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  1. Temerant
  2. Lore

World Overview 2

E. MODEG (East)

Geography:

Located east of Vintas and south of Ceald. Bordered by Eld Forest (west) and Stormwal Mountains (east).

Political Structure:

- Merchant oligarchy or trade-controlled government

- Hereditary monarchy with merchant council influence

- Likely decentralized; multiple cities with autonomy

- Governance focused on trade and commerce

Economy:

- Merchant and craftsmanship focus

- Heavy metalworking and tool manufacturing

- Known for Modegan cutlasses (prized weapons worldwide)

- Craftsmanship valued above all; guild system likely

- High-quality goods exported throughout Four Corners

- Trade hub connecting eastern and western regions

Culture:

- Practical and pragmatic; efficiency valued

- Craftspeople respected; mastery is cultural goal

- Less hierarchical than Vintas; more meritocratic

- Reputation in trade paramount (honesty in dealing)

- Strong guild traditions and master-apprentice systems

- Religious practices likely syncretistic (mixing local and Tehlin)

- Gender roles potentially more flexible (economics-driven)

Key Products:

- Cutlasses and other weapons

- Quality metalwork and tools

- Dyed fabrics and textiles

- Crafted luxury goods

- Maritime supplies

Relationship to Trade:

- Bridge between University/Atur and Ceald

- Trade with Vintas through Eld Forest routes

- Access to Stormwal Mountains regions

F. THE SMALL KINGDOMS (South)

Geography:

Scattered across southern Temerant:

- South of Vintas

- East of Vintas (bordering Modeg)

- Possibly additional territories

- Geographically fragmented with no unified region

Political Structure:

- Multiple independent small kingdoms

- Constantly shifting borders and allegiances

- Frequent warfare and conquest

- No unified governing structure

- Likely feudal or royal systems within each kingdom

- Highly unstable

Economy:

- Agriculture primary (subsistence level for most)

- Local trade within kingdoms

- Limited international commerce

- Subject to taxation and tribute to larger powers

- Some kingdoms vassalized to Vintas or Atur

Culture:

- Highly variable by kingdom

- Tradition-bound due to isolation

- Local pride and rivalry

- Diverse religious practices

- Less sophisticated than Four Corners powers

- Often viewed as backward by larger nations

Key Characteristic:

- Politically insignificant in wider world

- Frequently conquered or absorbed

- Serve as buffer zones between larger powers

- Occasional source of mercenary companies or refugees

- Poor, unstable, dangerous travel through many regions

G. ADEMRE (Far East, Mountains of Doubt)

Geography:

- Located in the far east of known Temerant

- The Mountains of Doubt form natural barrier

- Positioned between Stormwal range and eastern uncharted lands

- High plateau with difficult access

- Isolated from the rest of the Four Corners

Political Structure:

- Tribal/clan-based governance

- Lethani philosophy replaces formal law

- Senior masters of schools hold authority

- No central ruler or capital

- Multiple schools (families/military orders) with autonomy

- Advancement based on mastery of Lethani, not birthright

- Meritocratic system

The Lethani (Governing Philosophy):

- All-encompassing ethical and practical code

- Governs fighting, living, interpersonal relations

- No written laws; understanding through practice and teaching

- Non-verbal communication culturally appropriate

- Emotional suppression required; showing feeling is failure

- Fighting is dance; beauty in proper movement

- Lies verbally forbidden; silence acceptable

- Payment in silver only; debt shameful

Economy:

- Primarily subsistence agriculture and herding

- Mercenary work primary source of wealth

- Hiring out as soldiers, judges, or skilled fighters

- Barter and direct trade

- Silver accumulation (payment for contracts)

- Limited trade with outside world

- Self-sufficient culture

Culture:

- Stoic, disciplined, emotionally restrained

- Pale skin, dark hair typical

- Clothing plain and practical (white linen, simple design)

- Non-verbal communication preferred

- Martial training central to all life

- Poetry and song traditionally important (older Adem culture)

- Children raised in warrior tradition from youth

- Respect for age and mastery

- Gender roles potentially less restrictive (martial culture)

Language & Communication:

- Native tongue (unnamed) not taught to outsiders

- Simple common speech used with foreigners

- Minimal words; economy of language

- Body language and gesture significant

- Silence respected and not uncomfortable

- Singing/poetry contrasts with typical stoicism

The Schools:

- Multiple independent schools in Ademre

- Each school trains fighters and teachers

- Each has unique focus and specialization

- Master-student relationships central to culture

- Advancement through competition and testing

Historical Role:

- Survived the Creation War (implying great age)

- Ancient poems preserved describing the Chandrian

- Suggest knowledge of historical events unknown elsewhere

- Possible connection to pre-war civilizations

Relationship to Outside World:

- Isolated but not completely cut off

- Mercenary contracts bring Adem into contact with others

- Reputation for absolute reliability and skill

- Viewed with fear/respect by other cultures

- Some political intrigue with Vintas and others

- Minimal cultural exchange; maintain traditions strictly

H. SPECIAL REGION: THE FAE REALM (Faen)

Geography:

- Exists parallel to mortal world

- Accessible through thin places: old roads, forgotten locations, sites of strong emotion

- Most thin places concentrated near ancient ruins or battlefields

- Density varies; some regions have many crossings, others none

- Growing frequency of crossings (increasing instability of barriers?)

Physical Characteristics:

- Different physical laws than mortal world

- Time flows differently: hours = years or years = hours (inconsistent)

- Geography non-Euclidean; distances defy logic

- Landscapes shift and change

- Beauty overwhelming and otherworldly

- Danger from Fae beings and landscape hazards

Political Structure:

- Multiple courts, not unified

- Each court follows different rules and hierarchy

- Courts are alien in logic and governance

- Eternal or near-eternal leadership (beings don't age or die by normal means)

- Possible factional conflicts between courts

The Fae (Inhabitants):

- Beings of great power and alien nature

- Beautiful but inhuman or partially human

- Desire mortal names (using them for control/binding)

- Cannot generate emotions like mortals (crave experiencing them)

- Cannot lie directly but excel at misdirection

- Bound by bargains more than law

- Fear iron, salt, running water (in most cases)

- Glamour as native magic (illusion, transformation, perception-bending)

- Potentially immortal or extremely long-lived

Culture:

- Capricious and alien ethics

- Bargains are binding; violation brings unknown consequences

- Beauty and desire central

- Eternal or cyclical time perception

- Art and artifice valued

- Creativity from different perspective than mortals

- Possible hierarchies or caste systems (not fully understood)

Threat Level:

- Extreme danger to unprepared mortals

- Glamour can control perception and override will

- Time warping can trap mortals or age them prematurely

- Bargains often trap mortals through loopholes

- Fae can steal names, memories, or essence

- Some Fae may infiltrate mortal world

Known Thin Places:

- Old roads (especially Great Stone Road)

- Ancient battlefields

- Ruins of lost cities

- Locations of great emotion or death

- Possibly increasing in number

III. GEOGRAPHIC FEATURES

The Great Stone Road

- Connects Imre (University) eastward toward the Stormwal Mountains

- Ancient construction; pre-dates current civilization

- Suggested to lead toward legendary Myr Tariniel or other ancient ruins

- Possibly constructed by civilization from Creation War era

- Many thin places concentrated along it (Fae access points)

- Strategic importance: controls eastern trade and access

The Stormwal Mountains

- Located east of Modeg

- Separates known world from unexplored eastern lands

- Provides natural barrier protecting Ademre

- Weather extremely dangerous (persistent storms on eastern face)

- Few known passes; difficult crossing

- May contain ancient ruins or lost civilizations

- Marks edge of known geography

The Eld Forest

- Located between Vintas and Modeg

- Large, potentially dangerous wilderness

- Limited permanent settlements on borders

- Interior largely unmapped and dangerous

- Possible refuge for outlaws, refugees, or hidden communities

- Unknown creatures possibly inhabit deep forest

- Strategic importance: controls land route between Vintas and Modeg

The Reft (Sea)

- Located between Yll island and mainland Commonwealth

- Significant body of water; navigation required for trade

- Sea travel maintains connection between regions

The Centhe Sea

- Located between Yll and smaller island (Junpui)

- Smaller than Reft but significant for maritime commerce

Inland Seas & Lakes (Nine total, unnamed)

- Scattered throughout Temerant

- Provide water, resources, and transportation

- Strategic locations for settlements

- Some possibly contain islands or mysteries