Introduction
Introduction
J.M. Barrie’s original novel, Peter Pan (alt. Peter and Wendy) has been a fascination of mine
since childhood. The world of concentrated imagination and childhood fantasy come to life,
Neverland, is a vibrant background to a story that seems to tackle the very real pain
associated with identity, change, and growing up. I can’t simplify the way Neverland and the
story of Peter Pan has been a backdrop to my life, and a personal metaphor during my own
periods of identity and self-discovery.
Releasing the original version of this setting was an enormous accomplishment for me,
introduced me to the stress and mysteries of self-publishing in the games industry, and has
given me a wealth of memories and relationships that I will be thankful for forever. This
setting was designed for Dungeons and Dragons 5th Edition, but I've decided to re-release it
as a system-neutral sourcebook for anyone looking to play in this particular sandbox.
A Disclaimer: This setting will not include the problematic and unnecessary elements of Barrie’s
world, or of a certain mouse’s interpretation. Specifically, you will not see offensive
stereotyped depictions of Indigenous nations. While I deeply admire parts of Barrie’s work, and
am grateful for the story he wrote, his ideas about these cultures are as inaccurate and
inappropriate now as they were when he first put them to paper.
If you read this book, and if you play in this setting, I thank you from the bottom of my
heart. This story has a life-long place in my heart and sharing it with you is both terrifying
and liberating. And so, if you’ve given it a chance you have truly seen a part of my heart and
soul.
I want to thank all of those who were instrumental in making this happen, with a special thank
you to my best friend Avalon who bullied me to create this.
Written by
Dillin | She/He/They | @Superdillin
Artists Consultants
Kelsey Michele | She/Her | @toughtinkart
Micchi von Cross | He/They | @Micchisaurus
Anumation | She/Her | @AnumationArt
Maple Consulting | She/Her | @TheLeonaMaple
Glimm | @GlimeronArt
Once upon a time, as they say, Neverland was created by the fae as a gift to all sentient life across the
multiverse. On the journey to death, which we all will make, one must travel far and long through the
stars. And one of the unfortunate truths about the universe is that death can summon anyone at any age.
When children need to make this journey to the afterlife, it can be frightening. And so the fae gifted a
magical place, fueled by the children's own imaginations to rest and play, halfway through the journey.
While there, they forget about the life before, and so their fear for the rest of the journey is eased.
Over time, many of those who passed on at any stage of life began to stop by the Neverland, to visit a
place of joy, respite, and closure before finally passing on.
Along with this gifted world, the fae appointed a very special being, who willingly agreed to ferry these
children along the way so they would not need to feel fear. For a thousand years, the job belonged to a
young human woman named Maime Mannering, who dutifully ferried her charges to Neverland, and then to
the beyond, with a joyful, loving, and entertaining spirit. After a thousand years, her deal was up, and
she was given many fae gifts as a reward for her service.
To replace Maime, the fae searched for years on many worlds, looking for one with the desire and the
skill. And finally, in the middle of a magicless world, in a plain garden, they found an Impossible Boy.
They lived among humans, in a world with no notable remarkable beings that they could see, and yet they
held certain features of the fae, including the gift of flight. Most importantly, they had a burning desire
to escape to someplace better.
Neverland Lore
The fae made a deal with the Impossible Boy, Bran. Soon after, although much too late, it was revealed to
be a trick, pulled with the aid of a faerie companion, Tinkerbell, who was also in need of escape. She used
her magic to give Pan flight, and together they took ownership of the Neverland. The fae were foiled,
but as always, if a deal is made it is kept without exception. And so Bran, along with their faerie
companion, became the new Pan of Neverland, a ferryman for young souls.
Of course, Pan was not particularly interested in the job as described, just the gifts it came with. And so,
soon after arriving in Neverland, they stopped bringing along the souls they were meant to help. Instead,
they realized they could instead bring any living person from the worlds below to help turn Neverland into
their own magical everlasting kingdom.
With Neverland no longer fulfilling its purpose, it devolved into something it was not meant to be, and
over time twisted its nature. The creatures became the partially recalled memories of beings from the
living world, often behaving antithetical to their nature as well. The weather became erratic, tied
intrinsically to Pan's unreliable memory and affected by his emotions.
This does not mean that Neverland, Pan, or Tinkerbell, are all bad. In fact, sometimes, they are all good.
The only truth of all three is that they are not what they were intended to be.
Running a Campaign in Neverland
We've all experienced some hardship or trial that makes us wish, perhaps briefly, to the stars that we
could run away to a place where those problems cannot follow. What if, one day, a strange being
flew down out of the stars and told you that they could bring you to such a place? Not just to a
place free from your current trouble, but with magic, and mermaids, pirates, and endless adventure?
Would you have the courage to leave all you know behind and race across the stars?
A campaign in Neverland can be independent, beginning at the moment when all of the player
characters have decided to run away to Neverland, away from whatever it is within their backstory
that has put them on the run.
However, Neverland can also be used as an intermittent adventure within a longer campaign. Should
the characters in an ongoing campaign encounter an enemy too vast, made a decision they cannot
face, or experienced a loss too great, a GM could choose to give them an escape from that
encounter via a visit from a mysterious fae being, promising to whisk them away. Should they accept,
the characters are flown off to the Neverland for as long as the GM and party like before returning
home, hopefully better equipped to handle that which they left behind.
Age
It is my personal interpretation that JM Barrie's original story is not really about "growing up" as in
becoming older -rather I believe "growing up" to Barrie meant being forced to fit into a designated
role by society. As such, I would recommend resisting the urge to fill your party with only children
PCs. Feel free to play adult characters, as Pan and the Lost Ones and all of the other NPCs included
on these pages will be adult characters.
However, should you and your party decide to play child characters, please ensure you discuss any
changes to gameplay that will necessitate before you begin.
Origins in Neverland
Neverland exists as a point in space and time, separate from all the rest of the multiverse. As this is
the nature of it, those who travel to Neverland, known from that moment on as the Lost Ones, can
be from any place sentient life is found.
The Lost One's came from anywhere, with a wide range of possible backgrounds. The one and only
thing they need to have in common prior to the start of the game, is that something in their life
made them wish for a way out. Whatever origins exist within your universe is up to you and your
table. For instance, should you be playing this as a respite from your science fiction campaign,
finding humans and cyborgs in Neverland should track. If you are visiting Neverland from within a
high fantasy campaign, you should expect to see elves and gnomes and whichever other origins there
as well.
Player characters can be brand new to Neverland, or could have been there for many years. If you
need help deciding where your character is at the start of the game, or wish to randomize, there is
a chart in the character options chapter on page.
Fae.
The only potential conflict for player characters in this setting is that of playable fairies, pixies, or
other things from a fae origin in your universe. While I would not discourage you from playing these
origins in this setting, I think that GMs should encourage those expressing interest in playing a faery
character to come up with a creative reason as to why they have decided to run away to a place the
fae had built. Are they unaware of this history, or are they aware and motivated because of that
history? Will they keep it a secret from those they are traveling with, or will they be an informed
guide to this strange new place?
The Factions of Neverland
All of those who are brought to Neverland by Pan are first brought to the Lost Camp atop the
floating islands. From there, many stay, although not all. Some over the decades have found reason
and opportunity to run away from Pan and the rest of the Lost Ones, and they’ve managed to make
Neverland their home. Some remain on their own, staying out of Pan’s way and braving the island
alone. Others have formed factions that serve as Neverland’s resistance presence.
When someone is first brought to Neverland, Pan guides them through the planets and stars and the
blackness of space until finally, they tumble into the bright and colorful image of Neverland. The camp
they bring you to is located atop a cluster of smaller, floating islands. Tree houses, tents, and
burroughs full of inhabitants cover the surface of the floating camps.
When the PCs arrive, Pan introduces them to The Lost Ones - and begins to refer to the newcomers
as one of them. They are equally as eclectic in both origin and class as those who have just arrived at
the camp, and in their receptiveness to newcomers.
During the day, the Lost Camp is full of laughter and games for those that remain at camp, while
others go off to adventure throughout Neverland. Occasionally, Pan will personally request a few of the
Lost Ones to accompany them on one of their adventures, usually meaning an encounter with the
Pirates, the Mollusks, the Scorpions, or perhaps a meeting with the mermaids.
The Lost Ones are all very loyal to Pan, but not all of for the same reasons. Some may express true
admiration or even love for Pan, others may act loyal out of fear, and some may seem to simply
prefer the Lost Camp to the rest of Neverland.
This group typically has very little to no memory of their life prior to arriving in Neverland, although
some may have trinkets on them from their former life. Any talk of recovering memories with the Lost
Ones may confuse, frighten, or possibly anger them.
The Lost Ones
Nibs (He/Him)
Nibs is Pan’s second in command and the battle master for The Lost Ones. He remembers very little
of his life before Neverland and does not care to, as he only cares for fighting the Pirates and the
Resistance, with little regard or understanding for the lives lost among the Lost Ones in the process.
It’s rare to find Nibs without Pan, or vice versa, with the exception of times when Pan has left
Neverland to recruit more Lost Ones.
Slightly (She/Her)
Slightly is a lanky, tall woman who holds her ability to remember (although often with wild inaccuracies)
more about her life before Neverland as her greatest skill, and will often attempt to educate her
fellow Lost Ones about worldly factoids. None of the Lost Ones question her insights about the
world, likely because they also do not remember.
Tootles (They/Them)
Tootles is short and stout compared to the other Lost Ones, and appears to be sad compared to the
others as well. They are extremely devoted to Pan, because they made a promise to be that way, but
Tootles has never quite felt right. Due to this conflict, they will conveniently “miss” battles and are
frequently knocked down or unavailable during crucial moments. Loudly, Tootles will express chagrin,
and may call themself unlucky, but the truth is more complicated.
These entrances are not easily found by those who do not know how to look for them. When entering
one of these hidden caverns from above, it appears to be a normal water surface. However, once
you submerge yourself you immediately enter a fresh - yet musky - air and see the vast
underground tunnels around you, with the water surface remaining safely above your head.
Because of their affinity for sneaking, secrets, and mystery, The Mollusks are harder to find than any
faction on Neverland. While you will find a mix of all origins among their ranks, you may see a lean
towards people skilled in secrecy, subterfuge, and stealth.
The Scorpions
The Scorpions are another faction within the Neverland Resistance. Those who
leave Pan’s Lost Camp and join this faction believe that the best approach
is an offensive one, and often plan direct attacks against the hostile
creatures in Neverland, and occasionally against Pan directly. They are
strong and a powerful force to be reckoned with, however, their
tactics make them a target in return.
Because of their tendency to fight offensively, the Scorpions are one faction adventurers may
encounter on their journeys, and they best be prepared. While you will find a mix of all origins
among their forces, you may see a lean towards those skilled in offensive combat and tactical talents.
They do not make a habit of making themselves known, except to other known members of the
Resistance. They also keep the original copy of the memory restoration potion recipe, as their location
is the most well-hidden.
In this magical safe house, should your party encounter it, you will find adult caretakers from every
origin and gender.
Although those inside the safehouse are caring and compassionate, do not discount them as incapable.
Many of them have been on Neverland for centuries, and have held their own in many a battle. When
the Mollusks hear of another child brought to Neverland, they report this information to the Mothers
so that they can execute a rescue. Similarly, if a threatening being is near the Mother’s camp, the
Scorpions will often stage a major assault to distract the enemy.
The Mothers
The two leaders of the Mothers are Lilly and Wendy, two of the first runaways of Pan’s Lost Camp.
Lilly was the very first to run away from the Lost Camp, only a few days after she was brought to
Neverland. The thing that bothered her most, wasn't her own situation - she was a grown woman
taking a risk of her own accord - but some of those Pan brought to Neverland were quite young,
and she felt that they may not really understand the dangers they might face while adventuring with
Pan. So, she managed to sneak away with a few of the younger ones, those who were frightened and
found a place to hide.
Wendy (She/Her)
Wendy has an enormous heart but will be quick to defend if she does not know one's intentions. She
carries quite a few literal scars from her time on Neverland, and besides being visible on her face,
they come through her words which are often terse and blunt. Above all things, she believes her
purpose on Neverland is to defend the safety and agency of those on Neverland too young to do so
for themselves.
Lilly (She/Her)
Lilly was a part of the current Pan's first group of Lost Ones, and while she doesn't have much
memory of her time before coming to Neverland, she is considered an expert by all in the Resistance
on all topics related to the Island. She is also credited with inventing the only known potion to resist
the memory-wiping effects of Neverland.
She is somewhat less quick to violence than her wife, unless of course Wendy or one of the Lost
Children are in harm's way. She strongly values ensuring that those children on Neverland are not
simply kept alive - but are nurtured and surrounded with love.
Navigating Neverland
When flying above Neverland, traveling is relatively simple. One can clearly see the different regions
and can safely drop into them as they wish. However, the weather and topography of Neverland can
change within a few footsteps of distance, with snowfall happening inches away from one’s face while
they stand at the edge of a tropical forest. While traveling by foot, finding landmarks to mark your
path is difficult, as often trees, plants, and even rocks may move or shift on their own. Because of
this, those with typical survival skills may still struggle to find their way when traveling by ground. All
PCs should struggle to navigate Neverland, even with time and experience, unless they have a skill or
item that negates that penalty, like Second Star to the Right.
Star maps are a precious item found in Neverland that can guide you to your location. A star map is
a dry starfish that has had a particular location whispered to it by the mermaids. Once this happens, a
unique pattern of tiny, star-shaped holes will appear on the underside of the starfish. When held up
under the moonlight, the star map will match the stars above, drawing a clear map guiding you to one
specific location. While these maps are incredibly useful, they are difficult to obtain, for you need a
mermaid to give them to you willingly.
GM tip: Don’t be afraid to enact consequences of the erratic weather changes onto your players.
Sudden heavy rains may obstruct vision, sudden snowfall may slow them down, or they may even find
that lightning can strike just about anywhere - at any time.
While traveling by foot on Neverland, the Lost Ones may learn that nothing is what they expect.
Plants and rocks may act bizarrely sentient, and creatures they anticipate to be hostile may in fact be
quite the opposite.
The Lost Camp
The Lost Camp is the first thing most people who arrive in Neverland will visit, as it is home to Pan
and the Lost Ones. This camp is actually a series of campsites on a cluster of floating islands that
hover above the southeast coast of Neverland. The campsites are all full of treehouses, log cabins,
hammocks, and other makeshift living spaces, as well as several enchanted pots that create a magical
stew that never runs out.
Resources
There are not many natural resources in the Lost Camp, but there are things that can frequently be
acquired here. Missions to the mainland often result in casualties, due to which weapons and armor in
varying conditions are often brought back and discarded into a pile for the taking.
They may not be in the greatest of conditions, but they are free.
Armor in Neverland is often made from natural materials as they are, for example, oversized Turtle
shells strapped to the Lost One’s back, or leaves boiled and sewn into a thick chest piece. The Lost
Camp has no concept of advanced crafting beyond a bit of sewing or whittling, so to find higher
quality armor, one would need to venture to the mainland and acquire it from a member of the
Resistance, by trade or by force.
Flight
Should you wish to leave the Lost Camp, there's only one way to do so without certain death: flight.
Pan and the faeries who inhabit the isle of Neverland are the only creatures who possess the ability to
fly naturally. All other Neverland inhabitants who wish to do so must obtain faerie dust.
If a Lost One does develop the ability to fly without the aid of faerie dust, they would do their
best to hide this ability from Pan. The flight that they did not freely give causes Pan a great deal
of anxiety, and they may lash out unpredictably.
Fighting while flying takes a great amount of concentration, and there is always a risk of failure on
the first try that all PCs should be wary of.
The Lost Camp
Acquiring Faerie Dust
Pan will dust all the residents of the Lost Camp each morning with enough faerie dust to get them
through the day.
Fairies can be occasionally found on the isle of Neverland, but their presence is rare. The only Faerie
known specifically to reside in Neverland is Tinkerbell.
One sprinkling of faerie dust will give a Lost One approximately eight hours of flight. For those new
to Neverland, this flight may take some getting used to.
Mermaid Lagoon
Just north of the Lost Camp, on the far east side of Neverland, you will find a mysterious and
magical lagoon inhabited by Merfolk. The Lagoon is surrounded by rocks and caves, some of which
have entries below the water line. There is a long, thin line of beach between the Lagoon and the
nearby grasslands and the Nevergreen Forest. There, one can often find many beautiful shells, rocks,
and occasionally bits of the merfolk treasure that has washed up on shore. While it’s safe to take
things found upon the beach, be very wary of taking things from the water itself. The merfolk are
defensive of both their home in the water, and of the things in it - both living and inanimate. They
will even defend the water itself, if they believe it to be threatened.
On the northmost side of the lagoon is Mermaid Cove, a very large and deep stone cavern that is
impossibly dark the moment one steps inside. The floor of the cavern is underneath roughly one foot
of lagoon water, making it difficult to move around inside quietly. At night, it is typically empty,
however, during the day, Croc is known to sleep there to escape the light.
Cannibal Cove
If any newcomers were to stumble upon Neverland without the aid of Pan, just as the Pirates of the
Jolly Roger once did, they would likely find themselves in the port of Cannibal Cove. This is a very
wide C-shaped body of water that spills out into a giant waterfall off the southmost coast of
Neverland. If one wanted a swim, it’s safest to stay as far north as possible, for once you venture
too far toward the mouth of the cove, the waterfall will start to pull.
As Neverland does not have a center, there is technically no “bottom” to this waterfall. The Lost
Ones have running bets about what happens to someone who has gotten sucked over the edge -
whether they be stuck there forever, or will eventually pop back on the other side of Neverland
someday.
Crocodile Mountains
The Crocodile Mountain range runs entirely down the centerline of Neverland. The northernmost
mountains are snow-covered, with no snow at all appearing on the southernmost mountains. Through
the center of the range, a river, formed by the melting snow of the northern mountains, forms to
run straight down to Cannibal Cove.
There are many pathways that spiral up the side of these mountains, left primarily by the Scorpions,
who call these mountains home. One may often find deserted campsites, freshly covered tracks, or
even the embers of a recently extinguished fire - but the Scorpions know these mountains well, and
are unlikely to be found unless they want to be found.
The majority of figments that Lost Ones might encounter while climbing the mountains are those that
can fly, however, some bugs and plants may show up as well. Remember, from the high points of
these mountains, one will have a great view of their surroundings, however, it will be difficult to hide
as well.
Evergreen Forest
On the west side of Neverland is a thick green forest that, in some places, is so thick with towering,
full-leafed trees it can block out the sunlight. This wood is heavily populated with figments of all
types, but very few sentient creatures are found there. At least not ones who are easily found.
The Evergreen Forest can be quite helpful in gaining cover from flying enemies or unpredictable
weather, however, it can be harder to see the stars above in order to navigate by way of a star
map, as the stars above will be obscured by the thick tree tops.
Pan least often travels to this particular forest, as none of his favorite enemies reside there.
However, he is known to send groups of Lost Ones there to obtain supplies and food, and many Lost
Ones will adventure there when not otherwise engaged, to hunt figments for fun.
Nevergreen Forest
On the far east side of Neverland is a thin forest of perpetually dead or dying trees that form a
half-circle around mermaid lagoon. While the trees always appear to be dead or dying, they never
fall to the ground or rot, staying in stasis through any amount of time or change in the weather.
The figments that populate this wood are mostly the crawling type, bug and crustacean-like creatures
who have wandered too far from the beach of the lagoon, as well as the flying figments who will fly
in through the very open and sparse tree tops to rest on branches.
This area provides a small amount of cover but still provides a clear view of the sky, and
importantly, mermaid lagoon and the coves. The Jolly Roger, additionally, sails by this forest during
its periodic laps of Neverland.
Skull Rock
Just off the northeast coast of Neverland, just before the sea water begins to pour over the edge
of the Island, is a giant rock formation named "Skull Rock" by the Pirates. It does not look at all
like a skull, but it is the last thing the Pirates of the Jolly Roger remember searching for when the
Jolly Roger sank.
When they arrived on Neverland, they assumed they had miraculously found their sought destination. A
bit of denial and the memory-clouding effects of Neverland prevent them from confronting this
reality.
Should the pirates ever take prisoners, be they Lost Ones, Merfolk, or others, they would hide them
at Skull Rock. Hook has also been known to try to lure Pan to this location to finally get his revenge.
Chapter Two: Building Characters
Origins
As described earlier in this guide, before creating a Lost
One, you need to decide where they came from. If they
came from modern-day earth, your party of Lost Ones will
likely look like a diverse group of humans. If they’ve
originated from your favorite high fantasy or science fiction
universe, decide their origins based on those you would find
in that universe. The one and only thing they need to have
in common prior to the start of the game is that something
in their life made them wish for a way out.
Backgrounds
Player characters can be brand new to Neverland, or could
have been here for many years. If you need help deciding
where your character is at the start of the game, you can
roll on this chart.
d4 Result
1 Newcomer
2 Pan's Crew
3 Mollusks
4 Scorpions
Pan's Crew begin the game as existing Lost Ones, and residents of Pan's floating island camps.
Characters in Pan’s Crew may already be comfortable flying, and may have already experienced
encounters with other Factions or Pirates.
Mollusks begin the game as a member of the Resistance, specifically among the stealth-focused group
who reside near Mermaid Lagoon.
Scorpions begin the game as a member of the Resistance, specifically among the offensive group who
reside in camps along the snow-top mountains.
Memory
One of Neverland's natural abilities is that it can weaken ones ability to retain their memory prior to
arriving. Upon the start of the game, or whenever the Lost One arrives in Neverland, they should roll
on the Memory table below.
d20 Result
Happy Thought
This Lost One has held on tightly to one memory strong enough that they are able to combat the
effects of Neverland’s ability to erase one’s past from their mind. This Lost One should regain some
of their lost memories, and can extend the use of one dose of fairy dust for double the time.
Sky Flight
This Lost One has had much practice flying and feels more comfortable mid-air now. They gain the
ability to fight with their weapons while in flight without falling out of the sky, so long as they have
faerie dust still in use.
I Do Believe
**Prerequisite:** The Lost One has met their faerie
This Lost One has met their faerie and managed to form a bond strong enough to linger when they
are not nearby. This Lost One can use the remainder of their faerie dust in use to wish a fallen ally
back to life, once per Neverland day. If the Lost One has no faerie dust in use, but has some on
their person, the vial it is kept in will be depleted to activate this ability.
Chapter Three: Friends and Enemies
Figments
Life native to Neverland is unlike those found anywhere, in any realm. They defy nature simply
because they are not a part of nature. The creatures who were not brought to Neverland from
another world or plane of existence, are the cobbled bits of the imaginations of all living beings
currently residing there - called Figments. They are very often hybrids of two or more real
creatures, or a real creature with something just slightly wrong about it.
For example, you may encounter a turtle that is wickedly quick-footed, with razor-sharp teeth, or a
dragon that's covered in fluffy fur and is only dangerous due to how badly it wants to cuddle. To
create a Figment, first, remember the universe in which you are campaigning. What creatures would
your Lost Ones remember? If their memory became faded, how would the presentation of that
creature change? I would encourage players and GMs to create Figments together.
Figments in Combat
Figments cannot be hurt by normal means. Weapons enchanted with Fae Magic work best when fighting
a Figment.
Fae-enchanted weapons can be created by merfolk, and could possibly be obtained from members of
the Resistance Factions.
It is encouraged to invent your own unique Figments, as that is the basis for their existence -
whatever your imagination can come up with. Some examples are included over the next few pages.
Figment Companions
Holdlings and other Figments may not always be antagonistic. In fact, some are almost entirely
defenseless. When your party encounters a figment like this, they may want to befriend it and add it
to their group of Lost Ones. Using a day’s flight worth of faeries dust may make this effortless.
Figments
Never Turtles
Enormous turtles, as big as a wagon. Can run at top speeds and often charge at Lost Ones
unprovoked.
Holdlings
A hovering round eye about the size of a basketball, with two small eyes on appendages, with no
mouths or other visible features. These rare creatures are unsettling in appearance, but extremely
friendly and adore meeting new people. Be careful, they may become attached quickly.
Venus Branch
A beautiful large, colorful lily-like plant, with petals that move independently like tentacles. This
plant gives off a foul stench that can alert you to its presence, but can also hinder you in your
self-defense.
The Echo
In Neverland, memories can be bartered with the Fae or the Merfolk, but sometimes they are simply
Lost. Memories that are Lost are not gone. Sometimes, they are collected by The Echo.
It is a pale blue, amorphous blob that grows underneath the Hangman's Tree, collecting Lost
memories due to its sticky nature. When it is small, it is docile and will not react even when
attacked. However, once it becomes Too Large, The Echo will become overburdened and will roam
Neverland in an attempt to rid itself of the excess, attacking at random in its distress.
Harmless Fella: If and When the Echo is defeated, the ooze of memories will scatter, hopefully
finding their way back to the minds that lost them. They leave behind a tiny, sticky little goo; roughly
the size and shape of a softball, with two wiggling limbs and a hapless smile. He is harmless, and
cannot do much. If left unattended, The Echo will eventually gather more memories and grow to an
uncomfortable size again. It is not his fault. He is just so sticky. You cannot kill the Echo. Why
would you want to? He's just a little sticky guy.
Figments
Croc
He's never satisfied. The Croc is a Neverland Native creature who is the only one to ever
successfully eat part of one of the undead people inhabiting the island - Captain JAS Hook.
When Hook and the Jolly Roger first arrived accidentally in Neverland, Pan was offended greatly that
the Pirates seemed to have no interest in staying in Neverland - and certainly had no intention of
staying with Pan. More than that, the Pirates did not even have the decency to hide from Pan, as the
other Neverland factions did. And so Pan and Hook had their first violent encounter.
During this fight, Pan was nearly defeated by the Pirate's desperation to be done with this odd
place. But in the final moments before Hook could plunge his sword into Pan's chest, he realized that
his enemy had dropped their only weapon. Hook had never killed an unarmed enemy before, and did
not intend to lose his honor now. And so he picked up the fallen dagger to hand it back to his foe.
Pan has no such sense of Good Form, and used the moment of weakness cleverly, grabbing the
dagger and immediately slicing the outstretched hand that held it - clean off of Hook's arm.
Pan flew up into the air victorious, and tossed the hand overboard the ship into the sea, heading
back to the Lost Camp with a crow as Croc emerged from the water for an unexpected treat.
Turns out that the flesh of the dead is tastier than eating bland Lost Ones, and so Croc stalks the
island looking for more ghosty snacks, or ideally, to finish off Captain Hook himself.
Croc is a nocturnal creature, who spends its days hiding from the sunlight in the deepest part of
Mermaid Cave on the northmost side of Mermaid Lagoon.
Note: This same honing device allows Hook to sense the approach of Croc as well
Merfolk
The Merfolk are monochromatic, shimmering, elegant creatures with humanoid torsos and fish-like tails.
Those that live on Neverland live in Mermaid Lagoon and are nocturnal creatures. During the day,
they take cover on the Lagoon floor in the nests they’ve made next to their treasure hoards. Should
you be lucky enough to see a Merfolk’s treasure, you could find things like valuable gems for trading
or enchanting, magical armor or weapons, and other less valuable knick-knacks.
Merfolk will never let you take their things for free, including the water they live in. However, they
will happily trade with you. Like the fae, mermaids will trade physical items, including the star maps
they make, for memories. Depending on the value of the item being traded, they may only request a
small memory, like your first birthday, or the last thing you ate. For something quite special,
however, they may ask for your first love, or your father’s name.
Merfolk are the sole residents of Neverland able to make a star map, which they will sell for a price.
In order for one of the Merfolk to make one of these maps, the Lost One will need to provide them
with as much information as possible about the place or item they wish to navigate to. The more
details given, the more accurate the star map will be. Once made, it cannot be changed.
Fae
Faeries do exist.
They are, however, uncommon in Neverland. The only explicitly known faerie that lives in Neverland is
Tinkerbell, the faerie companion of the current Pan.
"When the first baby laughed, for the first time, the laugh broke into a thousand pieces, and that
was the beginning of faeries."
But since then one single faerie has been willed into existence for each and every sentient creature
that has been born since. Your faerie is tied to you even now, even if you have never seen them or
been in their presence. Your faerie knows your heart and recognizes your magic. Should you ever be
so lucky as to meet your faerie face to face - they could help you in ways no one else could, just
by believing in you.
The faeries live in Hedges. Secret, hidden worlds that are extremely difficult to discover if you have
not been permitted to find them. There are rumors among the Neverland Factions that there is a
Hedge somewhere in Neverland - they all cite different signs they have picked up on over the years
- but none have ever actually found one.
Without a faerie's invite, it is still possible to stumble upon the entrance to a Hedge, if one believes
strongly enough and if the faeries can sense that no harm is meant to them. Should a Lost One
believe they have found a Hedge, they can attempt to reveal its entrance by pleading with the faeries
but this can only be attempted once at a particular location. If the Lost One fails, and the Hedge
was in fact there, it will instantly move to a new location.
Fae
The faeries inside lead quite normal lives, all things considered. They work, sell their wares, care for
their families, and fight for them if necessary. They are also known to throw fabulous and
extravagant celebrations with drinking, dancing, and games.
A faerie ball is quite a formal event, and every faerie will be dressed in the finest, glittering
ensemble that they can afford, including those who serve the drinks and play the enchanting music.
Not all faeries have the same abilities, in fact, they are as varied as any other person. Some are not
very magical at all, only possessing the basic ability to make faerie dust and fly, while some can
enchant weapons and armor, some can create legendary jewelry from plain stones, and a few can
even imagine items or creatures right into existence.
If a Lost One is lucky enough to meet any faeries at all, they may ask for help in finding their own
faerie. Whether or not their faerie is nearby enough for this to occur can be the GM's discretion, a
discussion between the GM and player, or can be left up to chance.
Once found, the Lost One's faerie will always know how to find them.
Kensington Gardens
The proper home of the Faerie Royal Court, which is the original home of the fae, is Kensington
Gardens, a magical park in the midst of an otherwise unmagical world called "Earth". It is possible
for the Lost Ones to travel there, should they find a faerie guide that trusts them enough to make
this journey.
Once there, they should be wise not to travel far from the Garden itself, especially if there are
magical beings or non-humans among them - as the humans on Earth have no knowledge of these
things and will most certainly react poorly.
Queen Mab rules over the main Faerie kingdom in the Hedge of Kensington Gardens and is as old as
the existence of Faeries herself. She is timeless, extremely magical, and can come off as a bit cold.
However, she is extremely loved by those she rules over, and it's clear from her actions that it is
mutual love.
She is small enough to sit comfortably in your hand but strong enough to carry you into the air,
which she loves to do to those who ruin her mood. Tinkerbell, before finding Pan and coming to
Neverland, was a fairly ordinary faerie. She was a Tinker faerie, handling pots and pans, and - as
faeries go - was not particularly magical. Besides the ability to fly and create faerie dust, her only
other gifts were her sharp tongue and extremely restless spirit.
She often disagreed with fae rules - of which there are many - and would leave the Hedge alone
often, sprinkling faerie dust on unsuspecting humans which would cause them quite a fright when they
suddenly hovered into the air. Tinkerbell gave no thought to the aftermath that followed when these
humans ran home to show their friends and family the magic they discovered - only to be met with
worried and concerned faces when this time they did not fly at all.
She eventually earned herself a distasteful reputation that spread further than Kensington Gardens, as
faeries everywhere became familiar with cleaning up after her hijinx.
She eventually ran away from home, after an altercation with the queen herself, and decided she
didn't need faerie rules or the comforts of the Hedge at all. She had her fun for a time, but that
excitement soon faded and she was hit with a strong loneliness once it did.
However lonely she became, however, her stubbornness prevented her from returning, she only
lingered in the Gardens, just outside the Hedge entrance feeling anger at those who she felt forced
her to run away.
It was there that she found Bran. Bran was different than the other humans. Bran looked different
than the rest, with features that could almost be fae - ears that came to just the slightest point,
sharp-angled bone structure, and eyes that seemed to reflect the moonlight by themselves.
Tinkerbell
Most importantly, it seemed that Bran was young and on their own, having run away from their own
life as well. It did not take long for the two of them to form quite a dramatic bond over their
similarities, and that's when Tinkerbell thought of the plan to get them away together, somewhere
they would never be alone and would never have to hide.
She told Bran about the Neverland, and about the contract one needed to take it over. Maime had
long wanted to come home, and Queen Mab was fraught to find a replacement to fill this role.
So Tinkerbell told Bran everything they needed to say and do to convince the faeries that they were
the one, and with their combined cunning and a dash of desperation - the two of them pulled it off
together.
Tinkerbell often laughs about Queen Mab's expression once Bran signed the contract and she flew into
view as the signature turned to thread on the parchment.
She is the Queen of all faerie kind, whether they know it or not.
Queen Mab was the universe's first faerie, and her magic is what helps to create the faerie
counterparts born to match each and every mortal being in creation. Her age gives her many
strengths and abilities that other faeries do not have, but even still, every faerie in Kensington
Gardens and beyond would likely give their life to keep her alive - or else they risk the end of
Faerie kind altogether.
In person, she is always dressed like royalty. Queen Mab is never seen without a full-length gown
covered in faerie dust crystals that shimmer like stars, her silver tiara that looks like the weaving of
branches together, and her polished wooden scepter. Her hair sits permanently in a bun that nestles
neatly in the center of her tiara.
Despite how she may come across, the Queen has an infinite amount of love for both faeries and
mortals, but with her age, her emotions have become more difficult to interpret. She may appear to
speak flatly, but her intentions are always aimed at keeping her people and the mortals they are
bound to safe.
One of her favorite and most precious moments are those where she can facilitate the reuniting of a
faerie with a moral being. As mortals often do not believe in that which they cannot prove, they
often stop believing in faeries and lose that connection. Should Queen Mab get the chance to reunite
them in the belief of one another, she will do so with the most pomp and circumstance she can.
Pirates
Any pirates whose ship has perished may find themselves sailing, lost among the stars in search of the
beyond. Not all pirates know how to navigate the stars as well as they may boast, however, and ships
have been known to get lost on the journey.
However, he was met with an antagonistic prankster, an impossible, flying being that not only refused
to help - but seemed to be insulted by Hook's very existence. Hook attempted to defend his honor
with a proper duel, and quickly learned that this creature - who he would later come to know as Pan
- does not value the same.
Pan is a title
Pan does not need to be a carbon copy of the boy from
childhood stories, nor do they need to be a dark reimagining.
Pan is a title, not a name, and so whoever you imagine has
taken up the mantle of the Pan can fill this role.
Belief
Pan will lose their energy and motivation the fewer residents on Neverland that have faith in them.
What that looks like in combat is up to you. Pan may lose their abilities, become grounded, or may
even choose to surrender.
If Pan's faerie no longer has faith in them, or has come to harm, Pan will behave even more
erratically than they already do.