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Lands of Jenmora
Tales of Jenmora Campaign Setting
May 31, 2016
Drevoss
The continent of Drevoss holds many kingdoms and lands, including the Allied Kingdoms. It
Dremenot Confederacy
Once a thriving kingdom of pastoral hills and rich farmland, Dremenot suffered terribly
during the Demon Wars. Many of the farms are now abandoned, and the wilds have taken
over into vast prairies or burned into scrubland. Still, Dremenot's economy is largely
tradewinds, elemental influence from an active volcano, and lingering fel magic have left
Dremenot with a warmer temperate climate that has mild winters, if winter shows at all.
Economy. As the epicenter of the Demon Wars, Dremenot was hit the hardest and
has struggled to recover. Many of the farmers have taken to mining or ranching, while
Culture. Dremen beers, ales, and sausages are considered without equal.
Traditional Dremen dress included hosiery, suspenders, and feathered caps, though most
modern folks favor wide-brimmed hats, long jackets, sturdy boots, and other clothing
Government. Each township and city in Dremenot governs itself, but they all
contribute to the federation that arose after the sacking of Brenhilde during the Demon
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Wars. Each year, a conference is held with representatives from every settlement to discuss
Kirinjo
mystical land where magic flows freely. Even the common folk know a basic cantrip or two
to help with household chores, and the Emperor surrounds himself with a council of
archmages.
supports thick jungles. The temperature becomes much cooler in the mountains, and in
Economy. With the surrounding jungle, Kirinjo exports all manner of exotic flora and
fauna used in spellcasting, rituals, or folk remedies. The Kirinji tax code is astonishingly
Culture. Given their penchant for the arcane, Kirinji have ceremonies and rituals for
everything in life. Schools teach that adhering to such rituals builds the discipline necessary
to master magic. Loose-fitting clothing is common, the colors of which are governed by
known as the Imperial Order. The normal court politics and intrigue are punctuated by the
Twillin
The kingdom of Twillin resides on an island in the Emerald Sea. A gloomy land of endless
fog and drizzling rain, Twillin's nautical industries are second to none. There are few
settlements outside of the coastal villages and cities, as none dare venture into the moors
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Climate. Sitting off the coast of Dremenot, Twillin is perpetually caught in a mix of
the warm tradewinds and cold air from Winterholme. This leads to constant fog and mist,
and daily drizzling showers are common. Winters are relatively mild, though Twillin does
Economy. Twillin’s might is built upon its navy and shipping industries. Whether it’s a
desire to explore the world or to simply leave the cold, damp island nation, many Twills
Culture. Although most folk across Jenmora rarely dare to venture out at night,
none exemplify this more than the Twills. Tales of monsters creeping into town from the
dark moors and forests are common, and most Twills know someone who was carried off
Government. Twillin was formerly a feudal monarchy, but a mysterious curse befell
the royal family and the Rose Gardens. With no sign of the royalty since then, the Twill navy
stepped in to ensure day to day operations of the kingdoms continued. Life has improved
somewhat under the oversight of Admiral Williston, though he considers his position a
thankless job.
Winterholme
A cold, forbidding land in the northernmost reaches of Drevoss, Winterholme does not
have many settlements. The deepest, coldest reaches of Winterholme are inhabited only by
of tundra and taiga. Summers here are mild, short, and precious. The Celestial Palaces
track unusual paths through Winterholme - it sees 16 hours of daylight each day during the
Economy. The minotaur of Winterholme trade ambergris, whalebone, and furs for
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Culture. Winterholme is almost entirely inhabited by minotaur, who have developed
a strong warrior culture from surviving the harsh elements. Advancement in society is done
tribes. Each chieftain has a shamanic counselor to advise on spiritual matters. Every
summer, each shaman travels to Bone Hollow, where they convene with ancestor spirits