Lore

Tales of Jemmora Lore

Lore of Jemmora

This is a collection of lore about the various realms, factions, legends, and stories in the exciting and fantastic world of Jemmora. To learn more about the setting behind the show, read on!

Realms

  • Fallen Kingdom of Bronnar – Once home to Drevoss‘s most legendary thieves’ guilds, Bronnar fell during the Great Demon War. The corruption completely enveloped the land, and it has never been cleansed. Tales say that the dead rise again in these dark lands, but for what purpose, none can say.
  • Dremenot Confederacy – This once pastoral kingdom was the battleground in the Great Demon War many years ago, and it has never fully recovered. Dremenot now boasts rolling untamed plains holding pockets of badlands tainted by fel energy. After the War, the kingdom shattered into a loose federation of cities and townships.
  • Empire of Kirinjo – The mystical land of Kirinjo sits atop a nexus of arcane leylines in eastern Drevoss, infusing magic into both its people and the very land itself. Arcanists can find all manner of ingredients for spells and potions here, and rituals are common in all facets of daily life to practice the rigors of arcane magic.
  • Freelands of Esperia – A collection of loosely affiliated city-states on the coast of the Esper Sea that exist outside the control of the established kingdoms.
    • Deepwater – A small merchant town, located on a mysterious archipelago known as the Pillars of Esperia, where the story of The Kraken’s Wake begins.
  • Khazdal Reaches – A forbidding stretch of mountains and hills that dwarves and goliaths call home. The Reaches divide the northern half of Drevoss in two, separating Dremenot and Lillinosti from Bronnar, Kirinjo, and the Hinterlands.
  • Kingdom of Twillin – A cursed kingdom found on a small island chain off the coast of Dremenot. The sun never seems to shine on Twillin, and monsters emerge from the moors and forests to haunt the townsfolk after dusk.
  • Lillinosti Groves – The enchanting elven glades of Lillinosti are found within a seemingly endless stretch of forests south of Dremenot that span much of the western half of Drevoss. The elves have a fairly rigid caste structure, with high elves subjugating the drow and exiling wood elves to the forests.
  • Winterholme Expanse – A cold, treacherous land of frozen seas and long winter nights. Minotaurs call the Expanse home and have a long history of hunting and seafaring to sustain themselves.
  • Wyldlands – A stretch of forbidding jungles and swamps on the southern side of Drevoss. Permanent settlements are few and far between, though coastal travelers can make stops to trade with the various orc clans in the region.

Factions

  • The Court of Gloom – A dangerous court of Unseelie fey that uses the magic of darkness, death, and horror to seek vengeance against their enemies.
  • The Knights of the Realm – An honorable order of knights devoted to protecting the Five Kingdoms, and all the lands in between.
  • Leafdancer – A guild of adventurers and privateers who use their skills to help folks in need – for a price.
  • The Nightwatchers – An order of hunters and practitioners of dark magic who protect the people of Twillin from the monsters that dwell in the dark, no matter the cost.
  • The Whispers – A secretive, decentralized guild of spies and thieves who use nefarious means to stabilize economies, then profit from them.

Culture

Deities & Demigods

Gods

  • Basella the Lifegiver Life, Nature – The matron of forests and farmlands, but also darker forms of life – pests, diseases, and wild beasts.
  • Fespaan the Behemoth Nature – The great turtle of earth and the wilderness, who oversees the lands of Jemmora.
  • Heim the Earth-Forger Forge – Fespaan‘s daughter, who smiths crystals, gems, and metals into the world.
  • Kodava the Protector War – The bear goddess of knights and justice.
  • Koore the Sun Mother Life, Light – The vulture goddess of the sun, who rules the pantheon.
  • Lokdov the Sky Lord Tempest – The dragon god of the sky and storms, who contests that he is the true ruler of the pantheon.
  • Lotah the Revolutionary Trickery – The fox god of revolutionary justice, who raises the meek and lays low the mighty.
  • Monah the Arbiter Knowledge, Order – The wolf goddess of contracts and judgment.
  • Norn the Avenger War – The boar-god of retributive justice and vengeance.
  • Ogrus the Leviathan Tempest – The serpentine god of the waters, who oversees all aquatic terrain, whether lakes, rivers, sea, or oceans.
  • Romke the Gatekeeper Grave, Knowledge – The dragon god of fate and death, who judges souls as they pass through the Astral Gate.
  • Sona the Trickster Arcane, Trickery – The mercurial goddess of tides and arcane magic, who particularly blesses those with natural ability.
  • Taflir the Adventurer Trickery – The hermit crab god of mortals and heroes, whose aid often contradicts the schemes of other deities.
  • Trifle the Devourer Death, Nature – The bestial goddess of hunger and the hunt, who constantly hungers for victims.

Folk

  • Orcs – Hardy folk of the Wyldlands that are masters of rhythm and smoked food.