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The most common mimics are treasure chest mimics, but a mimic could theoretically be anything. Is that a harmless book? Nope, mimic. An innocent barrel or chair? Nope, mimics. A door leading into a building? You guessed it, mimic. A new set of mugs for the inn? Or a family of mimics? Surely something as innocent as an outhouse would be untouched, right?? Well...

For a general idea, the style is ye old rural English fairy tale aesthetic, with a mix of wood and brick buildings and none higher than three stories and most at one. The main roads are cobbled and lined with firefly clusters instead of light posts, with smaller paths using moonlight mushrooms. They are wide enough for carriages, but most roads will be smaller so walking or horseback will be the main method of traveling. Fortunately everything is fairly close, and one can walk the entire length of town within 30 to 45 minutes.
For the treehouses, they are all several feet up on the ground, but not so high that an accidental fall would be fatal--only about one story high, at most two. It helps that the ground is also a bit soft to help any falls. To make traversing to neighbors easier, walkways are also built between trees and future development may provide other means to travel through the treetops. Some trees will have mushroom steps that spiral upward for an interesting staircase, others a ladder, and some only vines. These can be renovated and like the walkways future developments could happen to provide other means in ascending.
For living within the trees, the trees are hollowed out and big enough for a small family to live comfortably because these trees are magical and will be bigger inside than they appear on the outside. Up to three floors can be in a tree with at most two rooms per floor, and there can be a bonus basement if one digs through the earth underneath. Some "hollowed homes" can connect to an upper treehouse.
Wishing Well. Numerous wells can be found around the residential area and can be used to draw water. However there is one well in particular that can grant wishes...however it's a finicky one and requires a special token for the wish to be granted. Only the tapirs can distribute them and will only do so after a special task has been achieved… Otherwise the well will just spray out glitter water for anyone who tries to circumvent it.
Between the Residential and Riverside sections is the Plaza. This is where most new dreamwalkers will appear, but it's really just one big open central park area that can be used for anything. Aside from greeting newcomers, it is also the primary location for gatherings. There is a giant fountain on its southeast side (the square on the map). There are also several trees with swings that anyone can relax and take a nap in.
Dreambucks. A totally and original unique cafe that serves tea and other tasty treats, but it's magical tea that can't be found anywhere else. Run by special tea fairies, the teas are themed after weathers and seasons and will influence the drinker's emotions and dreams to a minor degree. The menus change out every month. (samples of general style and aesthetic of the teas and potential other goods: cafe; 1; 2; 3; 4; 5)
Dream Swings. Several swings hung under large trees to form a ring formation, some taking the form of hammocks large enough for one to doze off in. Due to an abundance of positive dreamotion energy circulating within the trees, any who rest or play here will always feel more positive and energetic.
Most of the buildings along the river will have built in docks to allow personal boats. Some buildings can be used for housing, but most are for businesses and eateries. Many restaurants and cafes have set up alongside the riverside as well as some finer shops. The lake is towards the south.Grand Theatre House. Set right on the riverfront, it boasts a magnificent stage with a large audience hall and premier seating. No plays are scheduled yet, but those working on it hope to use dreamotion to create extravagant special effects and amplify sound and music for each performance.
Phantom's Music Studio. An unnamed music studio on Theater Row that doubles as a music school for anyone wishing to learn an instrument or how to sing. After Phantom took over as the manager, the NPCs have started to refer to it as 'Phantom's Music Studio'. The building is staffed by some speaking animals who are able to play instruments with their paws and tails. There is no learning fee, they only ask that you attend lessons on time and remember to spread the joy of music to others with what you have learned. It also offers basic healing dreamotion magic lessons hosted most Saturday afternoons. More info here!
Songerein Wikki Archives. The Songerein Wikki Archives, located near the river on the way to the Tree of Stories. This serves as a place of nonfiction and factual information on Songerein, where people can submit their own articles and also browse/borrow articles already submitted. The small stone building has large windows and skylights, fitted with bookshelves and furnished with tables and other comfy chairs where people can read, write, and study all they like. Trahearne has recruited some native Tyrian NPCs to run the place while he's not around.
Hot & Heavy. A waterside forge that doubles as Leo Valdez's home. The main level boasts the forge and workshop itself, including a waterwheel, where all sorts of weapons, armor, and you name it can be built. Currently is open for commissions. Above the workshop is a small loft that is used as a personal living space.
As most of the farms are on the northeast side of the town, the majority of market stalls and businesses are located there. The northern forests also provide good hunting, so it's quite convenient for everything to be settled here. Most basic needs can be found here, and as Songerein develops so will the businesses. Artisans and smith workshops are set more towards the south side of the Market section. Smithy Ally. Where many seasoned smithies have set up shop. They range from melee to magic, offensive and defensive. Most will charge the necessary materials and additional "fetch" jobs for their services. Surrounding stories will also sell goods and accessories suitable for weapons.
The Smithy! Initially opened by Somnus and Alphen last year, this building can be found within the town, and it is nearly always open (thanks to, of course, its owner not needing sleep). It is divided into two parts: the shop in the front, and the workshop in the back.
Armor and weapons of almost any sort are on display, probably indicative of the elective expertise of weapons by the owner. Some fine metal and glass works, as well as accessories and jewelry, are also on display in this shoppe. Some might even be enchanted with healing properties (in the near future)!
Additionally, the smithy contains all anyone needs to craft, refine, or repair their blades and armor, as well as rare gems and precious metals that might give their project a finishing touch! The anvils are open to anyone to use, so long as they're put back neatly. Characters can bring in their own material or purchase/trade for what is available in the store.
Any minor purchases/interactions can be handwaved, but for bigger/more elaborate commissions, please send a PM! Characters are also free to use the forge as needed.
On the outskirts of the town there are numerous farms with plenty of fields for crops and livestock. Large plots will have their own farmhouse, barns, and other necessities. Orchards, vineyards, and other developments have appeared to allow Reverein to be self-sustaining.
The Tree of Stories is a massive tree situated just outside of town to the north. Like the one in the dreamshift, large books hang from its massive branches, however there are no cages. Inside are many floors lined with shelves filled with books. There is a copy of almost every story out there in all their many versions. For those who do not want to fourth wall their character, their books could be missing or always difficult to find. Alternatively, the books could be seen as an all encompassing record of every world and universe out there so that no one will feel as if they are "fictional." Books related to a character's world can also be incomplete or gibberish so characters don't know the future specific to their world. Owls serve as the librarians, and there are security owls to help protect the books and the tree from harm. Do not mess with them.
Situated just outside of town to the south is a tall building called the Dream Observatory that functions similar to how it did in the dreamshift. The telescope can be used to view past dreamshifts and other vague dreams. By using one regain bauble, people can even look through it to catch a glimpse of their world at a certain period of time related to them. It's vague and blurry so it's not the same as a real canon update, but it can give characters a little peace of mind to know they can at least see their home for a minute or so. Alas, it's too quick to let others see it. The second function for this observatory is to look for the moon and in affect the Story Eater. Researchers will look for dreams that feature the moon and see if there are any signs of nightmare corruption.
Reverein Fairgrounds. A present from the Halloween Carnival, it's smaller than the original carnival and only has some of the more basic attractions: game and food booths, ferris wheel, small roller coaster, bumper cars, love boat, tilt-o-whirl, carousel, house of mirrors. A circus tent could be installed, but it needs performers. While a few members of the original Nightmare Troupe stayed behind after coming to like the area, it's not enough to operate the entire fair at full capacity. So until more individuals join the staff, it will only be open on weekends. And as mentioned, these attractions are all normal. No strange spooky, cursed stuff here! Unless someone deliberately designs it.
The forests and woods in particular are, like most fairy tale forests, deceptive. The northern forests that are closest to the town are mostly normal, but as one starts moving eastward or westward, things will start to change. Some pockets of woods will be covered in mists with shadows flitting about here and there, making it easy for anyone to get lost and trapped. On the far east side the trees seem to be alive, and it's a good guess that an Ent colony is over there. There's one section of the forest that just seems to be made of giant mushrooms. Really, pretty much anything and everything can be found somewhere.
One reason why the swamps are on that side is because not far into the southern forests is a large lake. The lake's waters will change colors at varying times of the year, sometimes to fit the season, a holiday, or some other mysterious reason. Despite the dangerous swamplands not far away, the lake is surrounded by beautiful trees that sparkle in the moonlight. The lake itself is also peaceful and serene, with most of its inhabitants harmless. It is from this lake that most of the streams are formed and what the river through the town is connected to.
The further out one travels through the Wildlands and closer to the Wastelands, the more barren and withered things appear, and in some places it looks like it's completely rotten and dying. The air is dry, the ground giving way to sand. But before reaching the Wastelands, there is one last "line of defense"—a ring of cliffs and mountains called the Outer Range that surrounds most of the Wildlands. There are many gaps and tunnels so it's not a solid wall, but it does keep out most of the hostile creatures on the other side. Those who dare to venture so far out will hear occasional battles from the giant creatures that live on this side of the Wildlands. Giants, trolls, ents, chimeras, golems, and other powerful creatures--whether deliberate or not, they serve as the "guardians," fighting anything that crawls in from the Wastelands. Perhaps the dying portions at the edges of the Wildlands serve as a warning of what would happen should there be a breach.According to legend, "If two people share one, their destinies become intertwined. They'll remain a part of each other's lives no matter what." This gives the fruit great symbolic meaning. It's unclear if the fruit actually ties two people together but it's often seen as having the magic to bind two souls.
Comet Tree. Discovered by van Zieks and Sanji deep in the wildlands, a large tree sits shaded below an even taller canopy, the vines hanging from its branches carrying a fruit that shines with an icy blue light. The striking visual leads the former man to think of it as a comet tree, and the two found that the fruits are edible. When eaten, one may confer a mild, temporary effect related to comets, shooting stars and the myths related to them, with the effects stronger if the fruit is used to make foods and drinks by someone dedicated to their craft. E.g.: luck buffs and debuffs, greater resistance to temperatures, a divine aura, better accuracy (as comets have been seen as arrows of the gods), and so forth. It's possible that the seeds might be able to grow closer to the town so the fruits can be made more available, given the right conditions.
The Elecrystal Cave, found in the Outer Wilds during the excursion that Futaba put together. The crystals there will break off in same-sized chunks. The smaller (or bigger) the vein, the smaller (or bigger) the chunks will break. The cave seems to go on for a long while, so who knows what else may be down there. No creatures were seen inside, but if they only scratched the surface, again, who knows what's down in the depths. Don't wake up a Balrog!
The Dreamotion Plant now powers Reverein. Located out in the outer wilds! It's still pretty ruinous, but there's various machinery that's being spruced up by the dreammets, the caretakers of all things power-related. What needs to be working is working, and what isn't working, well... it can be cleaned up and made to be working, probably. Over time, more will probably be added to it, and it can likely do more, if more things are found there.
A desert oasis— or rather, a nice big pond of crystalline water that disperses dream mirages for a while, and tastes good to boot. If any would-be adventurers are out in the more desert-y outer wilds, this may be a good side-trip to make sure they don't end up wandering around the desert!
The Ever-Blossoming Grove is a very small area within the woods of the Wildlands that seems to be deeply imbued with arcane energy. No matter the season, the cozy little clearing seems to be stilled in an eternal springtime. Within it and within it only, water always runs and remains clear and refreshing, reflecting a perfect mirror of the tree canopy and skies above, and flowers bloom vividly in warmth all year around... In classical RPG terms, the Grove is essentially a save point within the Wildlands; those who walk into this area will find any injuries and ailments to slowly begin to heal and their body feeling rested, although the potent dreamotion of the clearing may result in some bittersweet emotions bubbling up. Be careful not to bring harm onto the place!
Red Poppy Field. Somewhere out in the fields between the Old Cliffs and the Outer Range is a small field of red poppies. They have similar effects to the one found in Oz, which is if anyone goes into it, they will be susceptible to the sleep pollen. Fortunately, it can be countered via external resources to keep oneself awake; dreamotion will also be effective. Should someone happen to fall asleep, better get to dreamwalking and get help. Right now the poppy field is otherwise harmless so there's no need to destroy it. In fact those flowers could be useful… Or become a threat later who knows.
Candy Forest. A portion of the Wildlands forest has turned into candy, and yes—the new "plants" and "animals" that now inhabit it are edible to some degree. However, they would serve better as ingredients than eaten as is. To go with the new section of the forest, an assortment of new candy themed creatures will appear. The monsters featured in the event may also make an appearance if enough negative or nightmare dreamotion is around.
Purple leaved trees. Located mostly around the wild, but maybe in some residential areas, there might be an intriguing type of tree showing up with purple foliage.
The Wastelands makes up the rest of Songerein, and while it can be summed up as a desert, it is a dangerous one. Filled with nightmare energy, the desert sands are often black rather than yellow, making it look as if it had been charred over instead. The air is thick, hot, and heavy, and while a person could technically live in it, they would not last long. Because of the high amounts of nightmare energy, a person will be more susceptible to nightmares and can easily succumb to them. If they somehow manage to have a strong mind, they must then face the creatures that inhabit the Wastelands.

Dragefjell, also known as dragon island. Accessible via hot air balloons manned by flying monkeys from Oz, the floating dragon island drifts all over the Wildlands but never over Reverein. The island is huge, about 46 sq. mi., or the size of San Francisco, CA. Around most of the edges are mountains, with only one side open with a airdock port of sorts to aid those traveling to the island. Inside the island are varying pockets of valleys, lush forests, wide plains, rivers, and a sizable lake. Although it's largely inhabited by dragons, the biggest apex predator around, there are other beasts and monsters that could pose a threat to weaker beings.
Dragon Castles. There are a number of castles large and small that are built into the mountainsides of the floating island. These are mainly used to hoard all of their treasure, some personal to the dragon who owns the castle while others are community held. They also like to throw parties there.
Dragon Villages. Spread out over the flatter areas and some hidden deep within the forests and mountains are a number of villages for the various dragon races. Like any other population, their cultures will vary depending on the kind of dragons living there. Some are more scholarly, others more artistic or more prone to fighting. Despite the sizable population, there is no major city as the dragons still prefer to keep to themselves and find there are less clashes this way. Still, while there may be rivalries between certain groups, no one is considered an "enemy" so everyone more or less gets along.
Hot Springs Resort. Built halfway up one of the mountains is the hot springs resort. There is a small town set at the bottom of the mountain that everyone will need to enter through that also provides various local amenities such as food, clothing, medical aid, etc, and there are magic teleport circles that allow instant travel between the two locations. The resort itself is a mix of outside and inside the mountain.
The ocean will appear on the north side, about a mile out from the Cliffside. Forming a crescent shape, the shore will be about two miles wide at its longest side and shorten as it curves in towards the cliffs to form a half mile wide opening. The water then flows out through the large cliff opening into the Wasteland. Coves can be found within the cliffs. Its depths are currently unknown. Many fish and sea creatures will already inhabit the water with more sure to come, giving the ocean a diverse and vibrant feel. The sandy shores are white and soft with jungle trees just beyond them. There is a road connecting directly from the town to the beach that cuts through the Wildlands, and while it's mostly safe caution is advised due to the wildlife and other creatures out there.
Story Eater. From the Realm of Stories, is a creature born from the Void. No one is really sure what the Story Eater is, only that it is a terrible monster that is capable of traversing through dimensions via stories and takes on different forms whenever it enters a story and gains strength and power after consuming it. It escaped from the Realm by opening a dimensional rift and entered Songerein, pouring elements of fairy tales into the fantasy dream world. Although weakened from events that happened in the Realm of Stories, it has used the power of dreamotion to evolve its abilities and once again traverse through dimensions, corrupting dreams and spreading nightmares with its minions called Erasers and Noctasers.Smithy Ally. Where many seasoned smithies have set up shop. They range from melee to magic, offensive and defensive. Most will charge the necessary materials and additional "fetch" jobs for their services. Surrounding stories will also sell goods and accessories suitable for weapons.
The Smithy. Initially opened by Somnus and Alphen last year, this building can be found within the town, and it is nearly always open (thanks to, of course, its owner not needing sleep). It is divided into two parts: the shop in the front, and the workshop in the back.
Armor and weapons of almost any sort are on display, probably indicative of the elective expertise of weapons by the owner. Some fine metal and glass works, as well as accessories and jewelry, are also on display in this shoppe. Some might even be enchanted with healing properties (in the near future)!
Additionally, the smithy contains all anyone needs to craft, refine, or repair their blades and armor, as well as rare gems and precious metals that might give their project a finishing touch! The anvils are open to anyone to use, so long as they're put back neatly. Characters can bring in their own material or purchase/trade for what is available in the store.
Any minor purchases/interactions can be handwaved, but for bigger/more elaborate commissions, please send a PM! Characters are also free to use the forge as needed.