. Violating these rules comes with swift and brutal punishment. The nation is notable for its population of powerful draconic sorcerers who are trained to become weapons of war and to serve as the priests of Swikedom. |
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* [[Zar’Thuun|Zar'Thuun]] |
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=== Unincorporated Territory === |
=== Unincorporated Territory === |
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*[[Brightwater]] |
*[[Brightwater]] |
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*Farena |
*Farena |
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*Crooks' Creek |
*[[Crook's Creek|Crooks' Creek]] |
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== Domains == |
== Domains == |
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=== Clowre === |
=== Clowre === |
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* Serrinville |
* Serrinville |
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* ''Kreen Territory'' |
* ''[[Kreen Territory]]'' |
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**'''[[Dra-Trin]]''' |
**'''[[Dra-Trin]]''' |
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** Drajhaaz |
** [[Drajhaaz]] |
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** Erd-Ardral |
** Erd-Ardral |
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**'''[[Al'Adeaf]]''' |
**'''[[Al'Adeaf]]''' |
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**'''[[Ugarat]]''' |
**'''[[Ugarat]]''' |
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** Hissar |
** [[Hissar]] |
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**[[Fyurl]] |
**[[Fyurl]] |
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** Namium |
** Namium |
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| Line 51: | Line 150: | ||
* [[Yird]] |
* [[Yird]] |
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* Swardly |
* Swardly |
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* Fiddlehead Mountains |
* [[Fiddlehead Mountains]] |
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** Fort Thorn (located on one of the peaks) |
** Fort Thorn (located on one of the peaks) |
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* Solem |
* Solem |
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* Crawling Point |
* Crawling Point |
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* Dragon-Turtle Bay |
* [[Dragon]]-Turtle Bay |
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=== Scurflink === |
=== Scurflink === |
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=== Veldel === |
=== Veldel === |
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* [[Nymphsview]] |
* [[Nymphsview]] |
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* Oakhurst, near the ''Sunless Citadel'' |
* [[Oakhurst]], near the ''Sunless Citadel'' |
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* Arthureal |
* [[Arthureal]] |
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* Horshu (destroyed) |
* Horshu (destroyed) |
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* Vernvine (destroyed) |
* [[Vernvine]] (destroyed) |
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== Under-Sand Domains == |
== Under-Sand Domains == |
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Buried deep below the sands of the Kharmaja lies a network of cities founded by three major societies descended from the ancient Pterrans. The Bellovik people evolved into massive scorpion-like folk, while the Merca society eventually lost their legs, becoming serpentine [[Yuan-Ti]] folk. The Dunjana, the most mysterious of the undersand civilizations, are said to be far more numerous than the other two combined, living in an ant-like hive society. Many in Pteris refer to the Merca, the Bellovik, and the Dunjana, as “The Magicians,” “The Warriors,” and “The Druids" respectively. |
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Only appearing on the surface in the most dire of circumstances, these societies have found security by building beneath the dunes rather than above. Time would prove them wise, as these Undersand Domains have endured the longest of any societies in central Pteris. Weary of any land-walkers who tread above, it isn’t uncommon for Pteris’ ancient dungeons and tunnels to accidentally lead to an underground city populated by one of these cultures. The only way to safely cross paths with them comes in the form of their occasional cultural festivals and ceremonies, where they make pilgrimages or open cavern ceilings up to the moonlight as part of their ancient rituals, allowing tourists a brief look into their massive underground cityscapes. |
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===[[The City of Merca]]=== |
===[[The City of Merca]]=== |
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Hidden deep below the sand dunes of Pteris, Merca (pronounced Mer-saah) is one of the major underground cities home to one of the largest settlements of Yuan-Ti on the continent. Unlike many other common Yuan-Ti ancestries, the Yuan-Ti of Merca all have serpentine tails instead of legs. Although Yuan-Ti may be the primary race of Merca, many other races that found themselves at the mercy of the desert sun and have sought refuge and home in the city. The Yuanti outnumber all other races in the city and govern some of the highest seats of political influence. |
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===[[Bellovik|The City of Bellovik]]=== |
===[[Bellovik|The City of Bellovik]]=== |
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Buried beneath the sands of Pteris, Bellovik stands as the second largest of the major Under-Sand Domains in the great desert wasteland. Bellovik was first created by a small Scorpikis tribe struggling to establish security on the desert plains. They found more success below the sand than above it. While it began as the home to less than fifteen Scorpikis originally, Bellovik now is home to (possibly) the largest Scorpikis tribe in all of Quelmar. |
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=== The City of Dunjana === |
=== The City of Dunjana === |
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Little is known about the Dunjana. Of all the major Undersand Domains, theirs is the most hidden and mysterious. They are believed to live in a hive-like society, and evidence of their existence suggest that their numbers are vast, greatly overshadowing the population numbers of both Merca and Bellovik. |
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== Gallery == |
== Gallery == |
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| Line 104: | Line 209: | ||
File:MistyCliffMap.png|The Misty Cliffs in north Spineswad |
File:MistyCliffMap.png|The Misty Cliffs in north Spineswad |
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File:Pteris Map.png|Map of Pteris (c. 180 BR) |
File:Pteris Map.png|Map of Pteris (c. 180 BR) |
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File:Local Map 7.png|The central "coast" of Pteris where the badlands meet the Kharmaja dune sea (c. 180 BR) |
File:Local Map 7.png|The central "coast" of Pteris where the badlands meet the [[Kharmaja]] dune sea (c. 180 BR) |
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</gallery> |
</gallery> |
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<references /> |
<references /> |
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Latest revision as of 19:05, 12 November 2025

Pteris is the driest continent, closest to the season of Summer. It is constantly bombarded by dry arid temperatures and attracts only the most arduous citizens. Many who either live in the cities or mountains, where shade and cool interior temperatures are plenty.
Wildlife[edit | edit source]
- Giant Vultures
- Sandsharks
- Dust Mephits
- Lions
- Desert Dolphins
- Desert Whales
- Coyotes
- Cacti
- Carrion Hags
- Giant Centipedes
- Tumbleweed blights
- Ankhegs
- Jackalweres
- A lone magical baobab tree
- Serpopards
- Sandworms
- Stabbers (Kruthik queens)

Geography and Regions[edit | edit source]
Oppidan Peninsula[edit | edit source]
The Oppidan Peninsula is a lush green peninsula that stands out in the barren wastes and deserts of Pteris. ITs position has made it a home for many communities of traders and fisherman. This not only makes it one of Pteris busiest regions, but also one of the most inhabited regions in all the realms. But this has also turned the peninsula into a center for many of Quelmar's major conflicts, as its valuable land and tactical positioning for seafaring ships makes it coveted by many.
Flaughtland Deserts[edit | edit source]
The Flaughtland Deserts are harsh and dangerous. The region's sweltering heat requires special accommodations to survive in and the stability of the terrain makes anything built upon it sink into the earth over time. The lack of natural resources here have made the locals hardened, but also heavily reliant on one another, forming tight knit communities. The most notable of these communities are the Seven Cities, which rose to prominence late in the PR era.
The Delta Serpentine[edit | edit source]
The Delta Serpentine is a massive subterranean river system that flows beneath the Flaughtland Deserts that starts somewhere in the Fiddlehead Mountains, and heads west until it runs directly under the sinking city of Al'Adeaf and continues until it lands in a massive subterranean basin run by the Merca people. Many locals believe it is the flow of the underground river that causes structures in the deserts to sink.
The Olyphemus River[edit | edit source]
The Olyphemus River is a vast river that separates the Flaughtland Deserts from the Oppidan Peninsula. It is notable for both hiding a portal to the Elemental Plane of Water beneath its flow, and for being a major battleground during Realm War II.
Fiddlehead Mountains[edit | edit source]
The Fiddlehead Mountains are the largest and most central of Pteris' mountain ranges, and split the continent right down the middle, separating the Serethi Plains from the Central Badlands. The Fiddlehead Mountains houses one of Quelmar's greatest populations of giants. The highest peaks are home to powerful Storm Giants, while dens and caverns dot the range, full of lesser giants such as Stone Giants and Hill Giants. Even deeper in the caverns bellow you can hear the ringing from forges of Fire Giants. Occasionally, conflicts against or within the giant populations lead to great storms that can go as far east as the city of Jewelspar, leading to uncharacteristically wet seasons in the otherwise arid continent.
Other inhabitants of the mountains include many Goliath clans, packs or roving wererats, and even Draco-Orcs. Even during the ages when Dragons populated the skies of Quelmar, few ever were brave enough to lair in the mountains, fearing retribution from the local giants.
Serethi Plains[edit | edit source]
The Serethi Plains, also known as "The Eastern Badlands," are large stretches of dry savannahs and grasslands. Nestled between the Fiddlehead and Llanofeld Mountains, this region is noticeably cooler then the rest of Pteris. But the tempestuous climate caused by the Storm Giants of the Fiddlhead Mountains has made it difficult for local communities to grow and expand. Most inhabitants of this region choose to live near the northern coasts, where they can trade with the nearby continent of Isonhound and where there is more fertile farmland. Those who live in the southern regions primarily live off hunting local game.
The Serethi Plains are also notable for being the domain of a number of powerful Sphinxes and genies from the elemental planes.
Llanofeld Mountains[edit | edit source]
The Llanofeld Mountains is Pteris' second mountain range on the north end of the continent. Where the Fiddlehead Mountains are ruled by Storm Giants, the Llanofeld Mountains are the domain of Cloud Giants, living in the mountain's peaks where the mountains touch the clouds. The giants of the Llanofeld Mountains have a much closer relationship with the local humanoids and worked with them to found the nation of Trudger after the Holy War.
Central Badlands[edit | edit source]
The Central Badlands is the thin region separating the Fiddlehead Mountains from the Kharmaja Dune Sea. It is a land of lawlessness were people desperate enough and with no other option coming to live here. In days long past, many were drawn to the Central Badlands with the promise that they could find their fortunes in gold. Yet in truth there was little gold to be found. Locals here survive by trading with sand sailors from the Kharmaja or by joining local gangs of roaming bandits to steal what they need to survive. It is a perilous hike to journey between one desolate town to the next, and many evil beings such as Devils and Demons have seen the region as a perfect place to set up shop.
Kharmaja Dune Sea[edit | edit source]
The Kharmaja Dune Sea is an ocean of sand that stretches out from the Central Badlands out towards the Western Badlands. It is one of the most inhospitable regions in all of Quelmar, with sweltering heat and dangerous wildlife. Massive tremor sensing sandworms prowl the dunes, devouring anything they come across while local Thri-Kreen tribes sail the dune sea on sand ships. Without the proper camouflage equipment or a sand ship, in the dunes, your death wont come in days, but instead hours. But the region has remained popular with tomb raiders and adventurers alike as the dune sea conceals many secrets long hidden beneath the sand waiting to be uncovered.
Western Badlands[edit | edit source]
Much like the Central Badlands, the Western Badlands are a lawless waste where nothing good grows. Other then the kingdom of Swikedom to the south, the region has no centralized government, and is instead in the control of small waystations, tribes, and criminal syndicates. Referred to as the edge of the world by some, the Western Badlands are where you end up when you have nowhere else to go. Major factions in the region include the Federation, the Shepherds, the Scrappers, and the Shend.
Swikedom Coasts[edit | edit source]
The Swikedom Coasts are the isolated corner of Pteris nestled between the Kharmaja Dune Sea and tall seaside cliffs. Little is known about the coast, as the region's inhabitants are secretive as they are protective of their lands, hiding behind large walled cities in hidden gardens of luxury. For many years the region was the domain of the Swikedom Kingdom, an authoritarian nation of dragonborn and other dragonkin, with small cults and criminal societies nestled in the shadows where the soldiers of the kingdom cannot find them.

Inhabitants[edit | edit source]
Pteris is inhabited by a vast array of both humanoids and other intelligent creatures. Settlements range from the fishing villages and merchant towns on the eastern coast of Pteris, to the run down shanty towns and oasis of Central Pteris, to the mysterious walled cities of the Swikedom Coasts to the West.
Ptterans[edit | edit source]
Pterrans were among the earliest races to walk the lands of Quelmar; dinosaur-like humanoids with sand-colored scales, prehensile tails, and bulbous, beak-like snouts lined with sharp teeth. They thrived in the scorching climates of Pteris, their cold-blooded physiology well suited to the region’s harsh, arid conditions.
Pterrans lived in nomadic tribes, hunting across the Pteris badlands with their keen speed and natural camouflage. The strongest and most respected among them were warriors who could lead others, share the burdens of the hunt, and safeguard their ancestral lands. Over time, the Pterrans adapted further to Pteris’s unforgiving terrain, and three of Quelmar’s modern societies trace their ancestry to this ancient race: the Merca, the Bellovik, and the Dunjana of the Under-Sand domains.
By the early BR era, populations descended from Pterrans had far surpassed their pure-blooded ancestors, and by the dawn of the PR era, true Pterrans were considered biologically extinct, surviving only through the bloodlines of the turtlefolk, lizardfolk, and snakefolk that still roam Quelmar today.
Giants[edit | edit source]
The mountains of Pteris are inhabited and ruled by mighty giants. In the peaks rule the Storm Giants and Cloud Giants who command the weather across their domains and beyond. Then in the hills and caves are the Stone Giants and Hill Giants, living in tight knit tribes and serving at the command of the giants in the mountain peaks. Then in the caves deep below dwell the Fire Giants who manage large industrial forges of flame.
The giants of Pteris are strong and proud, with many believing that they are the true people of Pteris and that the continent is theirs by right. Though as centuries passed and more humanoids arrived to spread across Pteris, the giants became content to simply rule over their mountainous kingdoms, as long as their humanoid neighbors respected their borders.
After the Holy War, some giants formed alliances with local humanoid tribes in order to rebuild what had been destroyed by dragons. Over time, they bridged the gap between their people and founded the nation of Trudger.
Devils[edit | edit source]
In 180 BR, the drow mages attempting a dangerous ritual acciddentally opened a hole through Pteris, through the Underdark, and (somehow) to the Nine Hells. The Underdark's sea flooded portions of the first layer, and devils emerged in central Pteris in an event known as the First Infernal Emergence.
The First Emergence was marked with infernal technology only used in those times. Infernal Firearms - such as rifles and pistols - were briefly used over 1000 years before the development of the gun. Infernal Warmachines rode through terrain bringing death and destruction with them. When the emergence concluded, most devils chose to return to the Nine Hells, though many instead chose to remain in Pteris, thriving in the lawless badlands making deals, slaying demons, and reaping souls.
Kingdoms[edit | edit source]
Up until the Cavalry Rush in 368 PR, the continent of Pteris was organized into many distinct and powerful kingdom nations.

Clowre Kreen[edit | edit source]
The Clowre is the name given to the region dominated by Thri-Kreen tribes by the lands Thri-Kreen inhabitants. The Tribes of the Clowre are each distinct and unique, with their own beliefs and ways for navigating the desert. These tribes are known as Clutches, forming hives that can reach into the thousands. Few ever remain in a single place for long, traveling across the dunes to hunt new game and to avoid the threat of titanic sand worms. Clutches will often come into conflict with their neighbor nations as well as with towns built into their territory, the Thri-Kreen fighting back anyone who intrude on their lands.
Unlike its neighbors, Clowre was not a kingdom, but is treated as such by its neighbors. While these clutches were not unified as a nation, the other kingdoms in Pteris found it easiest for themselves to treat all the clutches as a singular group, even though such classifications were protested by the local clutches.
Oppidan Principality[edit | edit source]
The Oppidan Principality emerged during the year when the second prince of the Snobbite Regality managed to conquer a vast region of central Pteris Trudger Territory. But instead of claiming this land for the Snobbite Regality, the price decided to split with his family and kingdom and declare himself prince of the new Oppidan Principality. As the realm war continued the prince ruled over their new kingdom with an iron fist. But over time many powerful mercantile factions managed to infiltrate his court and use their financial backing to weaken his power and temperament, leaving him a puppet king near the end of his life.
The second most populated kingdom next to Snobbite, the kingdom of Oppidan thrives on inter continental trade with surrounding kingdoms. With the power of the crown diminished, much of the region is patrolled by private mercenaries hired by the many merchant houses of Oppidan which keep the peace.
Shend[edit | edit source]
After the end of the Holy War, the Hobgoblin nation of the Shend quickly arose to dominate Pteris' northern coasts. But as Realm War I progressed, the Shend found themselves unable to compete with the Trudger Territory to the east and the Thri-Kreen of the Clowre to the south. This would eventually lead the nation to dissolve in its entirety in 31 PR, only to later reemerged as a criminal syndicate intent of ruling Pteris' illegal underworld. They are one of the few if not only ally of Swikedom.
Snobbite Regality[edit | edit source]
The Snobbite Regality is a kingdom of wealthy merchants and hardy sailors, and home to some of the most famous sea farers of the realm. They had a tight knit culture built around the sea and protecting their lands. You would not find any greater sailors anywhere else in Quelmar and their maritime trade across the realm made the Snobbite Regality rich and prosperous. The kingdom was home to many famous mercantile bloodlines and was ruled by a Sultanship.
During the first Realm War, it was the Snobbite people that battled back the invading Dragonkin from Amusa in what would become known as the AmPter Front.
Trudger Territory[edit | edit source]
During the Holy War, the giants of the Llanofeld mountains allied with local human tribes to fight back the dragon threats. The local giant clans which had been disparate and warring were brought together by the humans and all sides came together in an unlikely alliance. After the Holy War the humanoids and giants of Trudger worked together to build a strong and sturdy community, with many half-giants and Goliaths being born of this union. The nation is ruled by a council of chieftains led by a chieftain king.
Due to their natural might, the nation of Truder found itself with many enemies, including the Snobbites to the south and the Shend to the east. Their nation used to stretch the entire length of Pteris until it was broken into two separate territories by the merging Oppidan Principality. But the nation's greatest enemy lies in the mysterious kingdom of Swikedom who the Trudger people battle on the small but brutal "Killall Front."
Swikedom[edit | edit source]
Swikedom is a mysterious and secretive kingdom on the western coast of Pteris where the people live in walled Oasis cities. To the outside world little is known of the Swikedom people, and their vast network of Changeling spies makes sure that remains the case. In truth Swikedom is inhabited by former Tiamat loyalist dragonkin who managed to survive the end of the Holy War. Having fled into Pteris, they have constructed a society based of the tenets of Tiamat ruled by powerful sorcerer noble houses.
The kingdom is broken down into a strict caste system where the color of scales directly determines your station in life. Violating these rules comes with swift and brutal punishment. The nation is notable for its population of powerful draconic sorcerers who are trained to become weapons of war and to serve as the priests of Swikedom.
Unincorporated Territory[edit | edit source]
- Brightwater
- Farena
- Crooks' Creek
Domains[edit | edit source]

Clowre[edit | edit source]
- Serrinville
- Kreen Territory
Flaughtland[edit | edit source]
- The Seven Cities
- Kreen Territory
- Yird
- Swardly
- Fiddlehead Mountains
- Fort Thorn (located on one of the peaks)
Oppidan[edit | edit source]
Scurflink[edit | edit source]
Spineswad[edit | edit source]
- Barenthia
- Quarrytown
- Cultivar
Veldel[edit | edit source]
- Nymphsview
- Oakhurst, near the Sunless Citadel
- Arthureal
- Horshu (destroyed)
- Vernvine (destroyed)
Under-Sand Domains[edit | edit source]
Buried deep below the sands of the Kharmaja lies a network of cities founded by three major societies descended from the ancient Pterrans. The Bellovik people evolved into massive scorpion-like folk, while the Merca society eventually lost their legs, becoming serpentine Yuan-Ti folk. The Dunjana, the most mysterious of the undersand civilizations, are said to be far more numerous than the other two combined, living in an ant-like hive society. Many in Pteris refer to the Merca, the Bellovik, and the Dunjana, as “The Magicians,” “The Warriors,” and “The Druids" respectively.
Only appearing on the surface in the most dire of circumstances, these societies have found security by building beneath the dunes rather than above. Time would prove them wise, as these Undersand Domains have endured the longest of any societies in central Pteris. Weary of any land-walkers who tread above, it isn’t uncommon for Pteris’ ancient dungeons and tunnels to accidentally lead to an underground city populated by one of these cultures. The only way to safely cross paths with them comes in the form of their occasional cultural festivals and ceremonies, where they make pilgrimages or open cavern ceilings up to the moonlight as part of their ancient rituals, allowing tourists a brief look into their massive underground cityscapes.
The City of Merca[edit | edit source]
Hidden deep below the sand dunes of Pteris, Merca (pronounced Mer-saah) is one of the major underground cities home to one of the largest settlements of Yuan-Ti on the continent. Unlike many other common Yuan-Ti ancestries, the Yuan-Ti of Merca all have serpentine tails instead of legs. Although Yuan-Ti may be the primary race of Merca, many other races that found themselves at the mercy of the desert sun and have sought refuge and home in the city. The Yuanti outnumber all other races in the city and govern some of the highest seats of political influence.
The City of Bellovik[edit | edit source]
Buried beneath the sands of Pteris, Bellovik stands as the second largest of the major Under-Sand Domains in the great desert wasteland. Bellovik was first created by a small Scorpikis tribe struggling to establish security on the desert plains. They found more success below the sand than above it. While it began as the home to less than fifteen Scorpikis originally, Bellovik now is home to (possibly) the largest Scorpikis tribe in all of Quelmar.
The City of Dunjana[edit | edit source]
Little is known about the Dunjana. Of all the major Undersand Domains, theirs is the most hidden and mysterious. They are believed to live in a hive-like society, and evidence of their existence suggest that their numbers are vast, greatly overshadowing the population numbers of both Merca and Bellovik.
Gallery[edit | edit source]
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Map of Pteris (c. 10 PR)
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Flaughtland in Detail c. 750 PR
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Oppidan in detail c. 750 PR
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The Misty Cliffs in north Spineswad
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Map of Pteris (c. 180 BR)
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The central "coast" of Pteris where the badlands meet the Kharmaja dune sea (c. 180 BR)
| The Quelmar Realm | |
|---|---|
| Continents | Amusa • Breme • Isonhound • Kiston • Levinkan • Osugbo • Pteris |
| Divisions | Kingdoms (Before 390 PR) • Domains (After 390 PR) |
| Citizens | Player Characters • NPCs • Races • Bloodlines |
| History | Timeline of the Quelmar Realm • ( Pre • BR • PR • CR • Post ) |
| Magic and Religion | Quelmar Deities • Spells • Magic Items • Magic Weapons |
| Other Lists | Alcoholic Beverages • Major Cities • Adventuring Teams • Guilds • Demonyms • Tuckerisms |
