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Pantheon / Fantastical Settings

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If you're looking for down-to-Earth settings, this expansion isn't for you. Here, you'll find various dominions that are out of this world (but not necessarily on other planets) and are home to all sorts of creatures. Often known as a hotspot for fantasy brainstorming, it is also a known place of legendary tales, about both heroes and villains of all kinds.


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    The Archipelago 
The Archipelago, Home of the Background Magic Field (The Enchanted Isles)

https://static.tvtropes.org/pmwiki/pub/images/impossible_creatures_archipelago_map.jpg

  • Description: A chain of 34 islands in the north Atlantic, ranging in size from a town square to Denmark.
  • Symbol: The Gilmourie Tree's apple
  • Alignment: Chaotic Neutral
  • Portfolio: Fantastic Nature Reserve, home to a World Tree that grows under a Weird Sun, its inhabitants know little about the outside world, Fantasy Kitchen Sink, hidden by a Perception Filter, home to griffins, dragons, merfolk, nereids, dryads, centaurs, al-mirajes, kankos, unicorns, phoenixes, manticores, sphinxes, ratatoskas, hippocamps, chimeras, borometzes, pegasi, and more.
  • Domains: Magic, Seclusion, Sailing, Trees
  • Vistors: Fluttershy, Gilda, Hitch Trailblazer, Rubeus Hagrid, the Spectral Familiars, Reimu Hakurei
  • Banned from entering: Lord Voldemort, Pokémon Hunter J, Big Jack Horner, P. T. Boomer, Moro, Lord Tirek, Arnold Berkman, Sophie, The Glukkons, The Eco-Villains
  • Restricted access: Jonah
  • Has diplomatic ties with: The Monster Sanctuary, the Principality of Eylstadt
  • Magic entered the world when the first tree grew. It flowed into the soil, the air, and the water, spreading all over the Earth. This magic goes by many names — glimourie, glamry, glim, glimt — and the source of it all is called the Glimourie Tree. Long ago, magical creatures lived everywhere, but humanity hunted them to near-extinction. The glimourie is at its strongest in the Archipelago, and 3,000 years ago, it was hidden away to keep magical creatures and humans who respected them safe. Now, the only way to enter it is through portals that open under very specific circumstances, called waybetweens.
  • Places of interest include:
    • Lithia is the largest island:
      • Bryn Tor is a bustling port town where magical creatures roam the streets alongside humans. Hundreds of sailors pass through everyday to sell their most valuable wares. The streetlamps are lit with salamandric fire, which never goes out. It has a pub called The Naiad's Tail, which is popular among fishers.
      • North of Bryn Tor is the City of Scholars, where yellow stone buildings surround a lagoon. The Archipelago's wealthiest people live here, such as the Trevasse family. The city's landmarks include a mermaid-shaped fountain, a large jewellers called the Gem Palace, and Anja Trevasse's palazzo.
      • The north-eastern peninsula is home to sphinxes, who are willing to offer knowledge to anyone who can answer their riddles — or eat them if they can't. They carve writing in various languages into mountainsides.
    • A few smaller islands have friendly inhabitants, too.
      • Atidina's town of Icthus was once the biggest port in the Archipelago, but fell out of use when it was hidden from the rest of the world. Now, its human inhabitants enjoy its quietness, and occasionally merfolk and hippocamps swim alongside fishing boats. Borometzes grow in its fields, and unicorns live in its forests.
      • Antiok is home to centaurs, skilled artisans who make magical artefacts and potions. Due to their high metabolic costs, they need to eat a dozen times a day, and they have night-long feasts every full moon. The University of Alquon is on the west of the island.
      • Tār has a small population of humans, but its main point of interest is its forest. There, the smell of the glimourie is strong, and dryads live inside the colourful trees, some of which grow extremely delicious apples.
    • The Island of the Immortal's most notable feature is the golden palace where the Immortal, the being who contains the soul of the Glimourie Tree's first apple, once lived. Whenever they die, they immediately reincarnate, and keep all the memories of their past lives. That was, until 100 years ago, when the Immortal's incarnation couldn't handle his burden and drank a potion to forget everything. Now, the palace is overgrown and overrun with karkadans, vicious unicorn-like creatures who kill for sport and have toxins dripping from their horns.
    • Arkhe is the northernmost island, surrounded by a choppy sea and covered in sand. It's inhospitable to most beings, but dragons like its warmth. Here, the Glimourie Tree grows under a sun-like orb of pure heat and magic called the Solumnulum, that holds the barrier around the Archipelago in place. It's also the "sun" that Icarus flew into. In order to keep it safe from intruders, the tree is hidden within a trap-lined maze that only the Immortal knows the way through.
    • There are also some islands that visitors are advised to avoid at all costs. The Island of Manticores is barren because its inhabitants try to eat everything they see, and like to torment their prey first. The Island of Murderers is a prison colony that no-one can ever leave because of an enchantment.
  • In order to preserve the Archipelago's wildlife, some gods were pre-emptively banned. Pokémon Hunter J hunts all sorts of exotic life-forms, and the magical creatures would definitely be on her list if she were allowed in. The Eco-Villains and the Glukkons, also known for the destruction they've caused to nature with their operations, are also kept out. Voldemort is been known to kill unicorns, which is considered a special kind of evil in his world. It's unknown if the Archipelago has this taboo, but its inhabitants take great care to not needlessly kill magical creatures. Big Jack Horner hates fantastical beings and smuggles magical artefacts in his home world, and everyone dreads to think what would happen if he got his hands on any centaur crafts. P. T. Boomer just hates everything magical and whimsical. Moro and Lord Tirek want to steal all magic for themselves. Jonah is allowed to visit, but he's not allowed on any ships because he has a tendency to make them sink.
  • Fluttershy, Hitch Trailblazer, and Rubeus Hagrid are all good with animals, magical or mundane. Fluttershy can tame the most dangerous of creatures, and during a visit, she calmed down a rampaging kraken simply by asking it what was wrong. The first time Hitch stepped onto Bryn Tor, he was instantly followed by an entourage of al-mirajes. Hagrid... is much less sensible. He once tried to pet a manticore, and would've gotten eaten if he wasn't so big. Some people have mistaken him for a berserker, who are an order of fearless humans who protect the Immortal.
  • Gilda's visit caused quite a stir. Griffins are believed to be extinct in the Archipelago after the glimourie started to fade five years ago. Furthermore, unlike the Archipelago's griffins, Gilda can talk. She loved the attention at first, but soon became frustrated with it, so she sold some of her feathers to wealthy humans for an exuberant amount of gold pieces and left without another word.
  • The Spectral Familiars are interested in the Archipelago because it has an eerily similar backstory to their Monster Sanctuary. It too is a place where magical beings live alongside humans that's hidden from the outside world, and surrounds the site where the first tree grew. They and their keepers have considered letting some of the Archipelago's creatures live in the Sanctuary, but they're having a hard time getting the flying senate (the Archipelago's government) to agree. Regardless, the two dominions have diplomatic ties, and their inhabitants frequently travel between them.
  • For similar reasons, Reimu Hakurei is interested in the Archipelago. She's from a long line of miko who maintain the barrier that separates the fantastical land of Gensokyo from the mundane world. She once tried to throw a tea party in The Naiad's Tail... only to learn that they didn't serve tea. On the plus side, a kanko (the only Japanese creature known to inhabit the Archipelago) decided it liked her and tried to make a nest in her sleeve.
  • The Archipelago also has diplomatic ties to Eylstadt. It too is brimming with magic, in its case thanks to leylines. In canon, Izetta drained all of its magic to prevent the Germanian Empire from using it to power their weapons of mass destruction, but it's still there in the Pantheon. Two high-ranking members of the empire, Arnold Berkman and Sophie, were interested in harnessing the glimourie... so they were added to the banlist as soon as possible.

    Mashaar 
Mashaar, Holy Seat of Lands Defined by a Single Quirk
https://static.tvtropes.org/pmwiki/pub/images/mashaar.png
A map of Mashaar, with Eloi to the left
  • Symbol: A pterodactyl in flight
  • Theme Music: Lost Eden Main Theme
  • Alignment: True Neutral
  • Portfolio: Adam and Eve Plot, Artistic License – Paleontology, Captain Ersatz of Dinotopia, Spiritual Successor to Cryo's first Dune game, World of human(oid) tribes wearing Cool Masks (including the Tammnians) and Dinosaurs (including stock dinosaurs, such as the Always Chaotic Evil Tyrann, who are weak to the Instruments of Fear, which are mere musical instruments; pterosaurs who act as transportation and messengers; and velociraptor mercs) of varying degrees of sentience who are still doomed to go extinct, home to two Lady Lands full of scantily-clad women and the Valley of Mists, Scenery Porn
  • Domains: Masks, Tribes, Dinosaurs, Fantasy, Architecture
  • Mashaar is an ancient land filled with human(oid)s and dinosaurs living together in relative peace. Of course, for a long time, there was a schism between the two kinds of creatures. One Prince Adam of Mo — heir to the throne of Mashaar — and his allies had managed to reunite the humanoid and dinosaur tribes and defeat the Tyrann once and for all. Sadly, the ending to this story was bittersweet. When a mystical relic called the Egg of Destiny hatched, it foretold that though humanity would live on, dinosaurs would still inevitably go extinct...
    • ...Or would they? Not long after this prophecy was revealed, Prince Adam — now King Adam — and his queen, Eve, were approached by a deity from the Pantheon of Tropes. This being had apparently noticed how each tribe of humanoids in this world wore unique masks, enough that they deemed it appropriate to ascend this land as a Dominion. After some thinking, Adam and his peers realized that perhaps what the egg was trying to tell them was that dinosaurs would no longer live on...in Mashaar. Perhaps this Pantheon of Tropes was their new home, even though there would be new enemies to them there. Thus did Mashaar come to be a Dominion of the Pantheon.
  • Those who visit Mashaar are often told how the various dinosaurs and other beasts living there work.
    • Brontosaurs and Apatosaurs are different species in this world; Brontosaurs help build — and they will work for food (their favorite being non-poisonous mushrooms) and a song on a special kind of flute — while Apatosaurs serve as a mode of transportation. Triceratops have the knowledge to turn citadels into fortresses, provided they are given food — preferably in the form of an empty bird nest — and someone with the right kind of voice sings the right ancient song to them.
    • Velociraptors are mercenaries who would take on even the Tyrann if gifted with gold and a suitable weapon. Mosasaurs are very observant — despite spending most of their lives in lakes — and will give you information if you provide apples for them. During Prince Adam's adventures, they provided information on which weapons were effective against whichever group of Tyrann was nearby.
    • Pterodactyls — like Eloi — can be messengers and a mode of transportation alternative to the Apatosaurs, and live in a building called the White Arch. Paraphosaurs (that is, parasaurolophus) — like Dina, Tau, and Mungo — are able to understand those who "speak in strange tongues", even understanding those who have had their literal tongues cut out!
  • And that's not even getting into all the various tribes of human(oid)s.
    • There are the humans of Mo, who most resemble humans of other worlds/timelines. Among them are Adam, Monk, Shazia, and possibly Eve (we say possibly, because it hasn't been confirmed where exactly she came from).
    • The Chorrians are the people of Chamaar and Shandovra, identifiable by their heads, which resemble those of cotton-top tamarins. The Ulele live in Uluru, identifiable by their tall tribal masks; the Kobu are a tribe of human females who live in Koto; the Tammnians are tusked humanoids who live in Tamara (one of them, Thugg, works as Adam's captain of the guard) and were led by Eve, who — due to the unfortunately "old-fashioned" views of the Tammnians — had to disguise herself as a man for them to listen to her; and the Castra, the people of Cantura who look like they're made of shells (whether this is how they naturally look or are simply wearing some kind of outfit is not yet known).
  • The Hall of Prehistoric Beasts (this was before there was a Hall of Mesozoic Beasts) piqued the interest of Adam and his cohorts, thus, it was the first part of the Pantheon they visited. Their encounters with the dinosaur inhabitants bore mixed results. Of course, they soon discovered dinosaurs could be found in several other of the Halls of the House of Beasts and Fauna, and even in other Houses of the Pantheon.
    • The first faces to greet them were, fortunately, friendly ones: the Gang of Seven. It was a good thing, too, not only because there was no risk of getting eaten by them, but it was also their first exposure to a non-hostile T-Rex: Chomper. Now the group had a better idea of what to expect among the dinosaurs of the Pantheon; not all T-Rex were like the Tyrann. That said, Littlefoot did warn them about dinosaurs who very much were hostile. Either way, Dina and Mungo were charmed by little Ducky; she is what Dina and Mungo hope their future child will be like. Eloi, meanwhile, befriended Petrie, and was glad to hear the little Flyer overcame his fear of flight before he got too much older. "After all," said Eloi, "how strange it would be if an adult pterodactyl were afraid to fly!"
    • They encountered Owen Grady's raptor pack — fortunately, Owen himself was able to keep them from attacking the newcomers — and found it odd how different they were from the velociraptors in Mashaar. For one thing, since dinosaurs had been extinct for millions of years in their version of Earth, the scientists who resurrected their species had to use different DNA from modern animals, resulting in them being much larger and, overall, more resembling deinonychus than velociraptors. They also didn't seem interested in the gold Adam offered; unlike Mashaar's raptors, they were not mercenaries, only following Owen's orders.
    • They were dismayed to know of dinosaurs who were as fearsome and merciless as the Tyrann were; creatures like Gwangi, Sharptooth, Riptor, and Indominus Rex are among those they try to keep out of Mashaar. Of course, even if they manage to get in, there are fortresses strong enough to stand up to the larger ones' attacks, and raptor mercs fierce enough to take on the smaller ones.
    • The discovery of dinosaur Kaiju — such as Godzilla and Anguirus — was quite a shock to them. To think, something could change a dinosaur so drastically, to a point beyond recognition! Similarly, the Draconians were a surprise; a pantheon of dinosaurs (and two apes) was a fascinating thought to them. The ape-like Tammnians feel a kinship with the apes known as Blizzard and Chaos.
  • At one point, Loana and her tribe managed to wander into Mashaar by accident. Though initially wary of its inhabitants, they soon found themselves feeling welcome. They still weren't quite used to the sight of human(oid)s and dinosaurs living together peacefully (though when told stories of the Tyrann, they noted that that certainly sounded familiar). The Rock Tribe remnants have a harder time fitting into the now-relatively-peaceful Mashaar than their Shell Tribe fellows.
  • Fossil Pokémon — such as the Kanto Fossil trio — feel fairly at home here. The denizens of Mashaar find Pokemon a fascinating group of creatures, and some have even sought out instruction on how to be Trainers.
  • Less welcome are several of the monsters from the Monster Hunter universe; the Deviljho and Glavenus, for example, also act too much like the Tyrann, aggressively — and seemingly without provocation — attacking dinosaurs and humanoids alike, and even eating them, at least in the Deviljho's case. Ahtal-Ka is a troublesome insectoid beast, who keeps trying to pry pieces off of their fortresses and citadels to add to the Empress's Throne. Finally, Shen Gaoren keeps trying to destroy said buildings in the hopes of expanding its territory.

    Mount Volbono 
Mount Volbono, the Weird Land of Weird Food

https://static.tvtropes.org/pmwiki/pub/images/mount_volbono.jpg

  • Description: A pastel-coloured, volcanic valley filled with low-poly vegetables and blocks of Swiss cheese.
  • Symbol: A cauldron on top of a volcano
  • Theme Music: Mount Volbono
  • Alignment: Chaotic Neutral
  • Portfolio: Weird World, Weird Food, Level Ate and Lethal Lava Land, Convection, Schmonvection, Fantasy Counterpart Culture of Italy, inhabited by anthropomorphic forks, has cyan checkpoints and Power Moons, there's a Disconnected Side Area at the peak, its music was made using kitchen utensils
  • Domains: Cooking, volcanoes, low-poly pastel aesthetics
  • Sacred to: Mario, Cappy, the entire House of Food
  • Visitors: Yoshi, Anton Ego, Gordon Ramsay, Remy, Hercules, Teostra and Lunastra, Mung Daal Catering, many members of the Hall of Chefs and Establishments (such as Ignis Scientia and Sanji), King Dedede, Gourgeist
  • Banned from entering: Bowser, Obelix, Mr. Dark, Gohma Vlitra, Kirby, Deviljho, Jabba the Hutt, Nutty
  • Situated in the Luncheon Kingdom, Mount Volbono is famous for its food. The volcanic climate allows vegetables to grow to huge sizes, the ruins of the old town are covered in salt, and the foothills are covered with blocks of Swiss cheese that can be chiselled like rocks. The locals — anthropomorphic forks called Volbonans — use these ingredients to make soup, which they boil in cauldrons heated by the pink lava. This may sound like a fever dream, but their Stupendous Stew is so good that Bowser stole it to serve at his wedding with Princess Peach. Fortunately, Mario and Cappy put a stop to his plans.
  • The Volbonans were surprised to learn that their homeland had been connected to the Pantheon, but they're welcoming to most visitors. Most of them live in Peronza Plaza, which is just up the hill from the ruins of Old Town. In turn, they're interested in the House of Food and can be found visiting its many restaurants. However, a few gods are banned from entering. The Volbonans still haven't forgiven Bowser for stealing their stew; Kirby, Deviljho, Obelix, and Nutty would probably eat everything (and in Nutty's case, it could end messily); Mr. Dark might try to annex Mount Volbono into his kingdom of sweets; no-one wants to know how much havoc Gohma Vlitra could wreak using its unusual lava; and the Volbonans can't stomach Jabba's table manners. Obelix once tried to sneak in by disguising himself as a chef, but nobody was fooled.
  • Mario and Cappy have taken many of their friends to visit Mount Volbono. One of them was Yoshi, who'd been there before; Mario was surprised, so Cappy pointed out there's a portal to the Luncheon Kingdom in Yoshi's house. Despite Yoshi's huge appetite, he prefers to eat invading Koopas over vegetables, so his presence was welcome.
  • Unsurprisingly, many gods from the House of Food are interested in Mount Volbono. Gordon Ramsay and Anton Ego were both interested in trying the Stupendous Stew; the Volbonans were nervous that it wouldn't live up to their high standards, but breathed a collective sigh of relief when they both liked it. Remy isn't a connoisseur, but instead visited to get inspiration for new recipes. However, nobody expected Hercules to visit. He explained that Mount Volbono reminds him of Mount Vesuvius, which is sacred to him.
  • Teostra and Lunastra once visited, and everyone went quiet. They watched from a safe distance as the duo prowled around like they owned the place, completely impervious to the heat. In the end, the Volbonans contacted the Monster Hunters to relocate them before they could claim it as their territory. For weeks, the lava rivers were sectioned off while the hunters cleaned up all the leftover explosive powder.
  • The members of Mung Daal Catering feel right at home here. They also live in a colourful, whimsical world, and their livelihood is making weird food. On their first visit, Chowder helped himself to several cauldron's worth of stew before the Volbonans had to drag him away. In turn, many Volbonans have visited their restaurant.
  • Due to the large piles of salt that are constantly blown around by the wind, amphibians, earthworms, and land gastropods avoid Mount Volbono like the plague. Earthworm Jim has another reason to never visit: it reminds him of Level Ate, a dangerous place made of food, and filled with killer salt shakers and giant forks.
  • Once a year, the Volbonans hold a Cooking Carnival in Peronza Plaza. Ever since Mount Volbono was connected to the Pantheon, they've turned it into a competition where chefs from all over the Pantheon compete to create the best meals. The first year, Remy, Sanji, and Ignis were the top three.
  • The Volbonans were wary about letting King Dedede into Mount Volbono due to his history of stealing food, but he assured them he'd changed since then. The main reason he wanted to visit was so his army of Waddle Dees could try the stew. It was an adorable sight to see, and many tourists took photographs of Waddle Dees sleeping around Peronza Plaza.
  • Mount Volbono is also of interest to the House of Plants because of its fertile soil. The Volbonans have a trade agreement with the Hall of Miscellaneous Plants, which has a regular produce market. Gourgeist visited Mount Volbono night in hopes of pulling a prank, but despite being a ghostly jack-o-lantern, she was the one who got a fright; the Volbonans mistook her for a non-anthropomorphic pumpkin and tried to cook her. The Volbonans sent her a chef's hat as an apology, but she still hasn't returned.

    Ooo 
The Land of Ooo, Divine Land With A Cataclysm Backstory
https://static.tvtropes.org/pmwiki/pub/images/ooo_map.png
A map of the Land of Ooo.
  • Description: A massive landmass of mixed biomes, thought to be around the size of Australia
  • Symbol: The map with a pink, ice-white, reddish-orange and lime green pin holding it down
  • Theme Music: Come Along With Me
  • Alignment: True Neutral
  • Portfolio: World of Weirdness, Adventure-Friendly World, Eventually Revealed To Be After the End Due To The Great Mushroom War, Fantasy Kitchen Sink, The Magic Comes Back
  • Domains: Fantasy, Comedy, Absurdity, Reveals, Trauma, Elements
  • Sacred to: Pretty much every Adventure Time deity that's not the Lich, or cosmic beings like GOLB or Prismo
  • Bane: the Lich
  • Barred entry: Lord Tirek, Big Jack Horner, Carol Miller/Mom, Emperor Belos
  • The land of Ooo is a colorful, rather magical landmass. There are a wide variety of strange citizens and diverse residents, and a bunch of themed kingdoms (ie Hot Dog Kingdom, Lumpy Space World), with two of the most prominent kingdoms being the Candy Kingdom (created and ruled by Princess Bubblegum) and the Ice Kingdom (constructed by the Ice King and his crown's magic). And yet like the Planet of the Apes, it takes place on Earth. A thousand years ago there was a Great Mushroom War of mutagenic horror that made humanity an endangered species, and awakened the modern incarnation of the Lich. It led to magic becoming prominent again and the elemental forces of ice, fire, candy and slime to have their powers reawakened.
  • The most powerful political figure in the Land of Ooo was also the one who introduced the landmass to the Trope Pantheon; Princess Bonnibel Bubblegum. To her critics this was another sign of her grandstanding and dictatorish tendencies, but to most it was fitting. In an act of solidarity and/or Realpolitik, her and Flame Princess opened up Ooo as a destination to visit, complete with visas, planes and other traditions of travel. The Bad Land's Royal Congressional Hall decides what non-ascended kingdoms get an embassy within the Trope Pantheon, in hopes they could one day have a leader get Trope Pantheon deity status. SCP-1678 was one of the first dominions to express forming diplomatic ties as they perceive it as a potential promised land should the surface "be cleansed of corruption", but the SCP Foundation has been sabotaging their efforts out of mistrust and to uphold The Masquerade.
  • Mount Volbono has managed to establish diplomatic ties with the Land of Ooo. They're ecstatic since there's not just a Candy Kingdom, but also a Breakfast Kingdom, a Hot Dog Kingdom and other food-based kingdoms. The House of Food noticed this and in order to prevent some international incident has declared anyone who decides to eat the residents will be declared a Persona Non Grata to the Land of Ooo and they will not help them. In other words, do not eat people of Ooo just because they happen to be food; it will still be considered a form of cannibalism. Even if she is a moral pony Princess Bubblegum stressed telling this to Pinkie Pie due to her huge Sweet Tooth, though most felt it an unfair comment since she loves the idea of a Candy Kingdom and would never dream of causing harm.
  • Due to the four element system in play, Aang and Captain Planet decided to visit Ooo, only to find what elements are in effect to be a bit strange. Or as Captain Planet put it "fire I know well and ice, not my style but I get it. But candy and slime? That's a new one". A portal was later found in the Fire and Ice Kingdom that connected to the Halls of Fire and Heat, and Ice and Cold respectively.
  • What part of Earth would become the Land of Ooo is the subject of much speculation. Since Ooo's dimensions have been estimated to be around the size of Australia some think it might be Australia, but considering the Mushroom War did so much damage as to cause an almost moon-sized crater the continents could've been shifted around in ways nobody could predict. Upon its ascension a planetarium was built to study Mars, being as it is where Grob Gob Glob Grod comes from, only for "multidimensional Pantheon weirdness" to see a different version of Mars whenever they look. It's significantly bigger than the Fortnite Island, though despite some rumors "a sense of inferiority" is not why they haven't invited residents to a crossover; they just haven't gotten around it. Or as Jake put it "they invited Peter Griffin over before me and Finn?!"
  • To many, the fact that Ooo has a morbid backstory came as surprising. The Great Mushroom War sounded very similar to the Great War, except that had more of a 50s aesthetic instead of the magical Mushroom War. So far the only Adventure Time deities who have memories of the world before are Marceline Abadeer and the now sane Simon Petrikov , who's trope has it as just one of the tragedies he suffered. Those from the Fallout universe are quite interested in how they went through totally different paths, though it should be noted that early Ooo still had nuclear nasties like the Oozers. The Courier has made it his next mission to navigate and explore new and unseen paths on Ooo.
  • It's not clear when exactly the Great Mushroom War took place but based on what has been seen of what life was like beforehand, it was either the late 20th or early 21st century; since Simon is a Cheers fan, it had to have been after 1982. And since the Land of Ooo is set a millennium afterwards, this has the interesting effect of putting it roughly around the same era as the setting of Futurama. Professor Hubert Farnsworth considers this unironic good news as it means he can meet up and talk science with Princess Bubblegum "without anyone becoming their own grandfather...Fry". Mom might've beaten him to it though. Why she kidnapped Finn and Jake no-one knows, but PB used it as a way to bar her from entry. Mom personally thinks she's overreacting and is more incensed at seeing her darker side in her.
  • Adeleine has rather mixed feelings over the Land of Ooo. She's the only human Kirby has met and is apparently from Shiver Star, a frozen wasteland now only inhabited by robots. Said Shiver Star is heavily implied to be Earth After the End from her universe, so Ooo brings up bad memories. The Dragon Hunters of the Kazan Guild are somewhat uncomfortable since it reminds them of their world, Eden, being Earth All Along. Despite the shock of Ooo being post-apocalyptic, they take comfort in the fact that their Dragons aren't a problem there.
  • Though technically sacred to the Lich, that is only in the sense that he comes from Ooo (well, the OG and Jerry incarnations) and emerged in the Great Mushroom War. It's more accurate to call him the bane of Ooo as his goal is the extinction of all life starting from Ooo, and he'd arrived long before as a Catalyst Comet. Needless to say, omnicidal maniacs are not considered welcome. For that matter, anyone who hates magic. Ooo has a lot of races who wouldn't exist if it wasn't for the magic so any attempt to steal the magic from Ooo would be regarded as an attempted genocide. For Lord Tirek it's like an all you can eat buffet, especially the Candy Kingdom. Big Jack Horner wants to take all the magic and magical artifacts for himself, and thinks Ooo is full of freaks so he'll be ecstatic instead of merely apathetic in his attempt to plunder the land. A lot more seriously, Belos is absolutely disgusted at the existence of Ooo and he plans to purge all "unnatural lifenote " from the landmass.
  • A version of the Land of Ooo exists within Minecraft. As mentioned Ooo is small enough compared to the massive available territory of the Minecraft you can make your own 1:1 model with room to spare. Since Ooo exists as part of a multiverse some wonder if there's a version in the Dark Multiverse, with the rumor being the version of Ooo where Lich killed everyone is found. Prismo has debunked this though saying depressing as that Ooo is, that's not how his powers work. Of course, now that the Land of Ooo does exist in the Trope Pantheon nightmare counterparts started popping up there like "what if the attempt to fix the elemental crisis went horribly wrong?"
  • Despite the darker background and mature subject matters Adventure Time is still a PG show. So anyone who suggests that some mortals in Ooo exchange money at the Succubus District will get this reaction from Princess Bubblegum...or a bonk from Cheems. Both blame Zone-tan's "artwork" for the idea even being considered.

    The Scorched Queen's Kingdom 
The Scorched Queen's Kingdom, Land of Perpetual Storms

https://static.tvtropes.org/pmwiki/pub/images/ats_biomes.png
Aerial view
The Smoldering City
A settlement

  • Description: A city on top of a volcano, surrounded by an expanse of forests.
  • Symbol: The Scorched Queen's mask
  • Alignment: The forests are Chaotic Evil; the city is Lawful Neutral
  • Theme Music: Forest Lights
  • Portfolio: Roguelike Construction and Management Game, Bizarre Seasons, inhabited by humans, beavers, lizards, harpies, foxes, and Always Chaotic Evil fishmen, Black-and-Grey Morality, covered by an Intelligent Forest, giant mushrooms in the Marshlands, coral and mussel-like trees in the Coral Forests, Fire/Water Juxtaposition
  • Domains: Rain, fire, forests, fear
  • Visitors: Hina Amano, Cacofonix, Folktails & Iron Teeth, Xiao, Courier Six
  • The Smoldering City is the only safe haven in a world cursed with perpetual rain. Build atop a volcano after the Great Civil War that nearly drove the harpies who inhabited it to extinction, the mysterious Scorched Queen uses her powers to ensure that the sun still shines. The city is surrounded on all sides by hostile, sentient forests that only the ferocious fishmen can thrive in, and she sends her viceroys to lead expeditions into them in order to gather resources. The forests grow more enraged as people populate them and cut down their trees; the only things they fear are fire and the queen's wrath. Every few decades, a cataclysm called the Blightstorm washes the world clean and rearranges the landscape, forcing everyone to return to to the city.
  • The rain is magically charged, and it comes in three varieties. During the drizzle, when the forests are at their safest, it's green. During clearance, when farmers gather their crops and there are occasional gaps in the clouds, it's yellow. During the storm, when the forests are at their most dangerous, it's blue. All three kinds of water can be used to power rainpunk engines in manufacturing buildings, but at a cost: it causes blightrot cysts to appear in settlements, flower-like growths that open during the storm and will kill villagers if they aren't burned in time. Despite the constant rain, it never floods.
  • There are six kinds of forests:
    • The Royal Woodlands are the most hospitable biome, relatively speaking. They're full of green trees, fertile soil, and useful plants, so they're recommended for beginner viceroys. They were once part of the Smoldering City until the forest reclaimed them.
    • It's difficult to farm in the harsh, cold Marshlands because of the hard and rocky soil. Instead, they're full of tree-like fungi and huge amounts of gatherable resources. If you're lucky, you might find giant wheat, leviathan corpses, or mushrooms in the deepest glades.
    • The trees of the Scarlet Orchards look like giant roses and are filled with copper. They're full of skeletons of giant creatures that once plagued the land, such as spiders, scorpions, and sea serpents, so viceroys are allowed to conduct archaeological expeditions to uncover them. Due to its abundance of fertile soil, herbs, berries, and roots, it's also known as the kingdoms' herb garden.
    • Unlike the other biomes, Coral Forests contain three types of trees: mineral-rich crimsonreach trees, shelled and fleshy musselsprout trees, and fibrous plateleaf trees. Contrary to popular belief, they don't grow in areas that were once flooded; instead, the aquatic aesthetic is due to the influence of coral. Settlers find them beautiful despite their dangers.
    • The Cursed Royal Woodlands are full of death. The trees are barren and infested with insect larvae, and it's haunted by ghosts from the Great Civil War. Some ghosts will merely disappear if they aren't appeased, but more hostile ones will curse settlements as well. In the other forests, the safest glades are smaller, but here, they're all the same size, making it impossible to assess their danger in advance.
    • The Sealed Forests are home to ancient beings called the Sealed Ones, who seem to have a connection to the Blightstorm. During the storm season, they unleash terrible plagues upon villagers. Most of its trees writhe and appear to have faces, and the biggest ones resemble flowers covered in thorns. Viceroys must undergo several trials in order to close the seals, and doing so increases the amount of time between Blightstorms.
  • The majority of the kingdom's population consists of five species:
    • Humans once had their own kingdoms until the Blightstorm came. They specialise in farming and brewing, and are typically the last to leave failing settlements. Their buildings are made of brick and planks, with white walls and blue roofs.
    • Most beavers are members of the Smoldering City's merchants guild; the kingdom mostly has a bartering economy, but they use amber as currency too. They're hard workers who specialise in lumber and engineering, but can also be demanding. Their buildings are made of warm-brown planks with rounded edges.
    • Lizards are resilient but distrustful carnivores. Were it not for the Scorched Queen's sudden appearance, their clans may have won the Great Civil War. They're excellent at gathering meat from giant snails and leeches, and since they're cold-blooded, they prefer to work in warm buildings such as furnaces and the hearths at the centre of each settlement. Their buildings are made of bricks and cloth, with red, spiked roofs.
    • Harpies are all infected by a blightrot-like disease that makes it difficult for them to fly. They specialise in gathering herbs and using them in alchemical recipes, and love working with cloth. Despite their graceful appearance, they have a wild and aggressive side. Their buildings are made of cloth, with white walls, purple roofs, and gold accents.
    • Foxes specialise in working with rainwater, so they developed a symbiotic relationship with the blightrot. They have a deep bond with the forest, and are the fastest at dealing with the various situations that pop up in glades, from opening crates to feeding wild kaiju. Unfortunately, they're easily susceptible to starvation. Despite being mortal, no fox graves have ever been found. Their buildings have green roofs, silver walls, and are made of planks, cloth, and crystallised dew.
  • While the entire kingdom is open to visitors, it's so inhospitable that few want to visit it. Hina Amano and Cacofonix both have the ability to summon rain at will, which makes them unwelcome in most places, but their powers don't make much of a difference here. The Folktails and Iron Teeth, who come from a world plagued by droughts, were intrigued by a place with an endless supply of water. Both of their settlements made trade agreements with the merchants guild. The Folktails enjoy the kingdom's delicacies such as biscuits and pickles, while the Iron Teeth plan to build rain engines to power their factories.
  • Some gods use their skills to help the kingdom's citizens. Xiao is a mercenary who wields fire, so she's offered to help viceroys burn blightrot cysts in their settlements... for a fee. She's only manifested E.G.O. once while in the forests, but the Scorched Queen is interested in Xiao's ability to make her flames so potent that merely being near here causes burns. Courier Six has trekked through all kinds of hostile environments, so they occasionally help the merchant's guild make deliveries. The queen's envoy considered asking them to send orders to viceroys as well, but soon realised that they tend to meander.
  • The kingdom's citizens enjoy visiting other dominions. The beavers are welcome in Zootopia and often help with construction work, though they stay away from the Rainforest District. The lizards love basking in Sahara Square, as well as the Far, Far Range's Dry Reef and Glass Desert. The humans and harpies both love foraging for the Range's bizarre array of crops, such as cube-shaped strawberries and heart-shaped beats; they're a nice change of pace from roots and moss. The foxes were also welcomed to Zootopia, but they don't like the hustle and bustle of the city; they prefer to explore overgrown, abandoned, or mysterious places such as the Dwemer Ruins and Yggdrasil Labyrinths.

    The Unterzee 

The Unterzee, Celestial Seat of Strange Bodies of Water (The Neath)

https://static.tvtropes.org/pmwiki/pub/images/sunless_sea.jpg
  • Symbol: A zailing ship zailing across it, with terrors awaiting below
  • Alignment: All across the spectrum, with a strong leaning towards Chaos
  • Portfolio: Alien Sea, Alien Geometries, Undergoing Alterations, Nightmare Fuel, Ocean Madness, Ocean of Adventure, Beneath the Earth, Crapsack World, Denizens Are Weakened by the Light, World of Chaos
  • Domain(s): Zees (Seas), Zailing (Sailing), Eldritch
  • Similar Places: Sand Era world, The Amoebic Sea, Marinus, the Jade Sea, Mer
  • Notable Visitors: (Insert Name Here), The Etrian Odyssey Guilds (mainly the Armoroad and Tharsis Guilds), Edward Kenway, Arthur Curry/Aquaman, Green Earth CO Drake, Black Cat Mantaray 5-4, The KanColle ship girls, Captain Nemo, Black Manta
  • Unholy To: Sail-on-wind-dependent sailors, the Star Fleet
  • Banned From Entry: All deities with The Power of the Sun
  • When it comes to the sea, we're familiar with its blue hue as a result of reflecting the sky, its equal parts beauty and danger underwater and over it, as well as the unknown depths. When the sea you find is different from that, starting with the color or (non-water) composition, you get an Alien Sea. Enter the Unterzee, where it is colored a sinister dark green, with the main exception being the far south (where it mingles with the blood of an Eldritch Abomination and dissolves the hulls of ships). All the islands are strange in their own ways, and the laws of reality don't always apply. And under it is far stranger.
  • Access to the Unterzee was made available when a canal inexplicably appeared somewhere in a lake in the Dominions, which incidentally was close enough to Rapture. Being seafarers on the side and explorers to boot, the Armoroad Guild (with a few Court emissaries on board) was tasked with investigating it, and Edward Kenway was assigned as an escort, given his ship is more naval combat-capable while the Guild is more suited to on-foot engagements, even with Zodiacs and Arbalists able to fire from range.
    • On their side, the residents of the Neath underwent another Alteration. However, this would be markedly different, for the Cumaean Canal (which was the only way to reach the Surface and the rest of the world) and its Staging Area was inexplicably replaced by a strange location that would eventually be renamed to Janus Checkpoint (though much of the Staging Area population was still present), and the way through it was a much simpler gateway big enough for an Eschatologue-class dreadnought to pass through with ease, and its waterway deep enough for a zubmarine to zail beneath said dreadnought even if it was a dreadnought itself. It would reveal a straight tunnel, but would turn and leave what lies beyond a mystery to those not sailing down it. This was a serious concern given that some people in Fallen London have now lost contacts to the Surface.
    • That's when the "Trope Pantheons Emissaries" (TPEs) passed through the gateway and established contact. Word soon spread of these newcomers as an embassy was established. It's also discovered that there is no wind in the Neath, so the visitors were unable to go far. They would have to bring their own aerokinetics or vessels that don't rely on the wind to proceed further. But in the meantime, representatives from the "local" ruling territories reached out to them on separate occasions. A few days later, more visitors would arrive, including the Tharsis guild (their airship towed in through the entrance tunnel), Aquaman (who noted to his concern that his command over sea life is greatly contested by the native denizens), and a few modern naval deities like Green Earth CO Drake have set up a standing base.
    • These expedition parties would spread out to Fallen London and the Khanate, the main political parties in the Neath. More would reach out to Dahut, the Grand Geode, the Empire of Hands, the Fathomking's Hold, The Iron Republic, Irem, Saviour's Rocks, the Presbyterate, Varchas, and Wrack.
  • With so much territories of note, they are as follows.
    • First off is Fallen London, a place that (Insert Name Here) is familiar with, for some reason. However, Her Enduring Majesty was wary of these TPEs, and has banned them from entering London itself, restricting them to Wolfstack Docks for trading. But whenever INH happens to have a Zeeside Mansion, TPEs are able to dock near there too, so long as they stay in the mansion grounds.
      • Hunter's Keep is an island east of London. On that island is a mansion in smouldering ruins after a disaster of madness burned the place down. Since London wouldn't reclaim it, the Court of the Gods was able to negotiate a claim for it instead, turning it into another TPE embassy. Though the mansion ruins itself has been mostly cordoned off, native zailors are still allowed to explore it for artifacts.
      • Venderbight is a Tomb Colony, where Fallen London residents are shipped off to (TPEs can partake in this trade too) if they become too ill or too disfigured to be in a polite company, for death isn't permanent in the Neath, but that doesn't mean they're immune to illness or injury. The Tomb Colonists are an odd sort, who enjoy both extraordinarily quiet parties and vicious bloody duels.
    • Second is the Khanate, which is even more distrusting of TPEs, and have banned them from even entering the Copper Quarter in Khan's Heart (which even London zailors can access, albeit under heavy scrutiny), let alone Khan's Glory. This leaves Khan's Shadow as the only Khanate territory TPEs are allowed to visit.
    • Adam's Way in the South is a large inland waterway leading from the southern Unterzee into the Elder Continent, governed by the Presbyterate, one of the other large political parties in the Neath. All ships that approach are intercepted by the Gracious - the Presbyterate's splendidly head-dressed coastguards. Passage is granted by handing over one of three stories; A report on Mt. Palmerston, news from Fallen London, or an unread captain's log. A mandate by the Court of the Gods prohibits TPEs from talking about the Pantheon.
      • Once through, a seed will be planted in the town square, which will quickly grow into a sapling called a Tree of a Single Day, which will grow and eventually die over the course of two-thirds of a single day. Until that happens, visitors can explore the port town, but once time is up, The Gracious will usher them all back to their ships lest they suffer hysteria, rapture, and/or animescence (an endemic disease that sets souls on fire, culminating in spontaneous metaphysical combustion).
    • The Fathomking's Hold is the home and court of His Complexity the Fathomking, ruler of all the drowned. To gain passage to his Court, provide a "zee-ztory", of which there is no short supply to those proficient in zailing the Unterzee. A deal was made between the Fathomking and the Court of the Gods in regards to any TPEs who drown in the Unterzee so that they don't become Drownies under his domain. The details of this deal are unknown, but the Fathomking was accepting of the conditions.
    • The Iron Republic is a Hell-sponsored colony where there is freedom. Freedom from laws and tyrants. All laws and tyrants, no exception. TPEs heavily inclined to order will find themselves driven mad faster than those attuned to chaos. Only the really chaotic TPEs like Discord can make full sense of it all, but conveying it to less chaotic minds is another matter. There are four markets in the Republic, but they cycle and are as unpredictable as the Republic itself.
    • Irem is a land of mysteries and contradictions, right near Parabola. Technically it does not exist yet, but it will. As such, all actions here are in the future tense. Things can get kind of confusing, to say the least. Any who rest in the the House of the Amber Sky will be taken to a strange dream-esque world called the Mirror-Marches.
    • Visage is an island of masks, where the town seems permanently stuck in some sort of performance, and all visitors are expected to join in if they want passage to the island. One has to put on one of the many masks provided, and act the role expected of them, such as the ignorant, oafish frog, the greedy and selfish locust; or the universally disliked bat. Not acting your chosen role is punishable. Thankfully for all TPEs who wish to visit, (Insert Name Here) has compiled a comprehensive guide for each mask in Visage and their expected roles. These masks also seem to alter those who wear them to better match these roles, so shapeshifters like the Spy should exercise extreme caution.
    • Abbey Rock is an island that holds the fortress-convent (officially a military installation) of an order called the Sisterhood, which is an entire company of elite combat nuns, just about the most well-trained and well-disciplined fighting force in the Neath. There's also a winged beast known as the Sisters' Adversary that can be called over for very specific occasions.
    • Aestival is a Deserted Island rich in nature's bounty and the only place in the Unterzee where sunlight shines. Zailors who pass by or stop by for supplies find it baffling that TPEs visiting can gallivant around or even bask under the sun without dying (except when they aren't). Occasionally however, in place of a deserted island, Aestival might instead be a kingdom of its own under INH (named either Aestival, New London, Lastport, Freedom. Utopia Beneath, Sophia, Fiddler's Gold, Peachtree Isle, Bugger Off, Head Office, Sanctuary, or the Empire of Trees), allied either to the Presbyterate, the Khanate, London, or no one. Also, the sunlight is somehow rendered safe for Neath residents during this period.
    • The Avid Horizon is where one always ends up when trying to go North. It consists of a massive gate, guarded by two massive statues known as the Watchers, winged sculptures that represent something not totally known. Fallen London's Admiralty has sent criminals too vile even for the darkest reaches of New Newgate Prison to exile, and to beg for forgiveness, they have to go here. Given the (insert beast here) that patrols it, not to mention how awful it is here, that's a nigh insurmountable task for most zailors. There's also the fact that a zailor also has to come here to collect their names.
    • Port Carnelian, or the Carnelian Coast as some call it, is a colony on the shores of the Elder Continent, famed for its rich sapphire mines. Currently under the control of Fallen London, but bitterly contested by both the New Khanate and the local tigers (the Neath is a strange place, after all) and has all sorts of spies within. The Mountain Of Light has, as in all areas on the Elder Continent, bathed this port in its glow, and things have… changed… under its warm light.
    • The Chapel of Lights is an incongruously bright and welcoming church amid the darkness of Void's Approach. The priest there even offers free food to ship captains, but the Pantheon has been warned that human flesh is (sometimes) served during dinners there. Also, the church there worship the Drowned Man… better known to those in Fallen London as a certain Mr. Eaten.
    • The Chelonate is a city of hunters and cultists, built on the remains of a great turtle the size of a large island, slain ages ago. Actually, said turtle was long dead by the time the Chelonate's founders got there. Said to reek beyond belief, and that once you smell its stench some part of it will stick with you, burned into your nostrils. Refuse and carrion choke the waters. For all its dangers though, it's very profitable to do business there, both importing and exporting. The Eater of Names, an enormous battleship built from the bones of dead sailors and monsters and decked with one of the most powerful guns in the Neath, patrols its waters, and is hostile to all zailors.
    • Gant Pole is the heart of a colossal sea creature taken over by Chelonites. Like their fellows on the nearby turtle, their primary concerns are ritual, hunting and rancid meat. It also serves as an "Elephant Graveyard" equivalent for zee-monsters. Barrels of rotten Mystery Meat that's bought here can be turned over at the Chelonate for a profit. For some reason, Fallen London doesn't believe this place is real. The Irrepressible, a large, strange-looking submarine that packs a hell of a punch, patrols the waters here and is just as hostile as the Eater of Names.
    • Whither is a small fishing town on the northwest coast, notable for two things: a prominent temple to the Gods of the Zee (Stone, Salt, and Storm), and the locals' habit of answering every question with a question, no exceptions. This behaviour is considered extremely tiresome by visitors. Codex is an icy mountain off the coast of Whither, inhabited by that town's exiles (and an inexplicable colony of shivering, bad-tempered monkeys). No one speaks, because they dared to answer questions instead of answer them with questions back when they lived at Whither.
    • The Janus Checkpoint, which has replaced the Cumaean Canal, is the only entryway between the Unterzee and the rest of the Dominions in the Pantheon. Thanks to new treaties arranged between the Bazaar and the Great Game in Fallen London and the Pantheon's Court of the Gods, there's a surprising lack of political shenanigans, corruption, or red tape, aside from the occasional arrest for smuggling certain goods outside the Neath.
    • The Salt Lions are a pair of colossal sphinx statues lying in the middle of the Unterzee. A company of London stonecutters known as the Unmakers have set a camp on the top of the northern Lion to quarry precious Sphinxstone and send it back to London. Zailors can pick up shipments of these as long as their hold has room for them. Exporting Sphinxstone outside the Unterzee is banned, though naturally that means there are smugglers of it.
    • The Grand Geode is at the southwest edge of the Unterzee, therefore always directly south of London and the Janus Checkpoint. It is a naval base with the Royal Navy's emblems, and its inhabitants are happy, fulfilled, and with purpose. Because of the Dawn Machine's subtle brainwashing effects, TPEs are forbidden from going there unless they're selling Sphinxstone, which isn't as profitable. Somewhat adjacent to the Grand Geode is the Dawn Machine, an artificial sunrise built by a breakaway faction of the London Admiralty. It's extremely inadvisable for anyone to zail too close to it, let alone beneath it, since it can drive zailors mad and Terror can skyrocket.
    • Demeaux Island is rich in fungus, which is harvested and shipped to London by the Iron & Misery Company. Conditions are miserable here, with many workers being broken by the banality and isolation, and some others being reduced to little more than walking fungus from spore exposure. Harvesting some for kirralee is possible, but not recommended. That said, there are some that are tired of this place who are willing to join zailors who visit. And for two Strange Catches, one can get a Soothe & Cooper Long-Box.
    • The Empire of Hands is a handful of lush islands ruled by soul-stealing monkeys (though they prefer to be called apes). They build towns, give each other titles and ranks, and wear clothing, in some kind of perverted imitation of human society. A large zeppelin is chained on an island, though sometimes it's missing after its Emperor departed in it. Officially, there's a trade embargo on it for Londoners ("They know what they did."), though zailors rarely heed it. TPEs have no such restrictions, though the apes and their soul stealing are enough of a deterrent for some.
    • A colossal Eye on the zee floor that is usually in the southern part of the zee. It is a terror to behold, so keep your distance. "Falling in" via Zubmarine will take you to Eleutheria, in the High Wilderness, a thoroughly unpleasant alternative dimension where a Mr. Barleycorn applauds your bravery and rewards you by turning you into a "message" to the Neath from the Liberation of Night, accomplished by causing you to painfully grow an extra eye. Given this leads to some place in the Neath's future, all TPEs are ordered to stay away
    • Frostfound is twin castles of ice rising from the northern zee, in the shadow of which Witherns and Iremis meet to play their riddling-games. Their spires are pristine, never scarred by human habitation. But it stands alone in the Boreal Reach for a reason, and one should never enter Frostfound without a reason… and so TPEs are officially banned from entering, for there is nothing substantial to gain. Also, anyone who zails too far North end up here.
    • Gaider's Mourn is a town built on a series of rickety platforms, halfway up the stalagmites of Corsair's Forest. One has to be winched up from zee-level (or have an airship) to reach it. Piracy runs rampant here, and it is very much an unsafe place. Caution is greatly exercised for this reason, though the more nefarious pirate TPEs have managed to make themselves welcome.
    • Godfall is a monastery built on the side of an enormous stalactite that fell from the cavern roof. Its "monks" (who are more like pirates) are rabble-rousers who seem to spend most of their days drinking, fighting, and boasting plus great measures about evolving not just spiritually but physically, by using the Shapeling Arts the Rubbery Men are deft with, and very little time praying. While TPEs can choose to get into fights with them, the monks refuse to fight females, recommending Abbey's Rock for that.
      • Below is a system of tunnels leading to the Shattered Citadel where the Starved Men reside. It's mostly sealed off by the monks of Godfall, but it can be explored at great risk (and bets are made between the monks), and require plenty of foxfire candles or other sources of light, as well as plenty of fighters due to the dangerous monsters and cultists within. Close to the bottom is a way back down to the Unterzee, where one's ship can stop by to fetch their crew.
    • The Isle of Cats is an island of pirates and smugglers, where the single most highly controlled substance (red honey, a.k.a. Gaoler's honey) in the Neath is produced. Don't let the vast flower gardens confuse you, this is not a pleasant place… for red honey is harvested from the memories of prisoners, and ingesting it is excruciating for the victims while the consumer experiences the (pleasant) memories. As such, Red Honey is illegal in Fallen London (though native zailors can smuggle it anyway), and is another product banned from exporting outside the Unterzee. Naturally, this also means there are smugglers of it too.
    • Kingeater's Castle is a half-ruined stone citadel surrounded by vast, mostly-sunken statues. It's an extremely dangerous place and should not be interacted with without a very good reason. One can sacrifice three zailors to heal Wounds, and "sacrificing all of one's zee-stories" can take one either to Irem or Fallen London (at the cost of 1 to 3 crew and minor damage to their ship), but there are less damaging ways to do this.
    • Mangrove College is a centre of philosophical and scientific thought, inexplicably located amid the unnaturally lush jungles of the Autumn Isles. That said, all intellectuals are too absentminded to build more than a barely rudimentary village. A TPE project to do so in their stead is underway. The Wisp-Way swamps outside the village boundaries can be explored. It's teeming with manner of beasts, but persevere and one can find treasure, or even some Solacefruit, which is delightful and refreshing in small quantities, but too much will lead to peaceful death.
    • Mount Palmerston is a volcano-island where devils exiled from Hell plot their return to it. The volcano itself serves as home to the Brimstone Convention, which acts as a Government in Exile for the devils, and they mostly keep to themselves. The human dwellers at the volcano's base actually don't mind the devils for this reason.
    • Mutton Island is a fishing island that's known for its Rubbery Lumps (Lorn-Fluke meat). Seemingly a quiet, peaceful little hamlet known for its seafood, its apple orchards, and its country festivals, it's a popular resting spot for Zailors on their way back to London. It's also secretly in worship of the Drowned Man, it involved with the wrecking of ships, and its ritual human sacrifices. Depending on the Alteration, it has since either become forcibly annexed by London or the Dawn Machine, conquered by the Khanate, abandoned after a Fruits of the Zee Festival, or under permanent quarantine by London's Admiralty.
    • Nuncio is a postal office run by the Postal Rat that regularly receives undelivered mail washed up on its shores. It accepts zailors who take up temporary shifts to help with deliveries. TPEs have a maximum number of hours to do work here before they're required to leave and not return between a few days or forever in order to keep workaholics from obsessing over clearing out the queue. Depsite his experience with managing a post office, Moist von Lipwig is forbidden by Lord Vetinari from visiting Nuncio in fear of losing such a valuable asset. Visiting the back room is restricted to those in good favor with the Postal Rat, but what lays behind is maddening due to a Judgment's law regarding "messages".
    • Pigmote Isle is an island governed by, depending on the Alteration, the House of Cavy (talking guinea pigs, escaped from a wealthy eccentric's collection, seeking to establish a glorious kingdom of their own) or the Republic of Murinia (comprised of common Rattus Faber, often seen in London, looking for a land to practice their engineering arts in peace), after INH helped oust one of the other out (they can't remember which). Or maybe both territories are at peace after being in a feud for so long before INH's arrival (but with one being somewhat superior over the other, or as equals after fighting for independence against Visage and/or the Fathomking). Or it's closed off to INH. Or it's in complete ruins and ruled by neither. For some reason, Fallen London is skeptical of its existence despite how mundane it is compared to the rest of the Neath.
      • In terms of services and supplies, depending on who is/are in charge, the Republic is willing to fix one's ship, or/and the House is willing to trade Scintillack. Regardless of who's in charge, there may be a Fathomking's Ambassador who trades Drowning Pearls, or a Visage Ambassador who trades Secrets, or neither if independence was chosen. Due to the tumultuous state of affairs depending on the Alteration, TPEs are not recommended to visit.
    • Polythreme is the place where everything is alive, from the clothes you wear to the waters you drink, courtesy of the King with a Hundred Hearts, whose very dreams render them all animate. It's also home of the Clay Men, who either voluntarily get shipped to London (payment upon delivery) or can be hired as crew that require no sustenance. These Clay Men are content to serve, and are treated as second-class citizens in London. Some even get exported out of the Unterzee altogether either for similar purposes or to be "liberated". However, a word of warning: there are also variants of Clay Men called the Unfinished Men, who are more inclined to crime and are more free-willed. That said, not all of them are bad, and a few are even helpful. As for how they come to be, here's how.
    • Port Cecil/The Principles of Coral is a London colony built on an eerie blue coral reef, and home to the most fanatical chess tournaments in the Neath. Be careful not to play too much, as the games of chess played here are… quite different than what the average Londoner is used to, and far more damaging to sanity.
    • Saviour's Rocks is a charming series of islands, whose inhabitants are most certainly not held hostage by thousands upon thousands of enormous, intelligent spiders. TPEs are advised to stay away, unless they can tolerate the non-spiders' oppression and are willing to trade for their silk. Muffet has taken interest to the place and hopes to take a trip there one day.
    • 'Shepherd Isle's is a place with no sheep (they're illegal here, in fact). It does have a lot of tellers of tall tales, though. One can listen to these tales to pass the time, and to get stories for trading, maybe even a Tale of Terror! (which is a valuable resource). One might even find an Ambiguous Eolith, though that doesn't help much.
    • Station III* is a land of machinery, warehouses and industry. The truth is The place's main operation is heartmetal production, for use in naval weapons. The metals can only be obtained in useful quantity from letting them grow in human hearts. This result in the Soothe & Cooper Tonics, which are pain tonics that have minute quantities of heartmetal in them. When people consume the Tonics, the heartmetal will start to grow and build up in their hearts. This will eventually kill the user, permanently. After that, their corpse will be locked into a longbox, then shipped to the Station for extraction. For that reason, TPEs are prohibited from prying into Soothe and Cooper Long-Boxes.
    • The Uttershroom is a giant mushroom, located in the Myceligaea sea, home of the blemmigans, and even gianter than the Neath's usual giant mushrooms. There's a tiny, isolated village square on the top of it, and the mushroom itself seems to possess both intelligence and a drive to nurture those living on it. Nothing exciting of note ever occurs there, though you wouldn't hear that from Meruru, who's over the moon as soon as she heard of this place.
    • Varchas is a city that still considers itself part of the kingdom of the sun, separate from the rest of the Neath. No shadows are permitted anywhere in the city — lamps and mirrors illuminate every single corner. However, because of INH's actions, it is in two separate states depending on the Alteration. In some Alterations, the city is barred to all visitors, though after one TPE demonstrated powers over light, they have permitted only those TPEs to visit.
      • According to those TPEs, its citizens are contemptuous of everyone else in the Unterzee for being tainted by shadows, and call them all Taamas. There were also three very important things they had to heed while in Varchas: 1) Don't touch the mirrors. 2) Don't even look into the mirrors. 3) Try very hard not to dream. In other Alterations, the city is in ruins, in darkness, full of broken mirrors, and haunted by certain malicious spirits that reside in mirrors and can prey on dreams.
    • Wisdom is a floating prison built by the Khanate on top of giant incongruous lilypads, but now it answers to a person called the Governor, and he answers to no one. Any TPE who somehow ends up locked here (with the sole exception of INH) will remain there until they die and get revived in the Pantheon, after which they're banned from entering the Unterzee ever again. However, should someone (another TPE, preferably) manage to free them either by breakout, ransom payment, or exchanging a Searing Enigma to the Governor, this ban won't take effect. If the imprisoned TPE is important enough to not be banned, the Court of the Gods will make sure there's enough Echoes to pay.
  • And those are the ones accessible by boat. There are far more locales (and dangers) under the Unterzee, but a zubmarine is required to get there, and they're more prone to Alterations than the Neath already is, not to mention the more threatening monsters there.
    • Aigul is a huge, stationary Lorn-Fluke upon which the vessel Fortas Kettle ran aground. Rather than attempt to extricate it, London turned the sunken vessel into an observation station also called Station VI. The crew have become… attached, addicted to getting prodded by Aigul's needles, which works like red honey in that it allows them to experience memories of others. Depending on what INH has done, either the entire crew is morose and really addicted to the spines and their Captain is dead, or the crew is cheerful, their Captain is alive, and they plan to leave Aigul one day.
    • Anthe is an austere, underwater city of crystal. It's beautiful, but also very sharp. Its inhabitants call it the city of flowers, but the flowers are crystals, spiral matrices grown on the walls of Anthean caves. The inhabitants of Anthe are at least partly crystal too: they call it "going sharp." Becoming more perfect, and clearer, and colder. Zailors can develop this condition called Sharpness as well, granting them deftness bordering on perfection, at the expense of their natural flaws and emotions pertaining to it. TPEs are not recommended to develop Sharpness for too long, since it requires a trip to Polythreme to lose that Sharpness.
    • Dahut is a ghostly, submerged mirror of London, populated by drownies. An air bubble surrounds it to enable air respiration, though some zailors have foolishly wandered away from the livable zone and drowned. There is a glamour in effect that makes the drownies appear beautiful and idyllic. Their "Bonfire" is warm, but doesn't burn or scald, because it isn't fire at all. Time may also feel wonky while inside the settlement. They've also got human prisoners in the cathedral, holding them there until they agree to go drownie as well. As a result, there have been occasional attempts by some TPEs to try and acquire these people, either for liberation or for themselves.
    • On the back of a gigantic beast named Temtum by Arik live exiles from every corner of the Neath. In Hideaway gather the traitors, heretics, artists, fools, and the too-honest. Despite possessing a range of radically different ideologies, these outcasts live together peacefully, mainly because the work required to keep everyone from drowning ensures there's never enough time to spare for old rivalries. When they aren't working maintenance, odds are they're participating in the nightly completely and utterly bizarre festivals. Temtum itself is content with carrying a city on its back, loves its trainer dearly, and has actually been fighting back against the urge to shed its shell to avoid destroying the city, though the call of biology means it's only a matter of time before Hideaway is destroyed anyway. Depending on the Alteration, it's either mostly abandoned after the truth of impending doom was revealed, or people decide to stay despite the truth.
    • Low Barnet is a stone's throw from London, and is the most well known underwater township, a sunken church where congregations gather to regale each other with tall stories. Not much is there in terms of trading, but the church bell has some manner of intelligence, and anyone who rings it loses their soul with no chance of getting it back unlike at the Empire of Hands or Mt. Palmerston. And that's if they're lucky; it could otherwise choose to eat them alive.
    • Nook is an anarchic semblance of civilisation, nestled within the throat of some unknown leviathan of the same as the Masters of the Bazaar. Most visitors need to have diving gear to visit, and it's not certain what effects there would be for those who can beathe underwater. While Nookwater does become breathable for air-breathers after an adjustment period (made easier when wine is imbibed, at least for residents of the Neath), breathing it for too long risks one forgetting air to the point of choosing to never leave. The residents speak in some form of sign language, and just seem to do whatever the hell they want to as long as they enjoy it, be it rob each other, sleep with each other, drug themselves into stupors, or all of the above. The teeth of the leviathan sometimes bear treasure, though of course competition from Nookfolk tooth miners may occur unless they're jewelry, pottery, or Echoes. Phosphorescent Nodules can be found there too and all over Nook, though this is coveted by Nookfolk. Down the Seerated Abyss are giant teeth, some of them even the size of manors in Fallen London, and TPEs are strongly advised not to imbibe on the Nookweed growing there. Deeper down the Bilious Cleft is more blurry and more dangerous to be in, though Phosphorous Nodules and Blemmigans that propagated after a previous zubmariner released one to the place can be found.
    • Rosegate is a cigar shop underneath the Reef of Roses, which should not be strange by now. The more vile TPEs find they get better cigars by doing vile acts there, and so the zumariners among them find it a wonderful place to trade. Or course the less vile can still make off with cigars; they'll just be of bitter quality, that's all. That said, there's also a third option for "luscious flavor" cigars. That said, depending on the Alteration, the known Proprietor is already gone, his life's work complete, and off to the Iron Republic (and his apprentice to the Grand Geode). But in those times, there's a Powdered Custodian a a stand-in whom one can have a smoke with to stave off Terror.
    • Scrimshander is a citadel carved out of bone, dedicated to the keeping of history. Do not overstay your welcome, or the scribes will come down on you like a ton of bricks if you do, and you will not be the same afterwards. Be prepared to hand over significantly valuable information (and sackfuls of coffee) in exchange for knowledge you acquire from Scrimshander. As such, any TPEs who aren't highly intellectual or academical are advised to not visit. The "price" for leaving can vary between admitting A Lost Pilgrim to take to Gant Pole (in exchange for Echoes and an Outlandish Artefact), admitting A Scholar of Lost Causes to area of academic interest (preferably to Hideaway in exchange for a number of Echoes), a number of Zee-ztories, a trophy of a past triumph (preferably from the Unterzee), Iron (skill in dealing damage), Hearts (skill of healing and morale), or even a number of fingers.
    • The Undercrow is a small underwater port where the keeper for the Ragged Crow lighthouse (which is visible from above, but is otherwise unnotable) resides. It, the overside, and the keeper himself are infested with various different types of moths, given they're a giant light in the dark. Depending on the Alteration, it may be abandoned completely and left darkened, and where supplies and fuel can be gathered if you're lucky (otherwise you'll be beset by the clouds of moths that threaten to extinguish your light by their mass alone). Otherwise, the Incomparable Aurelian will need to be found at Venderbright if some other zailor hasn't already escorted him here (in which case he won't be quite as accommodating).
    • Wrack is an arbour of shipwrecks, where the flesh of kelp brings intoxication. However, the local wreckers won't let any "Trespassers" in unless regaled with a Tale of Terror!! (which can be bought in Irem, acquired by observing autopsies in Station III, visiting the Iron Republic, etc.) or if the "Trespasser" successfully wrestles the entire welcoming committee. That said, only the most malicious of TPEs would have a fun time, leading more ships to crash there to further expand itspreimeter. At least there's the store Hull-harvest for everybody, though its wares depend on its prosperity, which varies depending on the Alteration.
  • As for the Dominions Neath zailors visit (which tend to be few in number), they tend to check out only a few places, preferably those that don't have the sun shining on them (which means only indoor places or nighttime places). Trade routes have been established between Andrew Ryan's Rapture, Los Angeles, the (Upper) Londons (but not UnLondon/SCP-1678 after an incident with the Bobbies), Eylstadt, Mashaar, and even Nuka-World, with Darkdrop Coffee trade being the most lucrative one just like before beyond the Cumaean Canal. Other locales they visit include the Yggdrasil Labyrinths (preferably Armoroad's), The Library of Babel, the Far, Far Range, the Succubus Instrict, the Supermarket, The Abyss (though they never go far since they always have to go back lest the Sun affect them aversely), and Mount Volbono. A few zubmarines even zailed close to Atlantica, though panic and Terror ensued for both merfolk and zailors alike that King Triton wanted them out of the territory. There was also an attempt to trade with the frozen New London, but their general distrust means there's barely any progress made. Surprisingly, they have also been invited a few times to participate in Takeshi's Castle's challenges for the chance of prizes.
  • Because of the fact that the sun in their world is one of many Judgments, eldritch beings that enforce the laws of reality and prove lethal to denizens of the Neath, for everyone's safety (both natives and visitors), all deities with The Power of the Sun (e.g. Helios, Ra, Amaterasu, Princess Celestia) are prohibited from entry since they could draw too much attention with their powers or possibly even fall under the control of the Judgments, probably in the case of Helios, which would wreak more havoc in the Pantheon than there already is. Those who merely channel the Sun's power are fair game, though, but are only permitted to freely exhibit their powers in Varchas. On the other hand, catching light with Mirrorcatch Boxes is more feasible for TPEs since most of them aren't affected by sunlight (unless they are) and thus suffer no addiction like Neath-dwellers, though the fact that TPEs are closed off from the Khanate means the boxes have to be acquired at Irem. But due to not knowing what foreign sunlight might do to Neath-dwellers, there's also an embargo on Mirrorcatch Boxes being brought out to the Pantheon (sunlight from sun-channeling TPEs is risky as it is). Naturally, as with all forbidden things, there are always smugglers.
  • While Black Cat Mantaray 5-4 don't sail in a ship, they are Naval aviators specializing in Air-and-Sea rescue, and are sometimes stationed at the Janus Checkpoint to help shipwrecked TPEs. The KanColle Shipgirls tend to go exploring on occasion as well, courtesy of missions taking them to the Unterzee sometimes. However, they are heavily advised to go with a conventional ship to hop onto, given the local creatures could hurt them enough to risk sinking, as well as potentially inciting Terror to non-hostile zailors by their very nature (as humanoid girls cruising over water like it was nothing). Captain Nemo has also made a few visits to the Unterzee aboard his Nautilus, and Black Manta is one of the unscrupulous folks who would want to plunder the Unterzee. He just has to watch out for the wildlife there, some of which are FAR more dangerous than anything Aquaman can call upon.
  • Among other things, the Bedtime Stories Crew have covered various disappearances of ships, planes, and people in the open ocean, ranging from shipwrecks and bodies to no trace of anything whatsoever over their last known location. The Unterzee would inevitably catch their interest immediately, and they'd make a video on this place one day. And ever since the Unterzee came to be, TPEs have reported sightings of little sentient mushrooms called Blemmigans stowing away in their ships, and eventually escaping to the rest of the Pantheon. They were eventually contained as followers of the fungal Pokémon quartet.
  • Despite her affinity for sailing, even Moana knows that traversing the Unterzee is a bad idea, given there's zero wind under there. As for the Star Fleet, who are boats that don't need wind to travel, while they do stand a better chance, fighting other zailing ships and zee creatures is not in their forte, and Grampus is already well beyond his prime to deal with the tougher ones.

    Warhammer World 
The Warhammer World, Divine Settlement of Fantasy Counterpart Cultures
https://static.tvtropes.org/pmwiki/pub/images/warhammer_olde_world_map.jpg
Altdorf, Seat of the Empire
Bretonnian Castle
Ulthuan
Naggaroth
Lustria
World's Edge Mountains
Sylvania
Nehekhara
  • Description: Varies depending on the settlements and landscapes shown. One thing that is for certain is that the presence of Chaos is high.
  • Symbol: Sigmar's warhammer, Ghal Maraz and Archaon's sword, the Slayer of Kings clashed together, a representation of the eternal battle against the Forces of Chaos.
  • Alignment: Depends on the location, but Chaotic Neutral seems to be the dominant alignment, given the amount of strife most of the population goes through.
  • Portfolio: Dark Fantasy with Several Inspirations from the Real World, Adventure-Friendly World that's Actually Bleak and Hostile for the Most Part, Badass Concept, Fictional Earth,
  • Domains: Order, Chaos, Strife, Struggle, Nuance, War, Battle, History, Grievances
  • Sacred to: The Human Race (The Empire and Bretonnia), Elves (Ulthuan and Naggaroth), Lizardmen (Lustria), Dwarfs (World's Edge Mountains), Vampires (Sylvania) Undead (Nehekhara)
  • Unholy to: The Four Chaos Gods, Archaon, The Beastmen, Nagash
  • Visitors: The Emperor of Mankind, Some Pokemon species, ascended or not, The Draconians, Link, Princess Zelda, Aragorn, King Arthur, Arturia Pendragon, Princess Sofia, Hogwarts Students and Teachers, Sauron, The Magical Girl Sisterhood
  • Intrigues: Hermaeus Mora, Darkseid, Father Elijah, Killian Experience
  • The history of the Warhammer World is highly detailed, given the several races, cultures and historical events that have transpired within it. However, its origins are still rather vague even with the amount of information known. The best claim as of now is that the Old Ones were responsible for forming and cultivating the world before departing someplace else, but not before inscribing a list of plans to ensure order and stability. This has been taken to heart by the Lizardmen who have made it a lifelong duty to ensure the success of the Old Ones' plans. Elsewhere are the Elves of Ulthuan who were able to stave off the Forces of Chaos, but soon enough, internal disagreements led to the Sundering, culminating in the separation of Elves into three sects. The High Elves remained in Ulthuan, the Wood Elves fled to the Old World and took shelter in the forests of Athel Loren and the rebelling elves led by Malekith, son of Aenerion retreated to the lands of Naggaroth where the Dark Elves would ultimately take control of. The Dwarfs of the Old World initially held great relations with the Elves... until Malekith scheduled a plan to cause a fissure between them and the High Elves, leading up the War of the Beard/War of Vengeance that irrevocably shattered the two races' friendship alongside severely weakening their overall power and influence over the world.
  • The Warhammer World was ultimately destroyed by Archaon and the Forces of Chaos despite the united alliance of all races that had no influence from Chaos. Still, it managed to somehow resurface in the Pantheonic multiverse, although much of the life it once had is now washed away, save for the heralds of certain beings who've managed to ascend in some way. Outside of them, the only living organisms in the Warhammer World in this Pantheonic Multiverse are common bestiaries.
    • However, due to a series of cosmic shenanigans, creatures from all sorts of different worlds have had reported sightings here. Diabo of the Draconians was apparently seen in Naggaroth, as was Celebi in Athel Loren and parts of Bretonnia. The ascended denizens of the Warhammer World have found these reports of migration rather fascinating.
  • The Warhammer World looks visibly very similar to Planet Earth, from the satellite view all the way to the very nature and concept of the races and their cultures. Visitors and historians have noted that the Empire is very heavily reminiscent of the Holy Roman Empire. Bretonnia seems to resemble Medieval England, the Lizardmen have an aesthetic that is very much Aztec-inspired, Ulthuan is an Elvish-idealized iteration of Atlantis with traces of Athens, Naggaroth has a system not too different from Sparta, Nehekhara is very clearly based on Ancient Egypt, Sylvania is obviously a fantastical iteration of Transylvania and there are various inspirations taken from Norse and Viking-based tales and historical records.
  • Following the aforementioned statement, the only way the races can make it to the Pantheon is if a prominent member manages to find a way to ascend and see if his entire race can be selected as his/her heralds. And even then, the damage done has been so catastrophic that new duplicate Warhammer World can only bring back a very small fraction that can barely hit 5,000 in total population. Regardless, they do have a home again, even if it's technically not the world they inhabited.
  • Mankind's most notable and strongest settlement is simply The Empire, currently ruled by Karl Franz. He ascended into the Pantheon sometime before the Warhammer World suddenly resurfaced, but once that occurred, Franz has made preparations to not only reestablish himself as Emperor but also seek out new allies to strengthen relationships and have a better fighting chance, especially considering that there's very few citizens of the Empire left. While he's gained some political rivals, Franz tries to make sure they can fight together against a common threat, but seems as if making new allies has been a success for the most part.
  • As mythical beings are highly coveted by the elves, some dragons do occasionally make their way to territories close to Ulthuan and Naggaroth. Bahamut is open to working with Tyrion and Teclis in making sure Ulthuan is protected alongside Alexstrasza. With Naggaroth finally being rebuilt, Tiamat and other evil dragons are open to visit, with the exceptions of King Ghidorah, Deathwing and Grima who are not only fully sentient but whose goals don't align with Malekith's at all.
  • No longer being the Eternity King did make Malekith very sullen and angry in general, prompting him to return to a recreated Naggaroth and reestablish the Dark Elf regime. Still, this breakdown was nothing compared to him failing to save the world. While this won't stop Malekith at all, he's become rather nicer to his subjects and Naggaroth has become somewhat softer compared to its previous iteration. Also helping is Malekith becoming more open to the prospect of working with other races, a psyche that is almost alien to the rest of the Dark Elves. The nature of the Pantheon has made Malekith realize that alliances are inevitable at this point.
    • Despite his evil stance and the nature of the Dark Elves, Malekith is never accepting an offer with the Grand United Alliance of Evil. The Chaos Gods are already leading members, so he can't see him and his races suddenly working together with the Forces of Chaos. Malekith wanted to become the ruler of Ulthuan partly because he believed he was the world's best chance of driving Chaos back. Malekith also doesn't have a high opinion about Cosmos or the other leaders of the Grand United Alliances. About the closest he could get to making a deal is the GUAE Dystopia Harbingers, and even then, Malekith doesn't trust Darkseid and Sauron all that much, in addition to them having Archaon as a member. However, Malekith has admitted on siding with Cosmos over Melkor. It's for purely pragmatic reasons, but he justifies it by saying he's trying to provide for the betterment of his race. The Dark Elves of Naggaroth have a very bitter Enemy Mine with the Grand United Alliance of Good and the High Elves of Ulthuan when it comes to fighting the GUAE.
    • Naggaroth is... unpleasant. As if the Dark Elves weren't enough, there's also harsh chilly weather conditions and ravenous beasts prowling around the fields. As aforementioned, there are some dragons and Cold Ones searching for prey. There are some Pokémon that have arrived due to the aforementioned cosmic matters with Golem, Gigalith, Durant and Aggron being uncommon sights. And unfortunately, Dark Elves are more than eager to be enslaving them.
  • The southern part of the New World continent and obviously south of Naggaroth is Lustria, filled with thick, dense forests and a massively thriving ecosystem. Lustria is one of the most bountiful places in the Warhammer World regarding fauna and flora, alongside several migrants that include the monsters in the likes of Glavenus, Rajang, Zinogre, Chameleos, Deviljho and Pokemon such as Parasect, Liligant, Tropius, Scizor, Carnivine and Haxorus. The indigenous species are usually clearly dinosaurs in anything but identification, such as the Cold Ones, Stegadon, Terradons, Thunderlizards, Arcanadon, Troglodon, Carnosaurs and the mightiest of all, the Dread Saurians.
    • The Lizardmen are usually in patrol of the forests, as indicated by the giant, wondrous cities that they developed as part of the Great Old One's plan. They are very territorial, especially with gold and ensure that their lands and te fauna are protected by any means. Despite this, Lord Kroak has accepted some outsiders as allies, such as Madoka Kaname, Kiritsugu Emiya, Doctor Fate, Eliza Thornberry and Rexxar as their goals somewhat align with the Lizardmen's, plus they don't display malicious intent as a whole. Still, despite Lord Kroak's acceptance, that doesn't make the Lizardmen any less suspicious. Kroq-Gar is open to working with other races, but he makes it clear that his race's survival and well-being comes first, though he will obey Lord Kroak without hesitation.
    • Because of the Lizardmen's territorial nature, the House of Commerce are very afraid of entering Lustria, especially when Mr. Burns tried to steal some gold, only to end up being chased around for days without end, forcing him to drop all the gold he stole to save his skin. Archaeologists and adventurers have given a thought about exploring the jungles and lost cities, but the Lizardmen's nature makes this difficult. Dr. Grant has plans for studying the numerous original fauna, but prefers to keep his distance, especially considering the circumstances he was in regarding Isla Nublar and Isla Sorna.
    • The Prehistoric Beasts Sub-House is actually accepted by the Lizardmen when it comes to invitations. After all, they are dinosaurs and they fit right into the lush, tropical forests of Lustria. The Carnotaurs are often seen here as well, as are Rexie and the Raptor Pack. The Gang of Seven once travelled to Lustria for an adventure, but one too many Cold Ones, Carnosaurs, Troglodons and Dread Saurians made them very nervous and cautious. They did have fun going around city ruins and playing around. Still, they have dealt with threats like Sharptooth and the dangerous animals of Lustria are mainly just animals living out their natural life. They soon returned to the Great Valley, though obviously, they don't want any Lustrian inhabitants there. Not even the Stegodons, which Cera, Ducky and Spike kind of liked due to their omnivorous nature.
  • Nehekhara is arguably the most depressing setting in the Warhammer World. What once was a glorious and prosperous civilization is now a scorching, desolate desert wasteland with hardly any living inhabitant; the water system is poisoned without repair, cities and settlements lay in ruins and stories about it are chilling and melancholic. All of this was to do with Nagash, the first necromancer who decided to kill off the population after losing a battle against Nehekhara. Whatever living people are found are merely migrating to other areas from somewhere else. While the Tomb Kings are the primary residents, the only residents are currently Settra and his herald, Grand Hierophant Khatep, who now send thousands upon thousands of skeletal troops to patrol the desert in search of intruders.
    • Despite his very territorial nature, Settra has no problem with having allies and often seeks to have visitors every once in a while to alleviate his loneliness. While they don't always agree with one another, he's happy to invite Nagato and Darth Vader to his palace to discuss battle plans and trading exports for each other's benefit. An unexpected visitor also came in the form of Princess Sofia who once went to Nehekhara under the pretense of having an exciting adventure. While she was caught and initially intimidated, Sofia proved that she had no ill will and promised Settra to give him some company and relief. He appreciated her gesture, gave her some advice of healing magic for her to learn and allowed her to leave. She's not allowed to intrude the Tomb King's treasure though.
    • Somewhere in Nehekhara is the Black Pyramid, created by Nagash to be the main source of his power. To credit this, the pyramid is made from warpstone, a magical material that enhances one's magical affinity. Others have tried to claim the pyramid for themselves, but only Nagash, so far, has full control and authority over it. Nekron sees the Pyramid with gleeful interest; with enough power, it could potentially wipe out a world. Luckily for Nagash and the GUAD, the Black Pyramid made its way into the Pantheon, though Settra many many others have sought to not allow Nagash to get anywhere close to it.
  • Bretonnia, as of now, is functionally extinct whereas the Empire, under Karl Franz, is still struggling to maintain their forces and settlements. On a brighter note, they are now closer to the High Elves and Dwarfs than ever before, but with numbers so low, their main source of relief and resource is from Cosmos and the GUAG. The representing members of the House of Royalty are open to helping out, especially Aragorn and Princess Zelda. Aragorn is familiar with the threat the Orcs present and news of Grimgor Ironhide having made his way has ensured that Gondor will aid in fighting against the WAAAGH!!! armies.
  • Gaea and the Terra Restoration Squad wasted no time in finding and setting up base in Athel Loren. She was able to be make peace with its hostile residents due to their affinity in nature and has made it clear that it is to be protected in any way possible. Gaea's presence has been beneficial for the Warhammer World, for she did make nature stronger and more unified. This does, however, not stop the Beastmen from attacking anytime soon.
    • Alongside Athel Loren, Gaea has also made it very clear to spread her protection and influence towards Lustria as well, with permission granted by Lord Kroak. The Lizardmen are willing to accept Gaea mainly because of her power and her genuine concern when it comes to nature, which means Lustria will remain nurtured. Still, it's not changing the fact that the race as a whole will be prioritizing their survival first, though they do care about the other races, provided they're mentioned in the Great Old One's plan.
  • Darkseid has some interest in the Warhammer World, mainly because it has little life compared to its mortal cycle plus that small number meant an easy takeover. He was able to make an ally out of Archaon due to his disillusionment towards the Chaos God. He was intrigued by Naggaroth and wanted the Dark Elves on his side, which was all the more surprising when Malekith promptly rejected him. The Lord of Tyranny is also loathed by Settra due to their parallels as leaders in addition to Settra openly shouting to Darkseid's face that he will never bend a knee to a God, even the God of Apokolips.
    • Malekith does, however, have a very begrudging Enemy Mine with Darkseid. Again, like the GUAG, this is for purely pragmatic reasons; Malekith wants Darkseid to kill the Chaos Gods and overthrow the GUAE. Once this is done, Malekith will waste no time betraying him. But even then, he may feel that this is not enough, but only time will tell. Unsurprisingly, GUAG forces and the Harbingers of Repression are both very cautious of the Witch-King.
    • Sauron notes that Naggaroth and Mordor are somewhat similar in the sense that they are total opposites of another land of settlement, namely Rivendell/Lothlorian and Ulthuan. Malekith himself was surprised to see the similarities but notes that unlike Morder, the citizens of Naggaroth are less static and more prone to invading lands, a fact that Sauron decides that he's to make changes quickly. The Dark Lord and the Witch King have a rivalry with one another for being talented members of their own race and for simply looking pretty alike. A fight against one another proved that Sauron was a better manipulator and schemer whereas Malekith excelled Sauron in terms of his fighting skills and strength.
  • While Nehekhara is a depressing view, Sylvania ends up becoming horrifying. Vampires are easily among the most terrifying races in the world which is no idle claim. However, while vampires are bloodthirsty creatures with a savage reputation, not all of them are evil and some can come to a moral understanding. Currently, with the return of Vlad von Carstein, Konrad and Mannfred have retreated to the Houses of Madness and Insanity and Betrayal and Treachery respectively. Due to their very nature, Sylvania and Nehekhara are known for having portals that lead to the House of Undead and Phasmata. While Konrad and Mannfred desperately try to go back to their original homeland, Nagash has manipulated their situation where they're embroiled in a civil war against one another. They'll only team up either if Nagash wills it or of if Vlad is involved.
  • The Warhammer World received attention from Father Elijah who saw it's very destruction and it's mysterious return as a delight. Delightful in the sense that it was in a very incomplete state as very little of the population returned and most of it is just bestiary animals. Elijah seeks to establish a base of operations here as the general feeling of the Warhammer World is an improvement to the previous one and is further motivated to do the same to the Pantheon.
  • Obviously enough, the world's residential Hope Bringer, Sigmar is currently nowhere with many still believing that he is stuck in a Chaos Warp. Though Archaon has since appeared in the Pantheon, there's the chance that Sigmar has as well. Even then, there are other Hope Bringers in the Pantheon that the Orderly Races can seek to ask aid from.
    • Link has become a good ally to the Empire and seeks for the Hyrulean royalty to provide benefit at some point. Kings Arthur and Arturia Pendragon was intrigued by Bretonnia and often visit it as a sign of respect. As Bretonnia currently has nobody for residents, Arturia is content with staying there on occasion as she feels she can defend the lands and the deserted settlements from further harm until a Bretonnian comes to ascend into the Pantheon.
  • The Dwarfs make themselves at home in the Worlds Edge Mountains, which is very reminiscent of the Himalayas in Asia. And true to typical Dwarfen archetypes, they have underground temples and monuments where they house gold and weapon creation. The return of High King Thorgrim Grudgebearer bought along a few new things, most notably that he is finally aware of the true circumstances of the War of Vengeance. Although it's too late to forgive the High Elves at this point, Thorgrim will team up with Tyrion and Teclis when it comes to Malekith and Archaon.
    • That said, many of the Dwarfs are still not over the past incidents regarding Ulthuan and the war. However, many, even those outside of the Warhammer World are urging the two races to stop their conflict and seek a union, especially considering the dire situation that the Warhammer World is under. Maybe Thorgrim will consider something about it, but the Dwarf's addiction to settling grudges and their stubborn nature makes this difficult.
  • There is a school of magic in Ulthuan known as the Imperial Colleges of Magic that was founded by Teclis in an effort to provide High Elves magical knowledge and training. Trying to make compensation for the lack of Elves, Teclis has thought about bringing along Magical Girls and other sorts of wizards and practitioners of magic as teachers and students. He urges that the Elves must let go of their superiority complex and aim to work with other races more tightly. With the results of the Pantheonic Rebellion and the disillusionment of the Magical Girl Sisterhood, Teclis offered solace and shelter in the Imperial Colleges. Some of the Sisterhood members sometimes settle in Ulthuan for protection and to provide themselves with a home, which they can thank Teclis for.
    • The students and teachers of Hogwarts were interested to see the Imperial Colleges that Teclis had established. While they respect the High Elf for establishing a magical education system built to provide protection and further knowledge, they were also somewhat displeased to learn that it was initially only reserved for High Elves. Teclis has stated that he is attempting to make changes, thanks to his efforts of inviting magical girls and the Sisterhood. Dumbledore and Harry Potter often visit the Imperial Colleges as a way to establish working relations with Hogwarts. Tyrion and Teclis have made it clear that they're willing to have them as allies.
  • The Killian Experience was giddy to discover the Warhammer World. He was surprised to see that he was actually banned from entering the place. It's mainly because he came up with an abridged version of the End Times where Archaon was replaced by Melvin, a generic mook who became the sixth Everchosen and even bought down the Chaos Gods in his take of the End Times. The supposedly "disorganization" that is the Warriors of Chaos do not take kindly to Killian's viewpoint, especially Archaon who wishes to butcher Killian and mount him on a pike for defiling his reputation.
  • Hermaeus Mora was also impressed by the mostly barren world that was once prosper, although very chaotic in nature and tone. Hermaeus seeks to take over the Warhammer World one day to add into his realm of Apocrypha so that he could syphon off as much knowledge as he possibly could. Naturally, the Elder Races, especially the Lizardmen haven't taken too kindly to his intentions.
  • The Emperor of Mankind expressed sympathy and concern about the Warhammer World, given that the strife and conflict inside of it is very similar to his home universe, albeit less cynical. Due to the absence of Sigmar, The Emperor has sought to have Karl Franz has an ally and seeks to induct him into his Imperium of Man, given that Sigmar was the ultimate personification of unity and endurance towards men.
  • There are also other continents and cultures, such as Araby, Kislev, Cathay and Nippon, which are all based on Saudi Arabia, Northern Russia, China and Japan respectively. Unfortunately, with the destruction of the Warhammer World, plus it's resurfacing in a very incomplete state, their population is extinct, with settlements being empty and nothing approaching it. There are some deities who have shared the interest of visiting and potentially protecting these lands out of preservation, but only time will tell.

    Westeros 
Westeros, Holy Continent Paralleling Real Life Geography (The Seven Kingdoms)
https://static.tvtropes.org/pmwiki/pub/images/map_of_westeros.png
Topographic map of Westeros
  • Description: A continent around the size of South America, that resembles an upside-down Great Britain
  • Symbols: The Iron Throne, the septagram of the Seven with a weirwood tree and cephalopod to its left and right (in general), the respective sigils of the most powerful and influential families of each region (each of the Seven Kingdoms)
  • Theme Music: The Game of Thrones intro theme
  • Alignment: True Neutral leaning Lawful Neutral for the continent. The North is firmly Lawful Neutral, and the Iron Islands tend to be somewhere between Lawful Evil and Chaotic Neutral. Dorne has a reputation of being Chaotic Neutral but is more True Neutral than anything
  • Portfolio
  • Domains
    • Westeros as a whole: Low Fantasy, Medieval Periods, Honor, Nobility, Hypocrisy, Conflict, Weird Seasons
    • The Seven Kingdoms: Martial Prowess and Pride (multiple regions, mainly the Iron Islands and the Stormlands), The Cold, The Old Gods, Clans, Expansive Lands (The North), Seats Of Power, Capitals, Disputed Lands (The Crownlands), Raiding, Naval Power, The Old Ways, Toxic Masculinity (The Iron Islands), Deserts, "Wildness", Poison, Spices (Dorne), Gold, Silver and Various Riches, Hills (The Westerlands), Storms, Dense Forests, Resilience (The Stormlands), Beauty, Chivalry, Flora (The Reach), Trade, Rivers, Being Invaded (The Riverlands), Neutrality, Natural Defenses, Mountains (The Vale)
  • Author: George R.R Martin
  • Ascended monarchs: Aegon I "the Conqueror" Targaryennote  (1-37 AC), Maegor "The Cruel" Targaryennote  (42-48 AC), Aegon IV "The Unworthy" Targaryen (172-184 AC), Daeron II "The Good" Targaryennote  (184-209 AC), Aerys II "The Mad" Targaryen (262-283 AC), Robert Baratheonnote  (283-298 AC), Joffrey Baratheon (298-300 AC), Tommen Baratheonnote  (300-?), Cersei Lannisternote 
  • Source of interest for: Deities who come from Great Britain, Galar natives, deities from medieval settings, the House of Royalty (in general), Viking deities (the Iron Islands), deities who come from Spain (Dorne)
  • Sacred to: Virtually everyone from A Song of Ice and Fire, except for some of the Brave Companions
  • Bane: The Night King
  • Westeros is the main setting of George R.R Martin's most famous franchise, A Song of Ice and Fire. It's a massive landmass comparable in size to South America from Real Life, with a mysterious and not fully documented far north. Originally connected to neighboring continent called Essos via the Arm of Dorne, humans migrated from Essos to Westeros millennia ago and have developed a wide range of cultures. Nearly 300 years before the start of A Game of Thrones, six of the seven ruling kingdoms were united under Aegon the Conqueror, his sister-wives and their dragons. Over a century ago, Dorne finally joined through a diplomatic marriage. It's a wide and varied land roughly akin to 15th century Europe in social and technological development. It has seasons, but rather than a four-season cycle per year, there's usually a decade-long period of summer shifting to the cold winter for a few years. Also, there's mystical and magical traits of the land but they are subtle and not that well understood.
  • Westeros as a whole
    • George R.R Martin will wholeheartedly admit he wears his inspiration for Westeros on his sleeve; Great Britain (well, more like the British Isles given it's akin to the War of the Roses in time and story). Depending on where you look there's some other European nations, but primarily it is Great Britain. By extension this also makes it look like some weird version of Galar, however residents of the latter think outside of geography any comparisons are paper-thin. Richard the Third finds Westeros exceptionally familiar and in either historical or Shakespearian mode he's a regular visitor. Though considered a Crapsack World by many, it's still far from a Death World or outright Dystopia, and is generally seen as a better place to live than the Warhammer world...of course, it doesn't have to deal with things like Chaos and major supernatural forces. There's regular diplomatic interactions with Bretonnia and Westeros, but not the rest of that world due to feeling unprepared. Still doesn't stop the in-fighting of the region. Birds of a feather, anyone?
    • The endless squabbling and battles over power have blinded almost all residents to the more magic aspects of the land like what is left of the Children of the Forest, with most assuming the great ice Wall is mainly there to keep out the wildlings. In reality it's to keep out the of the Others, better known as the White Walkers. The Grand United Alliance of Destruction has set up a base to convene and plan omnicide in the land of Always Winter, while the Grand United Alliance of Good has tried to convince the residents to get their priorities straight when there's an existential threat. The fact the Night King was killed before King's Landing was invaded has not helped them with thinking their more personal squabbles are more important. This stubbornness has all given Sauron a good laugh; if Middle-Earth had a hard enough time trying to thwart the Dark Lord, what possible hope could Westeros have against someone like him?
    • As a deconstruction of typical medieval-themed fantasy, many from more modern and egalitarian settings find Westerosi values often backwards and best left in the history books. In turn, Westerosi deities are shocked by many of the common values visiting deities have. Except for Dorne they have a medieval perspective of women, upsetting deities like TBA and in turn the inhabitants of the Seven Kingdom considers the mostly egalitarian Trope Pantheon as "wilder than Dorne". The idea of democratic and anti-monarchist views is deeply confusing to many there, though so are fascist views found in the Hall of Tyrannical Figures. And the concept of non-feudalism? Boggles the mind. Many lords have chosen to limit what visitors can do out of fear of causing some sort of peasant's revolt, though the High Sparrow likes some of what they're saying as he despises the elitist nature of the continent. He's still sexist and homophobic, but his belief in egalitarianism is genuine.
    • Westeros is a harsh and often unfair land by modern, 21st century standards. However, it has two strong standards that stand the test of time for the most part. One is that guest right is sacred. This is more of a rule in the North, but anywhere breaking is one of the biggest sins. It's for this reason that House Frey has become Hated by All following the Red Wedding. Kinslaying is also considered one of the greatest sins you can commit. For the most part the House of Family and Relatives agrees...however the problem is that the spirit of the trope is often forgotten. The Heroic Protectors of Family have pointed out that it does not stop cold-hearted bastards like Tywin violating the spirit but not the letter with his attempts to get rid of Tyrion, and it protects unrepentent kinslayers like Euron Greyjoy from facing a fitting justice.
    • It's rare for any illegitimate deity to visit Westeros without covering up their identity. Outside of Dorne, they are seen with suspicion and considered tainted from their origins. Some like Marcello live up to their fears, but others like Josuke find it ridiculous. Jon was surprised to see how lax Josuke was considering even in his era in Japan, there's still somewhat of a taboo about being born out of wedlock. Of course, the existence of Stands means nobody is prepared to get in a fight with him over it. It's even rarer for a slaver to visit Westeros, though that's more down to it being strictly illegal as they believe Slavery Is a Special Kind of Evil. And yeah, it's a sentiment shared by an overwhelming part of the Trope Pantheon; the Slavers and Calvin J Candie won't last long there. That said, the GUAG has called this view somewhat hypocritical since the way lords treat their serfs and disregard how the smallfolk feel isn't significantly different; it may not be true bondage, but the elitism is similar. Hell, Tyrion notes there are slaves in Essos with better lives than many smallfolk.
    • While long since accepted, it's still hard to get around the fact that Westeros was united by force. Aegon the Conqueror was an exceptional leader and politician, but it's still highly unlikely he would've united Westeros without the firepower that dragons give. Because of this, there is some paranoia on what moves denizens of the Hall of Draconic Beings may take now that the continent is part of the Trope Pantheon. Indeed, some dragons are intrigued on taking it over, and some would absolutely prove "it can get worse" (The Dark Dragon and Grima). On the flip side, some (mostly) joke that Bowser would be marginally better, however he's stated that he has no interest in the continent because "it kind of bums me out, to be honest".
    • There's been some arguments that someone else, rather than the long lineage of the Targaryens/Baratheons. These, and the idea of democratization (or any other pretty different form of government) has been vetoed with extreme prejudice; even for optimistic GUAG members who think Westeros will improve, it's just not ready for that radical change. As for the Grand United Alliance of Evil (or the more political Grand United Alliances), Westeros won't take force wellnote . The House of Royalty naturally speculates which of their own members would be a good potential replacement for the ruling family, with King Arthur (both of them) often cited as a good monarch...to which they've strongly said "no, just because Westeros is a Britain parallel doesn't mean I/we're suited or want to rule it".
    • Fans of the books or TV shows like to take trips to Westeros. Whether they stay fans afterwards can vary wildly, but it's safe to say if you're at least a Lesser God in rank you're probably strong enough to ignore over 90% of the problems. A good example of "being too powerful to care" is Thor and his fellow Asgardians. Game of Thrones is popular there and they like to meet up with many of the important players, though they're usually Willfully Weak so as to not derail the many plots on the continent. Maybe it's because their universe has had some experience crossing over elsewhere in the multiverse.
  • Specific to the North
    • "Brace yourselves, winter is coming". There's a reason why the North, the largest region in Westeros by a wide margin, holds this view. It's Grim Up North, shaping harsh, tough men who still hold the Old Gods as sacred and more than anyone deals with the cold. Recognized bastards go by the surname Snow. They're the region that borders the Wall, a massive ice barrier where beyond the Widlings live...and the Others. Its harshness is rather nostalgic to Leman Russ and Olivier Armstrong as it has the same grim, tough north as Fenris and Drachma. They regularly train their minds and bodies up there, with Olivier trying to enforce a better standard for who goes to the Wall. Unfortunately many there ignored here because she's an outsider and a woman. On a more grim note, the place is a source of interest for King Arthas, who intends to exert his influence over the North. Rumor has it he's been communicating with the Night King over something big.
    • Has been traditionally ruled by the Starks, one of the oldest houses in the Seven Kingdom, and one of few to have a solidly benevolent reputation. They're not exempt from Westerosi' outdated values mind you, and can be a bit ''too'' Lawful Good, but they're definitely closer to the white-side of the Shades of Conflict than almost any other family. While the GUAG tries to be impartial in its treatment of Westeros, they have a bias for the North due to the House Stark. Roose was rather dour about this, only able to (maybe fairly) point out they are being biased. The Antarctic Research Crew has pointed out to Bolton is if he is about Pragmatic Villainy perhaps his and House Stark's attention should be to preventing the whole "ice zombies" since the North is the closest region to the White Walkers.
    • One of the more mysterious islands in the North's vicinity is Skagos, infamous for its tales of cannibalism and flesh-eating unicorns. Roose is unnerved by it. The Hall of Flesh Eaters investigated what was going on there; some would rather not talk about what happened, and some would but were paid off by Martin so he can keep the audience guessing what is wrong for the area. Pretty much everyone in Equestria is hoping that the morbid rumor of bloodthirsty unicorns is just and urban legend as the idea of "bloodthirsty unicorns" freaks them out. On the lighter side of things, Jeor Mormont comes from Bear Island, one of the few places outside of Dorne where active, kickass women is not only accepted, but encouraged. It's a popular haunt to bear deities though this has opened up the island for even more jokes involving bear husbands.
    • By the way, when they say Old Gods they are in no way implying they are like the Great Old Ones. One of them, Ithaqua, did try to "correct" them by wandering up and play the role of a god, but this just led to the fear that he may in fact be a manifestation of the Great Other or at least had a connection to the Night King. Seeing as how the North isn't above resorting to cannibalism as a means of survival, there's another concern that the White Silence will cause a Wendigo outbreak. Wulfrik has expressed some curiosity towards the North, much to the worry of the deities from the region.
  • Specific to the Iron Islands
    • When it comes to the modern standards of which at least 95% of the Trope Pantheon functions under, the Iron Islands' ways are abhorrent. To be frank, much of Westeros shares that viewpoint. While not without virtues, they live up to the worst stereotypes of the Vikings in a way that has made Thor facepalm at least twice. They seek to return to the Good Old Ways of reaving and raving, which ends up as a Single-Issue Wonk that affects the entire culture. Recognized bastards go by the surname Pyke. Ironically despite being the least pleasant kingdom by most visitors they are also the only place to elect their leaders, in a Elective Monarchy. It's something Padme finds embarrassing and with their use of "salt wives" she can imagine what kind of wrath Anakin would inflict. Getting there usually requires a cruise from the Hall of Water and Moisture, but it doesn't get much traffic.
    • They believe that might and only might makes right, which fosters a culture of toxic masculinity where maesters and book learning is seen as unmanly, and that a real warrior takes instead of growing for themselves. This is not helped by the fact farming and irrigation is very difficult on the Iron Islands. To many, one of the worst traits of this view is not believing Rape Is a Special Kind of Evil, seeing it merely a consequence of social darwinism. Needless to say, rape victims like Guts and Casca hate the Iron Islands. The Straw Hats have lambasted the ways they embody the negative traits of piracy. Moana detests the toxic Iron Island culture; she lives in a similar environment but her culture's approach is a lot of difference.
    • Instead of the Old Gods or the Seven, they worship the Drowned God. Think Cthulhu, except instead of having mad cultists and being an existential threat it acts more like you'd expect from a Lord of the Ocean. The Great Old One is indifferent to them and is, at most, a little annoyed by people there saying he's the Drowned God. Really, Poseidon is closer to the Drowned God than anything as his "dude-bro", envious yet egotistical personality and temperamental flippancy makes him an appropriate god. For a time he used to show up a lot in the Iron Islands as it felt homely and his salt water was appreciated, until Zeus started making fun of him for "lording over Westeros' scraps to feel bigger than he is". Ultimate it was Percy was able to convince his dad to stop embarrassing himself, with Poseidon sheepishly admitting he just wanted to experience his old wild days again.
  • Specific to other regions
    • For most regions, the one true god/seven true gods is the Seven. Think Catholicism mixed with polytheism where there's one God with seven aspects as deities of their own...a Holy Septet if you will. Its center of power since Aegon the Conqueror has been in the Crownlands, where the capital city of sorts, Kings Landing, is set. If Westeros is Great Britain, this is its London. And like London has historically had to deal with slums and overcrowding, so has King's Landing. Charles Dickens tends to write about the misfortunes and suffering of the smallfolk and have it spread through plays and songs, which has annoyed some of the especially elitist lords. More than any region in Westeros, the Crowlands has the most traffic with the House of Royalty.
    • The Westerlands may have prominent members like House Lannister, but they are mainly known for their important players and their dearth of gold and silver mines. The kingdom itself doesn't get much spotlight. Tywin is fine with this, as he prefers his influence over the region the way it is and doesn't care for those outside his franchise snooping around; The Seven forbid it gets the attention of greedy fellows like Smaug, Wario and Fafnir visiting just to pilfer the riches. Keeping them from being all too interested was seen as a wise decision, albeit one for his own convenience. However no gold has been mined in three years and they are quite in debt to the crown, so he could also be trying to keep it under wraps by downplaying the Westerlands' relevance. For those wondering, recognized bastards go by the surname Hill.
    • The Baratheons come from the Stormlands, named after the savage and frequent storms that occur along the coast, which is also where the recognized bastards of the area get their surname. Though harsh, it has bred strong men and it is still significantly less stormy than the Scorched Queen's Kingdom. For the most part Dorne and the Stormlands don't have much in the way of a relationship, but they both have diplomatic ties to said Kingdom due to a common understanding of enduring harsh weather. Residents of the Stormlands have a passing interested in the Hall of Weather because of this fact. After his failed attempt to show off with the Iron Islands, Poseidon has decided to spend more time near the Stormlands due to it having similar "hard times make hard men" attitudes to said islands, and being a coastal region, but it tends to be more reasonable.
    • The Kingdom of the Reach is the most heavily populated and fertile place on the continent, that used to be ruled by House Gardener. They didn't surrender to Aegon the Conqueror, which gave way to House Tyrell. Instead of animal sigils many houses there like to use flowers, with that being the surname of recognized bastards. It's a place known for both its natural beauty and chivalric values that Astolfo finds homely. The verdant green makes it about the only place in Westeros Pamela Isley as ever bothered to visit. There have been a few reports of Flowey, Cagney Carnation and Shaymin loitering about in the Reach. Why, no-one knows, though the mythical did end up dealing with mortals from the Reach trying and failing to capture her.
    • The Riverlands exist in the middle of Westeros, being a lush region filled with rivers, hills, and numerous small towns. Legitimized bastards go by the surname of Rivers here. It is the site of many important trade routes in Westeros due to its strategic location, which makes it a potential source of interest for the House of Commerce. However, this makes it an ideal location to invade as it doesn't have any natural boundaries around its borders and takes the brunt of the fighting during many wars, so many within that house are hesitant to make an investment. There's been protest about this from those sympathetic to the Riverlands plight, and one of the loudest is Princess Bean. Let's just say that living in Dreamland and growing as a person, she gets it.
    • The Vale is one of the more attractive location for visitors to Westeros looking to get away from the conflict that has ravaged the land. Recognized bastards go by the surname Stone. A mountainous region dotted by many lakes and rivers, it is essentially the Switzerland/Alps of Westeros (at least in the modern day) and has picked no side in the War of the Five Kings. That said, this hasn't stopped Petyr Baelish from "stirring the pot", and by "stirring the pot" we mean "being a candidate for Big Bad status". Those in the House of Mentalism took notes and have been using parts of the Vale to discuss and plan out their plans for the continent.
    • Dorne was the only kingdom to successfully resist Targaryen conquest, instead joining via the marriages of King Daeron II and his sister Daenerys to members of House Martell. To many visiting Westeros, it's their preferred destination spot and not just because of the sun. While it has a not out of nowhere reputation for being uncouth and uncultured, and has a harsh arid desert, it is probably the closest to modern moral values. It's relatively LGBTQI+ friendly, illegitimate children and open relationships aren't looked down upon, and women are just as equal as men. Recognized bastards go by the surname Sand, by the way. It's still Not So Above It All mind you, since the idea of a prince marrying a bastard is seen as taboo and there's still some degree of elitism if not as severe as the rest of Westeros. It's also a really good place for lovers of spicy food.

    Zootopia 
Zootopia, Holy City of Mammals (Zootropolis)

https://static.tvtropes.org/pmwiki/pub/images/zootopia_aerial.png
Savanna Central
Little Rodentia
Sahara Square
Tundratown
Rainforest District

  • Description: A vast city surrounded by a lake. It's separated into four biomes, connected by road tunnels and train lines.
  • Alignment: Neutral Good
  • Theme music: Suite From Zootopia
  • Portfolio: Absurdly Cool City, Premiseville, Flintstone Theming, justified Patchwork Map, The Place, Solar Punk, Punny Name, home to a lot of Fantastic Racism, the Rainforest District has Zeppelins from Another World
  • Domains: Multiculturalism, anthropomorphic animals
  • Sacred to: Judy Hopps and Nick Wilde, Dawn Bellwether
  • Visitors: The Pteranodon family, Cindy Cimolestes, Michiru Kagemori, Nazuna Hiwatashi, and Shirou Oogami, Nabi and Doki, many other anthropomorphic animal deities such as...
  • Banned from entering: Keiki Haniyasushin, Dr. Eggman, Flippy and Splendid
  • In a world of anthropomorphic mammals, the city of Zootopia stands on the site where predators and prey first learned to live in peace. Designed to accommodate species of all shapes and sizes, each of its districts is an artificially-maintained biome, including Savanna Central, Tundratown, Sahara Square, Little Rodentia, and the Rainforest District. 90% of the population are prey, and 10% are predators. In theory, they all live together in harmony, but Zootopia is far from being a utopia
  • When Judy Hopps became the first bunny to join the Zootopia Police Department, they were dealing with fourteen missing mammal cases — all predators. With the help of Nick Wilde, a Con Fox, she discovered that the missing mammals had become savage and aggressive. At first, she blamed their biology in a disastrous press conference that turned the populace against each other. A few months later, Judy and Nick figured out that Dawn Bellweather, who went from the mayor's assistant to the actual mayor, was drugging them in a conspiracy to make predators look bad. Fortunately, they were able to put a stop to it before it was too late.
  • Zootopia became part of the Pantheon because Judy, Nick, and even Bellwether all vouched to the Court of the Gods that it's the best representation of worlds where only mammals are anthropomorphic. Many carnivores were hesitant to visit it because they were afraid of being infected by Night Howlers, so the authorities put out a statement assuring everyone that an antidote was widely available and the perpetrators had all been caught. As a side-effect, Zootopia now has very strict security checks (i.e.: teams of sniffer wolves) at all of its entrances to make sure visitors aren't carrying any dangerous and/or illegal substances.
  • Descriptions of each district:
    • Savanna Central is the heart of Zootopia. Trains from elsewhere arrive at its station, and Zootopia Police Department is located here. It has a temperate climate and is filled with colourful, high-rise buildings.
    • Not far from Savanna Central is Little Rodentia. As its name suggests, it's inhabited by rodents and other small mammals. Its buildings' higher floors are connected by coloured, plastic tubes. The houses evidently don't have foundations, because Judy accidentally knocked some over while pursuing a weasel.
    • Sahara Square is the desert biome. Many of its buildings are shaped like tropical plants, such as cacti and palm trees. It's home to the Mystic Spring Oasis, a "naturalist" (i.e.: nudist) yoga club. It's warmed by excess heat discharged from Tundratown's cooling system.
    • Tundratown is the arctic biome. It's always covered in snow, and is home to several restaurants that seem to serve fish. While mammals don't eat other mammals anymore, obligate carnivores have to eat some kind of meat. It's also home to a shrew mob boss whose bodyguards are all polar bears.
    • Finally, the Rainforest District is filled with sprinklers to simulate rainfall. Its buildings are built into trees, with entrances on different levels, so there's a sky tram for easy travel between platforms. It's home to the asylum where former Mayor Lionheart detained the savage predators.
  • Visitors to Zootopia include:
    • The Pantheon has plenty of anthropomorphic mammals, so they feel right at home in Zootopia. However, most of them are acquainted with non-mammals as well — Sonic knows Team Chaotix and the Babylon Rogues; Mickey Mouse is friends with the Duck family; the Jungle Book cast know Kaa the snake; and so on. Their visits to Zootopia were... awkward, to say the least, as the locals tried too hard to not offend them. The Happy Tree Friends are all mammals, and the citizens have learned to keep them out of harm's way whenever they visit so they don't have to spend hours cleaning up blood. Smaller gods — such as Chip, Dale, and Mrs. Brisby — like to visit Little Rodentia.
    • The Pteranodon family are the city's least anthropomorphic visitors. On their quest to meet all the creatures in the Pantheon, the kids begged their parents to take them there. They mostly eat fish, which turned out to be a problem when the only fish-serving restaurants they could find were in Tundratown, which is too cold for them. Later, they visited the Natural History Museum... and were pleasantly surprised to meet Cindy, who wanted to learn what this world's Mesozoic mammals were like.
    • Michiru was excited to learn about Zootopia, and she asked Nazuna and Shirou to come with her. At first they assumed it was a place where beastmen could freely walk around in their animal forms, so Michiru in particular felt silly when she realised the anthropomorphic mammals don't have human forms. Regardless, they love it because it's a vision of what Anima-City could be: far from perfect, but at least it isn't ruled by crime syndicates. Nazuna is considering holding a concert with the famous singer, Gazelle.
    • Nabi and Doki are a cat and rabbit, respectively, who fell in love in a world where Interspecies Romance is forbidden. They were pleased to learn of a city where even more species live side-by-side. Plus, they befriended Judy and Nick shortly after their ascension, and the former was outraged to discover how much discrimination Nabi and Doki faced in their world.
  • While Zootopia is welcoming to most, a few gods are banned for everyone's safety:
    • Keiki has a complicated relationship with anthropomorphic animals. Born from the prayers of humanity during dire times, she led a rebellion against the animal spirits in her home universe. As a result, she's opposed to nearly every animal deity; while she's not shown any hostility towards Zootopia yet, she's a Persona Non Grata just to be safe. (Of course, humans are mammals too, but they tend to consider themselves separate from the animal kingdom.)
    • Dr. Eggman is infamous for using cute animals as batteries for his robots, and in some continuities he turns those cute animals into robots directly. Sonic the Hedgehog warned Nick and Judy that he was interested in conquering Zootopia. Horrified, they warned the rest of the ZPD, who put up extra security measures to make sure Dr. Eggman couldn't get in.
    • Flippy and Splendid are the two most destructive Happy Tree Friends. Flippy is a war veteran whose split personality, Fliqpy, feels compelled to kill everyone on sight, so Flippy takes great care to stay away from others. Splendid's reckless superheroics cause incalculable property damage and countless deaths as collateral damage.

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