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