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The Storyteller ([info]thestoryteller) wrote,
@ 2007-01-09 10:28:00


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Entry tags:premise, setting

About Pentamerone...

PREMISE


+ What happens after ever after? When your home begins to fade around you, where will you go? What happens when you fall asleep one night, and the next, wake up in a magical land you've never seen or heard of before?

+ Pentamerone is the last stronghold of human imagination. The hundreds of magical lands and worlds that used to exist in the minds of children are now in a state of decay. As a result, the figures of legend have fled to this newly imagined land. Heroes and villains alike seek someplace to exist before they fade from existence. Others winds up here accidentally and search for a way home, not sure if there's a home left to go to.

+ Your character is in Pentamerone because things weren't going so hot back home. Perhaps they decide to settle in one of the known kingdoms or wild lands, or perhaps they go discover or conquer a place of their own. Maybe they just wander aimlessly. Maybe their own homeland has started to fade away from people no longer believing. Maybe they just woke up one day and they were here. Pentamerone is a world of mystery, of new places to be explored, and full of new people to meet. Only one thing's certain: once you cross its borders, you can never return home again.




SETTING

Pentamerone map! Click for larger view


+ The gods do not have a kingdom of their own. Powerless, they are without a domain of their own in Pentamerone. Many of them wander aimlessly.

+ For simplicity's sake, each kingdom may have their own currency but all kingdoms accept one another's currency in order to accommodate business and travelers.

All kingdoms have been made and named!! Thank you all for your participation!!!


The Civilized Lands --

Camlann of the North [created by Zoe]
location: the northern lands of Pentamerone

government: absolute monarchy, anarchy
led by: King Mordred Pendragon*

climate: The city is on the windward side of the mountains, meaning that the rising air off of the lower lands cools as it moves up the mountain and releases moisture onto the land below in the form of rain and snow. The summer and spring tend to be cool with heavy precipitation. The fall is a brief respite, a dry period for the trees to quickly shed their leaves before the first frost in late October. Snow coats the slopes of the mountains and the areas surrounding the citadel without melting from November through February. Travel in and out of the city is only possible following the southern highroad in the winter.

technological level: contains most of the elements of an iron age society. Tools are almost exclusively made out of metal. Particularly clever craftsmen have put together basic machinery, mostly used in industry rather than daily life. There is no electricity. Magic tends to be more esoteric than practically useful. In fact, most of the citizens of Camlann purposefully reject science and cling to the older ways. Their main technological achievements lie in honing the crafts of weaponry and armor, to the point where it is literally considered an art form.

type of economy: Roughly a palace economy. Camlann sits at the mouth of some of the richest iron, mithril, and blue sapphire mines in Pentamerone. Many of the citizens are involved in some aspect of refining the ore. The palace oversees the mines, provides smithies with their materials, trades with other kingdoms for staples, and controls the currency. The currency of the realm consists of extremely light and thin disks of mithril: a whole disk is worth ten halves, a half is worth ten crescents. Those who are not involved in the metalworking business provide for themselves by trading their own goods and services inside and outside of the kingdom. Those who do none of the above provide for themselves by stealing from the rest. There is a thriving black market. the class system is based on magical and physical prowess rather than income, though all recognized royals have particular privileges granted by the king.

cultural description: Camlann is a fascinating but dangerous city, full deadly beauty, temptations, and the most wretched, grotesque figures from tale and lore. it is a haven of thieves, traitors, psychopaths, and murderers. Within the well-fortified city walls, the only law is the king's will. Intricate jewelry and fine weaponry are held in high regard among society. Cloth is a rare commodity, though leather is more common and often used for clothing. Black magic is also common; there are many cursed objects drifting through the city, and weapons are frequently enchanted to enhance their capabilities. With a variety of extremely different cultures coexisting, a certain amount of conflict is sure to arise, but Calmannites tend to quickly develop a tolerance for the bizarre. They have a reputation for being very difficult to shock and many don't lose their tempers and violent dispositions. There are several established fighting pits in the city. During the fall, there is an enormous tournament presided over by the king. Fighters travel from all over Pentamerone to prove themselves in these events.

typical inhabitants: humans, dwarves, monsters, talking beasts, trolls, ogres, goblins, witches and warlocks, gods, occasionally unseelie fairies.

laws or traditions? An uneasy truce exists between most of the inhabitants, many of whom have no other place to go. There are no laws protecting life or property. Those who commit crimes against others risk only punishment at the hands of the wronged party. The king holds open audience twice a week to oversee the settlement of any disputes brought to him and judged suitable by his staff. Bribery is traditional. The city guard, handpicked from the kingdom's army, enforces the king's will. Public brawls are not tolerated. Few are eager to incite the wrath of the king and his guard.

additional notes: Bordered by the Sleeping Woods and Koude Reizen mountains. The woods are often used as hunting grounds by Camlannites.



Mehrdadstan, the Southern Desert Kingdom [by Shell and Ai]
location: the southern lands of Pentamerone
government: Absolute monarchy, appointed or hereditary succession
led by: Scheherazade, Queen after the death of her husband Shahryar

climate: Desert. Mehrdadstan is a natural desert, unlike the magical wastelands that are the Blasted Lands. Temperatures during the day bake the arid sands while in the evening, it tends to grow comfortably cool. The temperature never fluctuates much year round. During the summer months, brief but violent rain storms sweep down from Lake Raienia while during the winter, harsh dust storms crop up, stirred up by siroccos coming out of the Blasted Lands.

technological level: Medieval technology. Recent advances in technology include the invention or adoption of gunpowder, spectacles, and greatly improved building techniques, agriculture in general, clocks, and ships, both for traditional sail across Lake Raienia, and small airships that traverse the deserts.

type of economy: Mehrdadstan has a kind of dirigisme economy, meaning that it's an economy with mainly private ownership of the means of production but strong economic regulation and participation by the government. Meaning farmers, craftsmen, and shop owners own their own land and wares, but the monarchy regulates trade and what materials and items are allowed in and out of the country. Also, the monarchy can fund certain interests.

cultural description: A very patriarchal society, women are slightly better than second class citizens, not really allowed to participate in political ventures and denied more than just a cursory education. They to take care of their men, their children, and their homes, and be thankful for what their husbands, fathers, or brothers provide. The level of technology seems on level with that of the Middle Ages of Europe. The technology is offset by a high level of magic, used most often by members of the royal court. Magic among the common people is more closely guarded, and those with great ability often wind up serving in the palace.

typical inhabitants: Humans, animals - mute or talking, reptiles: snakes, lizards, iguanas, etc, insects: centipedes, millipedes, scorpions, beetles, etc, djinns, fire giants, and other races of flame, and the occasional magically animated object [e.g. flying carpets].

laws or traditions: All major crimes [murder, rape, adultery, etc.] are punishable by death, trials are held before a council of judges. Appeals are heard by the ruling monarch, and thus rare. All unmarried women are required to wear shawls and/or veils and are not allowed to go anywhere without a chaperone, whether it be a married female relative or a male relative. Eating of pork is strictly forbidden. In fact, swine are not allowed in the Southern Kingdom at all.

additional notes: Magical objects, including flying carpets, are manufactured in Mehrdadstan. Being a magician, court or otherwise, is an actual profession, though closely watched by the government, and kept mostly regulated. No one wants a magician out of control. The entire kingdom is also under a magical detection spell: anyone coming to Mehrdadstan with magical ability is noticed, recognized, and watched by the authorities, and their strength and magical power noted and recorded. Some may be summoned to court, but it is really just to regulate how much magic, especially powerful magic is in the kingdom at any given time.



The Eastern Kingdom of Estervale [created by Ashley]
location: the eastern lands of pentamerone


government: constitutional monarchy - an elected King and/or Queen and a council/court elected by them

led by: The last king recently passed with no heirs to leave the throne to. Currently searching for a new ruler, decisions are made by the last king’s council.

climate: With comfortable summers and more than bearable winters, the valley tends to be very mild - the exception being (because there always is one) the heavy spring and autumn rainfall. It gets cold enough in winter months for snowfall, but there's usually not enough for constant snow cover throughout the season. The small lake never completely freezes over, but often floods, along with the rivers, when the rainfall is most heavy at the end of the spring season and the beginning of the autumn. Travel is most dangerous around this time, as you're never quite sure how deep those puddles are.

technological level: Estervale's technology is in closest resemblance to that of the medieval period. Medicine is obviously not too far advanced, but many practice healing magics to counter act that.

type of economy: Best described as a mixed economy - Estervale is a well forested valley, though there are clear areas for farm land as well. Logging, farming, cloth trade and mining (mostly copper and tin, some gold) are large sources of income for Estervale, and are moderated by the monarchy. Citizens are allowed to own private property, though many live in city owned housing in Esteroak. Within the Esteroak stronghold, there lies a hustling, bustling market, and while the sale of staples such as timber, ore and grains is monitored by the monarchy, tradesmen and women are allowed to make and sell/trade their wares and services privately. The currency is a rather simple coin set of copper, silver and gold, and classes usually distinguished by wealth.

cultural description: Carved out of what was once a dense, coastal forest, the kingdom of Estervale, still a vast woodland, is populated mostly by humans. Large sections of the forest have been cleared from years of logging, and have been developed into farm land. Throughout the rest of the valley though, trees and lush glades surrounding small homes reflect the pastoral lifestyle many of the citizens live. The cultural center of Estervale is within the fortified walls of Esteroak city. Behind these walls lies Esteroak Castle, as well as housing owned by the monarchy, and the main marketplace. Estervale is generally a peaceful place, the crime rate is low, but crime certainly exists. Magic is known and practiced by many, yet it is rarely used for wrong doing. Estervale is heavily patrolled by the Esteroak watchmen, who keep peace within the city, and keep the land safe from those who would invade or cause any harm to the citizens of the kingdom, as well as those passing through.

typical inhabitants: Humans make up the majority of the population. Other humanoids aren't that rare of a sigh, but they are usually just passing through and resting at the inn.

laws or traditions? - Estervale actually recognizes equality between men and women. It's not at all uncommon to see women trained well with a sword, or even patrolling as a watchwoman.

- A faire is held just outside of Esteroak City once a month, bringing goods from all over Pentamerone, as well as entertainment, for the people of Estervale.


additional notes: - Southeast of Esteroak is the Estervale Church. Not all citizens of Estervale are religious, but enough believed in some kind of God to devote time and money into building the place.

- Just behind the church stretches Sageflower Lake. The body of water is small enough so that you can see one side from another. It is fed by the Sageflower River, which cuts through Estervale from Lake Raienia.

- Southwest of Esteroak is Estshire, a gathering place and rest stop for many traders and travelers. The Oak Barrel Inn & Tavern is located here, and is the largest and most popular of its kind in Estervale.



Ozland of the West [created by Emma, revamped by Shell]
location: the western lands of Pentamerone

government: Ozland is based around a consensus democracy with a mayor and seven council members being elected by the people of Ozland. The council members are heads of commitees that cover things such as such as public works and unbirthdays. The elections are held every 777 and so far there is no limit of the number of terms a person may serve. Women have the right to vote and hold public office. Animals may have a seat on the council and have the right to vote, but may not hold the position of mayor. Currently robots and animated objects may not hold government positions and while they are technically allowed to vote, they are often discouraged to do so.

Newly established absolute monarchy. Borders on tyrannical and is subject to instability based solely on the queen's whims.

led by: Jenny Jump* from New Jersey (mayor elect) and her seven member council. There has been a hostile takeover by the Queen of Hearts. She and the King of Hearts now rule and are turning the democracy back to an absolute monarchy.

climate: The weather of Ozland is in a constant calm before the storm. The land is always over cast with dark looking clouds, though the sun always manages to shine through a few times a day. While it never thunderstorms, sprinkling of rain is not uncommon. Some days it gets very windy, so much so that you could swear it was going to sweep you off of your feet. Depending on the day it could be humid and sticky, but the next a slight chill could be in the wind. It never snows and there storms have yet to manifest into anything beyond a light spring shower. As of yet, the weather has never deviated from this pattern.

technological level: It is akin to that of industrialized Victorian England and may perhaps be the most technologically advanced land in Pentamerone. Houses and other establishments in the capital city and a few other small towns are outfitted with indoor plumbing and electricity, though the latter can be rather sketchy. It isn't unheard of for the power to fail once a day for a few minutes. The lights are constantly flickering. Isolated areas have yet to benefit from this advance in technology. Horses are still the main for of travel. The Other Emerald City does have a growing street car line and all the towns in Ozland are connected by a newly finished railroad system (they are currently looking into extending this into other lands). If you don't trust this newfangled machine, you can always take the Mustard Brick Road. Robots are not unheard of and neither are scientists trying to develop rocket ships and horseless carriages. The technology in this land revolves around steam engines, clockwork devices, automata and difference engines.

type of economy: Resembles libertarian socialism. It's worked so far, but nothing ever remains perfect. Especially not if when the queen has her way.

cultural description: Ozland is a rather ridiculous place. The culture used to thrive on the individual, but since the Queen of Heart's takeover, going against the grain and doing your own thing is highly discouraged. Doing things any way but HER way will get you beheaded. No form of religion exists in Ozland. Clothing is entirely haphazard and by personal choice. Ladies often match skirts with t-shirts while the men wear jeans and with dress shirts and ties. Ridiculously big hats and large pocket watches are currently in fashion. Unbirthdays are regularly celebrated everyday for about five minutes with a huge party at the end of each month to celebrate them all. The people of Ozland are a hard-working people, always striving to keep their heads. Strangers are welcome and celebrated as long as they don't cause any trouble, and be sure to follow the queen's rules.

typical inhabitants: humans, humanoids, various talking plants and animals, gnomes, card-people [who don't actually look like cards], bread & butterflies, flying monkeys, mad hatters, fish-footmen, frog-footmen, cheshire cats, gryphons, mock turtles, hookah-smoking caterpillars, dodos, munchkins, rocking horse flies, animated inantimate objects, robots, hoppers, horners, tottenhots, thists, loons, giant purples spiders, flatheads, skeezers

laws or traditions? -- roses must be painted what ever color the current mayor decides red, unless the queen suddenly decides otherwise.
-- unbirthday celebrations are held at 12:17PM everyday
-- only "card-men" may serve as police officers. Card-people are not actual cards, merely assigned a suit, which is a regiment. The hearts regiment is clearly the elite squad, often hand-picked by the queen.
-- croquet games are held weekly. The queen ALWAYS wins.

additional notes: -- it's Steampunk.
-- it also has a place of higher learning, New Shiz University.
-- security of the land is maintained by the brute squad, made up of varying regiments, currently led by the Knave of Hearts. The rest of the queen's army is divided as follows:
    there are four different regiments; each regiment is a suit: hearts, clubs, spades, and diamonds. The hearts regiment is the queen's favored and elite regiment. Each regiment is then broken into four squads: a brute squad, security squad, the tactical force, and the magician's force. Ozland security is maintained by the brute squad. The queen's security, as well as her castle and court are maintained by the security squad. The tactical squad makes plans based on the Queen's whims for expanding, conquering and general army tactics. This squad is subject to frequent beheadings and replacements if the Queen's whims are not perfectly followed. Last is the magician force, who specialize in testing new magical substances, emissions, spells, rose breeds, anything vaguely magical the queen deems study-worthy. When used as an invading force all four regiments, and all squads within, work together as a well-oiled army.



Lake Raienia, the Water Kingdom [created by Shell]
location: In the center of Pentamerone, the Raienian Lake.

government: The islands are all under joint rule by one sovereign king. The king of Raienia cycles through the islands as dynasties. Whenever a king dies, it is not certain his son will inherit the throne. There is a trial by combat to win the throne, the battlefield chosen at random, and the winner will rule until his death. The contenders may only be from the four noble lines of Raienia, one from each island, a tradition that has been in standing for as long as Raienians can remember.

led by: The Frog Prince* currently rules. How he won in combat remains an utter mystery.

biome type: Raienia is a large lake, covering so much of the center of Pentamerone, its climate differs at its extremes. Land formations are made up of many islands, varying in size, dotting the lake from north to south. The center islands are tropical [X], and as one moves north they become temperate [X], bordering on taiga [X] towards the northern coast of Raienia.

climate: Depending up which part of Raienia one is inhabiting, the climate can be vastly different. Towards its northern coast, Raienia experiences cold, frigid winters, the lake often freezing in turns between November and February. The summers there are temperate, with warm rains in late April and May, cold ones in September and October. Running east-west, along what would be the equator, it is distinctly tropical, with hot humid summers, and mild winters. Snow is unheard of in the middle of Lake Raienia. Sudden rainstorms are frequent during the summer, heavy driving rain that comes up without warning and ends just as suddenly. Beneath the water however, lies another story. There lies an entire civilization, either unknown to or forgotten by most humans, except those who are attuned to nature or magic. It is known to some fey, especially those with aquatic roots. It exists beneath the center of Lake Raienia, and thus enjoys warm tropical waters.

technological level: The northern islands of Raienia are in the midst of a technological evolution. It was recently discovered how to covert water power into electricity, and homes are slowly being lit and heated by hydro-electric power. Jobs are on the rise, with power plants opening across the islands. So far though, only the rich or moderately well off can afford electricity and poorer people, and those on Modai and Seipai still use candles, lamps and fires for light and heat.

type of economy: Formerly a token economy, with the rise of industrialization comes a mixed economy. Currency is in the form of coins and paper bills, printed monies with denominations that represents their worth. The state of the paper money is dependent on the pricing of gold, silver and precious metals including mithril. Raienians are more than willing to exchange currencies, and are in the process of creating a banking system on the Northern island of Håkäring. Modai and Seipai inhabitants are more likely to trade in goods, including cocoa, tobacco, drugs and aphrodisiacs from the forests, or fruits and vegetables such as bananas, mangoes, coconuts, sugar cane, corn etc... Underwater however, the inhabitants have no need of money, and exist in a natural economy, with leaning towards gift or bartering.

cultural description: Cultures in the different areas of Raienia differ vastly. The northern islands, Håkäring and Wuyumbe are very similar. They are both stern societies, focused on developing technology, focusing on science rather than magic. The people themselves are often curt, without intent to be rude, and are often in a hurry. Modai and Seipai are quite different. The atmosphere is relaxed, mild and unhurried. They care less about magic, and more about nature and the land itself, trying to find ways to use it to its potential without harming the ecosystem. Otuno's culture is mostly unknown, but is likely that of the faerie court, full of spirited creatures who enjoy a good time. There are some darker creatures who do enjoy a mean prank, or flat out murder by drowning just for a laugh.

plant description: Lake Raienia is home to many different kinds of plantlife. In the north, one can find moses, lichens, sparse coniferous trees, such as spruce, pine, birch, but no heavy dense forests. Modai and Seipai enjoy lush rainforests over most of the islands, with few areas cleared for civilization. The forests are full of fruits, vegetables, flowers, and all kidns of plants, some of which are nutritious, and some contain deadly poisons, or hallucinogens, or even aphrodisiacs. Few but the natives know what exoctic foods can be eaten, and travelers should not eat what they do not recognize.

animals & inhabitants: Animal life in Håkäring and Wuyumbe is sparse; besides some fish, there are some predatory birds and smaller carnivores, such as foxes, wolves and wild cats. Animal life in Modai and Seipai is ripe. There are many different species of animals living throughout the rainforests, such as bats, birds, primates, reptiles, and of course fish. Humans of course, live on all four islands, and are very diverse. Otuno is home to many types of aquatic creatures, magical and non-magical alike. All kinds of freshwater fish, as well as creatures such as aquatic elves and humans, some selkies, water spirits, and very many other creatures or fey found in water. Creatures like the kraken, leviathans, and other sea-dwelling creatures are not found here, as it is fresh water. The few selkies who do live in Otuno are a mutated species that are intolerant of salt.

landmarks: There are four greater islands of Raienia, two in the north: Håkäring and Wuyumbe, and two in its tropical center, Modai and Seipai. There are many smaller islands that may or may not be inhabited. There was once a mountain that spit fire beneath the waters but it is long dormant, and few believe it will belch fire again.

additional notes: All of the rivers of Pentamerone have their start or end in Lake Raienia, even if it doesn't seem to follow its course all the way. The Rajani jungle river for example diappears, continuing underground, but reemerges farther east and empties into Lake Raienia. Beneath the lake lies an entire civilization, the Otuno society. A separate society in and of itself, few even realize it exists. Creatures who can breathe air as well as water, or take human forms have been known to travel to the sleeping woods to visit their cousins in Faerie. Just as in Faerie, many different types of creatures exist, ranging from good to evil. There are some creatures one can tell immediately are 'not quite right' while others may pass as perfect humans. Otuno has no designs on the surface world, and does not often welcome visitors.



Shangdi of the Clouds [created by Casey]

location: In the clouds above Estervale and the Koude Reizen Mountain Range
government: Shangdi is divided into three districts (tea -chinese, silk -japanese, and rice -south asian), under the ruling monarchy.
led by: Sakata no Kintoki, sometimes called Kintarō*.

climate: Perpetual spring. In Shangdi, you can almost always count on the weather to follow a very strict pattern. With its temperatures never dipping below cold or rising above hot, Shangdi is in a constant state of spring, with bright days and cool nights. Due to its location, days are seemingly long and nights are short. From November to January, Shangdi experiences high winds, with an average of 80 mph. During the months of February through June, rainfall heavily increases with an average of 10 inches. Also, remember to watch out for those pesky rainbows!

technological level: Moderate. Shangdi covers both technological extremes; while some still hold on to the ancient ways, many are expanding their technological borders and embracing the new-age inventions. In many districts, travel still falls mainly on walking and horses, while some have taken to the magic of cars and bikes. Agriculturally, the districts still hold on to the more basic ways of working the fields. They rely on horses and ploughs, very simple irrigation canals and, in some districts tractors.

type of economy: capitalist economy.

cultural description: Arguably one of the most beautiful, if not visually appealing lands in pentamerone, Shangdi is a melting pot of cultures with silks of all colors, literature, arts, and the most colorful of characters. The inhabitants of Shangdi are highly intelligent and devoted to gaining knowledge. Throughout Shangdi is an impressive education system with many schools and three large universities with students from all over Pentamerone. They are known for employing some of the best minds of fable, and hold many programs with other lands allowing for all citizens of Pentamerone to gain an education. Shangdi is also responsible for the mass production and distribution of some of the best tea, rice, and silk around. With sprawling estates and large entertainment hubs, the characters of Shangdi know how to live with their impressive and often superfluous homes and exquisite eating. The larger upper-crust of Shangdi live life in a fantasy, but beneath their glitz is a force of hard-working, laborers who do most of the grunt work in keeping Shangdi afloat. These are your commoners, who live simple lives. Tension has always existed between the two classes, but up till now, there is an uneasy truce between the two classes, in part through the machinations of the king and his police force.

typical inhabitants: Gods, spirits, talking animals, prone-to-flight legends, and of course humans. The majority of Shangdi is occupied by humans of multiple origins and cultures, including, but not limited to typical Asian cultures etc.

laws or traditions? Under the reigning monarch, the rich and noble hold court, while the commoners flock to the city streets and hold markets. The king commands a large army of warriors and soldiers who work to carry out peace among the vastly different Shangdi citizens. There are very strict laws regarding trade, immigration between lands, and various social aspects of life. The king often holds court to discuss the various going-ons of Shangdi and it is he who makes most decisions.

additional notes: The main mode of transportation to get to Shangdi is self-propelled flight, followed by magic carpets, which are rather expensive and rare, as they are actually fashioned in the south kingdom. Also, there are designated beanstalks in the woods of Estervale. The beanstalks lead to sky gates, are heavily guarded. There is also a cloud-walk passage up through the Koude Reizen Mountains that leads to another guarded gate.



The Faerie Court [created by BB]
location: deep in the heart of the sleeping woods
government: elected monarchy, though its leaders are immortal [ x ]
led by: Oberon, the unseelie fairy king & Titania, the seelie fairy queen
climate: Much like a New York climate, spring and summers are warm to hot, with warm showers. Thunderstorms are rare, but rain is very plentiful to keep the woods green. The fall and winters are cold. The weather used to be supernaturally mild, never growing colder than fall or warmer than winter, but the appearance of Titania's sister Mabb had brought out the extreme opposites between the two, exaggerating the weather in both directions. For the first time, winter exists in the sleeping woods, with cold winds and snows.

technological level: Mixed. Some of the fey use bows & arrows, knives and other tools made with completely natural objects including volcanic glass. Others are familiar with metal working and use lanterns, crossbows and swords. Much of the day to day technology of more modern societies is replaced with magic, and this area is renowned for some of the most powerful magic in all of Pentamerone. And yet other members of this society such as the monsters, magical creatures and talking animals are content (or perhaps limited) to not using tools at all. Very rarely, a piece of technology is left from one of the other kingdoms for the imps and sprites to puzzle over and misuse.

type of economy: similar to a gift economy [ x ]. Though most of the inhabitants tend to be self sufficient, many of the sleeping forest's inhabitants are more than happy to barter goods and services. Because of this system, no there's almost no class distinction within the forest. Travelers and locals are well aware, however, that in addition to bartering and gift giving, there's plenty of theft to go around.

cultural description: At the heart of the Faerie Court is a sense of humor. Practical jokes, some less well intentioned than others, are central to the daily life of the court's subjects. Food is simple, most fey are vegetarians but some of the unseelie fey do occasionally eat both normal game and their talking animal neighbors. Dress is more varied kingdoms surrounding the forest. Some fey wear loin clothes, others were tunics, others gowns and others much more modern clothing, depending on each fey's experiences and preferences. All this variety can cause problems, however. There are very few rules for addressing and dealing with faeries, each individual may have their own etiquette and quirks, so long as they follow the very, very faint laws of the court.

typical inhabitants: faeries, sprites, pixies, elves, gnomes, trolls, ogres, goblins, fawns, giants, unicorns, various beasts and monsters, talking animals, the trees (though they mostly sleep) and very few humans mostly in the form of bandits who do not participate in the fairy court.

laws or traditions? The seelie and unseelie court system has been in place by the faerie courts before Pentamerone even existed. While most fey belong to either the seelie or unseelie court year round, during the forest's spring months the laws of the seelie court are observed. The fey adhere to a kinder moral code, though there are still plenty of practical jokes. Unseelie fey either go into hiding during this time or quietly subvert the laws of the court. During the fall months the unseelie court is observed. Unseelie fey are allowed to wake up and wreak havoc on the forest, and travelers are a favorite target. Some seelie fey, not wanting to become targets themselves, go into hiding or leave the forest entirely and visit other kingdoms of Pentamerone during this time.

additional notes: see The Sleeping Woods for additional information.



*denotes a character which is a placeholder npc until filled

The Wild Lands --

The Sleeping Woods [created by BB]
location: between the north [Camlann] and the west [Ozland] kingdoms

biome type: Though the woods are made up of a lush flora found in temperate rain forests similar to those found on the Oregon coast, the forest itself rarely rains and never snows.

climate: much like a New York climate, spring and summers are warm to hot, with warm showers. Thunderstorms are rare, but rain is very plentiful to keep the woods green. The fall and winters are cold. The weather used to be supernaturally mild, never growing colder than fall or warmer than winter, but the appearance of Titania’s sister Mabb had brought out the extreme opposites between the two, exaggerating the weather in both directions. For the first time, winter exists in the sleeping woods, with cold winds and snows.

plant description: redwoods, spruce trees, Douglas-firs and a few varieties of pine, fitzroya, and oak trees. All the trees within the forest are sentient, but most spend the majority of their lives sleeping. When awake, some are helpful while others are particularly dangerous. Dead trees are often found in the form of nurse logs. wild flowers, underbrush and vegetables including but limited to onions and turnips are fairly common, though the forest is also a large source of magic herbs and ingredients used by the majority of witches, fey and sorcerers.[ x ]
animals & inhabitants: Types of birds include owls, hawks, eagles, robins, sparrows, bluebirds, finches and mockingbirds. Smaller land animals include mice, rats, badgers, foxes, beavers and ferrets. Larger land animals include deer, moose, wolves, bears. a variety of fish and amphibians such as trout, frogs and toads live in the rivers. some monsters, such as the jabberwocky, can also be stumbled upon in the forest.
sentient creatures include fairies, sprites, pixies, elves, gnomes, trolls, ogres, goblins, fawns, giants, unicorns, various beasts and monsters, talking animals, the trees (though they mostly sleep) and very few humans mostly in the form of bandits. The fey tend to live in the center of the forest, while humans live closer to the outskirts of the forest.

landmarks: there are two roads which connect the north and west kingdoms, but one veers around the forest’s southwestern border while the other veers around its northeastern border. Few outsiders are foolish enough enter the heart of the forest unless they have a very specific purpose. However the roads are sometimes populated with the forest’s human inhabitants, very clever bandits who have a fragile understanding with the forest creatures.

The sleeping woods contains two rivers, one which follows the southwestern road and is safe to drink from. The second river leads into the heart of the forest and is enchanted in some places, sometimes turning hunters into animals or producing other magical effects, depending on which fey has temporarily hexed what spot.
additional notes: Regular hunting season takes place spring. Hunters who know what's good for them only hunt what appears to be normal game (deer, rabbit, pheasants, etc). During the fall sometimes it is necessary for hunters to take out a particularly violent monster, especially if it has been sighted in the nearby civilized lands.

see the faerie court for additional information.




The Rajani Jungle [created by Ai]
location: between the west [Ozland] and south [Mehrdadstan] kingdoms
biome type: The Rajani Jungle is a lowland, moist tropical broadleaf forest[X]. A deep valley surrounded by mountains covered in thick vegetation, the jungle is always warm and humid and is home to a diverse range of subtropical and temperate species, as well as creatures only found in that area.

climate: The sun rarely permeates the dense canopy above, leaving the Rajani Jungle warm and moist, with year-round rainfall, though the degree of heat and precipitation vary through the seasons. Springs, lasting from about late February to late May, are characterized by comfortable warmth with rain being usually no more than a constant, refreshing mist. Summer, lasting from late May well into October, however, brings oppressive heat and torrential downpours. The jungle's autumn and winter - though they can hardly be called such - last from November through early February. This is the most dangerous time of all in the jungle because, while the weather turns deceptively calm after the months of heavy rains, winter is the time of devastating typhoons, flash floods, and lightning storms.

plant description: The Rajani Jungle is home to millions of kinds of plants, both natural and magical, many of which have still yet to be discovered by humans. This jungle is often sought out for medicinal herbs and plants, as well as ingredients for magical use. The earth is incredibly rich here, so any seed planted will flourish. That is why nearly every kind of plant can be found here, from ferns as large as a man to even taller sunflowers.

animals & inhabitants: The jungle is home to many creatures, tiny and monstrous, magical and mundane. There are many different species of insects, frogs, lions, tigers, and more exotic species of bears [oh my!]. The wilder fey also favor this lush place. As well as those things that like to lurk in dark, dank places - djinn, malevolent pixies, redcaps, ghouls, man-eating mermaids, etc. There are many wonderful creatures to see while in the Rajani Jungle, just so long as travelers take care they too aren't being watched by less well-meaning beings.

landmarks: There is one great river that seems to spring up from out of some underground source near the western edge of its borders, it's width varies as it flows through the Rajani Jungle, sometimes only a trickle few inches wide, and other times spanning nearly a quarter of a mile across. It flows west to east and disappears beneath the mountains lining the eastern borders. There are no real roads through the Rajani Jungle, just barely discernible paths the forest has yet to reclaim.

additional notes: The jungle itself is alive, a sentient entity that is aware of all that goes on within its territory. Indeed, many a traveler has spoken of feeling the place breathing - those that make it out, that is. Usually the jungle doesn't care much about travelers making their way through. But if the jungle feels its inhabitants, flora or fauna, have been harmed or slighted, it has a way of making sure the offending party never makes its way out. Barring that, the average traveler has nothing to fear - except for the usual jungle predators [various big cats, trolls, swamp hags, malevolent spirits and fey, giant insects, poisonous/constricting snakes, etc.], hungry and/or poisonous vines and plants, and natural traps such as quicksand.




Blasted Lands [created by Dy]
location: between the south [Mehrdadstan] and east [Estervale] kingdoms
biome type: Wasteland
climate: There are no seasons in the Blasted Lands. The weather ranged from blazing hot in the daytime, to bitter cold in the night. If the sun was able to make its way through the heavy cloud cover, it would be burning and blistering to the skin. The layer of clouds instead serve as a shield, creating a ‘greenhouse effect’ that heats the land. When the sun goes down, there is an hour reprieve from the heat before the cold sets in. Cold so bitter that the ground is layered with frost during the night. Occasionally there is snowfall. When dawn arrives, a quick traveler may be able to catch up the ice for water, but it would be a desperate traveler indeed to drink that acidic precipitation.

There are powerful storms that spread over the Blasted Lands, called Chaos Storms. Chaos storms are black clouds of chaos magic, loosened upon the land in a magic war centuries ago. Filled with lightning, these clouds drift with something akin to intelligence, seeking out life forms. Any creature struck by the lightning, without proper magical protection (be it a spell, a talisman, a piece of armor, or a charm – there are many defenses against wild magics) will suffer a random effect – the most common of which include a) teleportation to a random location within the Blasted Lands, b) polymorph into another sentient being, or c) any equipment carried will immediately gain enough sentience to attack its bearer.

plant description: Devilweed. A very potent and very addictive hallucinogen that grows wildly. Can be smoked or chewed, but the addiction will grow until the weed kills the addict. There is no cure for the addiction. When burned for a fire, the smoke carries the hallucinogenic properties. Stories say anyone who smokes the weed is damned. You have been warned.

Hayweed. A thin, dry grass, speckled with purple. It grows sparingly through the wasteland, and is possibly the only safe consumable in the land. It is dry and brittle, containing no moisture after the first half-hour of sunlight. It can be harvested at dusk and dawn, the only times when it contains nutrients.

animals & inhabitants: The animals living in the Blasted Lands are often mutated beasts. With feathers and scales, claws and webbed toes, three heads or four eyes. Their meat is toxic to all but each other, and they indulge upon any living thing they come across. The chaos magic throughout the area makes them so.

Two species are notable:
Barghest: appears to be a large black dog, but closer appearance reveals claws, horns, and eyes that burn like red coals.
Nagas: Snake-like beings with human heads. They can assume human form for limited times. They live under the earth of the Blasted Lands, deeply enough to have discovered an underground spring and built a jeweled city within. Being so deep underground, they have managed to avoid the Chaos Storms. They distrust humans, who are greedy, but they can be tempted to offer aid if gifted with jewels, which they covet.

landmarks: Nothing in the Blasted Lands lasts long. Rumor says that the Chaos Storms dislike consistency, and forever keep the landscape changing. A rock formation may be five feet away when you lay your head to rest. It (or you!) may be a league away when you open your eyes. Magical compasses are susceptible to the Chaos Magic, but a standard compass is dependable.

additional notes: This is an unfriendly place. Magic can protect you, but magic can lead you astray. The entire land is desolate, void of nutrients or discernable resources. This is the result of a magic war, fought millennia ago, which blighted the earth. No one remembers who fought in the wars, but this land has become the evidence for why there should never be another.



The Koude Reizen Mountain Range [created by Carol]
location: between the east [Estervale] and north [Camlann] kingdoms
biome type: Mild taiga mountain range
climate: There is a wide range of temperature between Winter and Summer; highs in the 80s and lows at -40 (fahrenheit). It is typically much colder at the peaks and warmer towards the base of the mountains. Some of the peaks never get above freezing. It snows frequently at the peaks, even in the middle of summer. It rains lower on the mountains, snowing only during winter. There isn't a great deal of precipitation, but there is a good measure of fog on the low lying parts of the range.

plant description: the vegetation resembles a lichen woodland. Sparse forest cover with lichen and mosses covering the ground. Trees are mostly coniferous. There isn't much diversity here in terms of plants. As for magical plants, the mountain folk like to keep their secrets; it is not known if there are any magical plants here.

animals & inhabitants: The mountains are inhabited by hardy nomadic folk who travel between the higher peaks in summer to the lower peaks in winter. They travel in caravans and live off the land, leaving few traces of their presence behind when they move camp. As for animals there are bears, raccoons, wolves, lynxes, and other such animals. Birds travel here during the summer season to take advantage of the bug life that grows near the lakes.

landmarks: The highest peak of the range is around 4,300 feet above sea level (Lake Raienia perhaps). There are many lower peaks throughout the mountains and several hidden springs within the depths, as well as small lakes. There are several roads around the mountains and several roads leading through them, but only the foolish take the path into the mountains in any month other than summer.

additional notes: Most travels into the mountains take place in the summer time. It is usually the season when the mountain folk come down to trade their wares with the kingdoms of Camlann and Estervale. The mountains are treacherous to travel in any other time of year, prone to avalanche and blizzards, quick moving fogs, and simple freezing cold temperatures. It's not a nice place to go if you're unprepared.