Peloria is the perennial hotbed of conflict in the Floating Realms. The continent is the home of the majority of Gnomes and Dwarves in the Realms. This continent is rich in natural resources and they are easily accessible, making it a hotbed of conflict. There are two Dwarven Kingdoms in Peloria and one Gnomish Kingdom, but they have a relatively small region of influence. Most of Peloria is still considered wild and has stayed that way for millenia since the Sundering; scholars attribute it to Gaia’s Wrath.

Many people seeking adventure and a new life have come to Peloria, making it a melting pot of various cultures and species. It has many unexplored areas and home to a wide variety of ruins from ancient civilizations. Peloria’s climate ranges from Temperate to Tropical, and is well-suited to farming.  It also has strategic value for being part of major Airship Trade Routes that pass to Voltana.

Pelor’s Domain

Pelor the Magi ruled the people of this continent by proxy with great mechanical and magical creations called Golems. They kept law and order as Pelor wished it; then spread mayhem, destruction, and found test subjects when she didn’t. Pelor was not all bad news however, she encouraged the Gnomes and Dwarves to produce new engineering marvels. Under her guiding influence, the Gnome created Konkret and I-beams: two engineering discoveries that reshaped the cities of Peloria and are closely guarded secrets of the Gnomes. With Pelor’s guidance, she directed the Gnomes to build their great city and its many layered tiers.

Pelor was as often difficult as she was kind. Much like the land of Peloria, she was equal parts wild and civilized. She traveled her lands often and left much of the governing of her provinces to her Golem creations. In her travels, she met many strange and wonderful creatures. Of the Seven Floating Realms, Peloria is the most exotic and varied. She never really feared that the other Magi might strike at her and take her lands, because of her proximity to Angmaria. Angmaria was directly to her west separating her from all the other Magi and leaving unexplored territory in every other direction. To her North, East, and West she was surrounded by mountain ranges and vast oceans. Pelor desired to become a god like all the other Magi, though, so her lands were Sundered like the rest.


Peloria a Wild Paradise

Peloria is largely an untamed wilderness on its western half; a vast and lush savannah in the northern regions; rolling hills, outcroppings, and valleys on its eastern side; and a thick mountainous and hilly region on its southern side. The continent is rich in resources and even in its driest areas, well fit for agriculture. This makes Peloria an ideal realm for growing crops and for people to live, but settlers have had a difficult time making permanent settlements for many reasons, the first being the wildlife.

The wildlife of Peloria has a higher concentration of predators and prey animals than any realm save Angmaria. The variety of plants and animals on Peloria is astounding and for most people that would try to live in this land, hunting is great, but farming requires constant vigilance. Most farms that survive require basilisks for protection or they get devoured by herd beasts or preyed upon by predators.

The climate is another reason settlement is difficult. On the eastern side of the continent the temperature ranges from blistering hot and fairly dry most of the time. On the western side of Peloria savannahs turn to violently tropical lands, heavy with precipitation and heat. Where the two climates blend creates a hot temperate climate that leans towards the subtropical. There are frequent lightning storms, flash floods, tornados, and humid heat waves. Not even elevation will prevent you from experiencing heat in Peloria; the mountains are not high enough in the atmosphere of Veerith to cause the air to thin out and temperatures to drop.

Pelorias Great Cities

Besides the Northern and Southern Dwarven Kingdoms in the Garad and Singh Mountains, there are Four Great Cities in Peloria. By looking at the map, you might assume there are a lot of cities, but don’t let a first impression fool you. What you see on the map is it. Dardanelles, Gnimsh, Jude, and Caprin are the largest cities on Peloria. There are no unlisted small settlements as is typical in most other lands. That leaves you with the Four Great Cities, the Dwarven Kingdoms, and whatever outpost cities that are left on trade routes.

Of the Great Cities, Dardenelles and Jude are the only free tariff airports in the land. Gnimsh is an airport, but landing there puts you at the mercy of the Gnomish government. Caprin is also an airport, but it is more of a smuggler’s den than a reputable place to do business. You don’t go to Caprin unless you are ready to deal with shady characters.

The Great City of Gnimsh is a sight to behold, reaching high into the sky with over 30 stories and counting. It has a vast network of tunnels and structures beneath it, reinforcing it and serving as supply lines. Everything is a mixture of Science and Sorcery, built with I-beams, Koncret, and Gnomish Engineering buttressed by runes and other empowering magic. Gnimsh is one of the great wonders of the world. All manner of people are free to live and pass through Gnimsh, but it is not a grand trade hub, it is a city of learning, so it relies on Jude and Dardanelles for their trade supplies.

Dardanelles and Jude can be considered sister cities and talking about one is almost like talking about the other. They are very similar. They are constructed by a primarily human populace, have a melting pot feel, and are heavily contested by the Imperials and the Cyrindian Elves. Their leadership consists of a Council led by a Mayor which is perpetually bullied by the local occupying force (whomever that might be). The elves call it “liberation,” at least the Imperials call a spade a spade and conquer the towns.


Adventuring in Peloria

If you are an adventurer, Peloria should be one of your stops. There are large swaths of unclaimed wilderness and all the glorious adventuring that comes with them. You could spend your whole life exploring Peloria and not find everything for two reasons, there is so much and it keeps changing (almost before your eyes). There are hidden clans of Ogres, rare cities, ancient ruins, subterranean lands, dinosaurs, thick jungles, unique species, and untold riches in minerals and natural resources. There are some locations on Peloria that hide plants that can cure any disease and others where people can communicate to each other with thoughts alone.

You might be asking how there can be so much to explore when we have airships? To answer that I have one thing to say, it is untamed and untameable. You can’t see everything beneath the thick canopies of trees and all attempts to domestic the land have ended up in it being savagely returned to its former state. Some say its because of a strong Gigas presence and some say because Gaia hates civilization, both are partially true. The fractured essence of Gaia on Peloria is more feral and primal than any of Her other essences in the Realms. She is quite civilized on Myrindal, but violently opposed to the same civilizations on Peloria. With the proper deference to Her, you can live in peace on Peloria, but if you anger Her, your lands will only be another ruin for future adventurers to explore.