Muunfel Unexplored

A lot of Muunfel is left without a specific map of the area. The Timewilds of Synka used to be better known to cartographers, but because of the shifting nature of the region and its hostility to settlement, that knowledge has shifted to the coastline and not far inland. Going off the road in Synka is terrible luck, so says the superstition.

Another region that comes to mind is the vast forest covered by the Faelands. Some would argue this land doesn’t count as “unexplored” because it actively prevents anyone from truly knowing where they’re going. The local fae lords and the leaders of the whole nation are able to clear the roads for visitors, but they can also trap trespassers in an area that may not let them leave.

Most regions of Korvasin, Genfierz, and the North are pretty well known. Rutan’s desert and the lands beyond it were unknown until recently, but as the country gains more of a foothold in the international world, more corners of the map are being filled in to the west.

Who’s in Charge in Muunfel?

Korvasin: Run by a monarchy through bloodline, Korvasin used to be an empire that spanned a lot more land than it currently occupies. It has since stopped growing outward, but the economy is stable so the royals of Korvasin (the King/Queen of Crows, colloquially) are content to preside over their landlocked nation.

Rutan: Another monarchy through a bloodline, by virtue of being formed when a prince of Korvasin was cast out and fueled a rebellion against Korvasin. Its government is a blend of the monarchy and emissaries from the various groups throughout the vast desert.

Genfierz: Gen has a mixed Monarchy/Republic. The “royals” have always been figureheads and diplomats, and their duties reflect that. They are not offered as much decorum as the royals of Korvasin or Rutan, but they are respected as the voice of their nation’s leaders nonetheless. The sovereign and the heir-apparent of the royals of Genfierz are cursed to have tongues of living silver, though their “silver tongue” curse also grants them a natural charisma.

Meraev: Meraev’s main governance consists of several separate clans, each made up of multiple families, that govern their issues internally in most cases. Occasionally the clan heads will meet for matters of bigger importance but they usually keep to themselves. The cities in Meraev are where the non-Solian citizens tend to live, and the city governments cooperate with the nearby clans.

Faelands: The fae are governed, such as it is, by the Una and the Aubry.

Civilizations/Architecture in Muunfel

Because Muunfel is so varied in geography and peoples, this largely depends on the area you’re looking at. However, there are some common trends among certain locales. I’ll break these down by country.

Korvasin: With mainly fertile plains and flat or gently-hilled land, even the smaller towns have enough economy to build decent walls for defense. The buildings are a mix of wood and stone, and the streets usually meander – they don’t use grids. The biggest cities, like the capital in Divali, sport extremely high walls with multiple openings for defenses.

Rutan: The desert was once occupied by the Solians. Their cities remain in some places, with rounded buildings and advanced infrastructure like aqueducts throughout. The ruined cities are repaired with wood and newer stones in places, but are largely left unaltered. Colorful glass and tiered city levels are a theme with most large settlements in Rutan.

Genfierz: The landscape is more hilly and sometimes abrupt than other areas, but there are also several ruins of Solian cities in Gen. The Solians tended to either use grid patterns for their streets or radial patterns. The big difference between Rutan and Genfierz is that Genfierz is more friendly to technology, so it attracts more innovators, builders, and creatives, and thus the ruins are more modified with machines. Newer cities try to imitate the style of the old Solian cities, but with more consideration for building and invention.

Meraev: It is occupied by Solians, mostly, in separate clans consisting of a few families. These clans don’t often get together, and their settlements tend to differ to the tastes of the individual families. They don’t build large permanent settlements like the empire used to.

Faelands: Foresty wilds hide buildings and structures connected directly to the trees. The local fae tend to have an influence on how these clusters of buildings are organized and styled.

North: The people of the north are hardy and more familiar with war. They tend to build into the sides of cliffs, hills, or valleys so a lot of their architecture looks like it’s growing right out of the earth or being buried.

Geography of Muunfel

Muunfel is a broad continent with a few climate zones. The island as a whole has three notable offshoots defining part of its shape:

  • Scytheshadow Cape to the southeast; forms a significant bay and has a view of the Dragonrest mountains, a very jagged and tall range that forms the border between the Timewilds and Heptaena.
  • Meraev; the crescent-shaped home of the solians is an island connected to the mainland by a narrow strait in the southwestern region of Muunfel, and its point very nearly touches the southern shore of Genfierz, forming the Moondrop sea between them.
  • Sun’s Escape Archipelago; an icy collection of islands extending from the north of the continent, these reach into the arctic latitudes and are thus largely unexplored.

The geographical regions within Muunfel’s borders include:

  • The vast mixed forests of the Faelands, taking up much of the northeastern quadrant of the continent. A smaller deciduous forest stands nearly in the middle of the continent, and is part of the Faelands despite being disconnected from the main forest.
  • Purin Lake in the middle, a vast body of water that, in addition to the smaller Faeland exclave, separates the southwestern wilds of Genfierz from the north.
  • Matton Desert to the west, a vast and unforgiving land that is bordered on the north by a long, narrow mountain range and to the east and west by more fertile farmlands.
  • The Godstep Plateaus in the far north, where the gods are said to have done battle with one another before.

Faekind

Seek ye not the secrets of the Fae
Seek instead to live another day

Not much is known for sure about the deepest workings of Fae. The vast Fair Forest of Muunfel is world renowned for its glamour, and no mapmaker has successfully charted the pathways through it. Those invited in know their way without need of a compass, but trespassers may find themselves lost among the trees forever.

The many and varied species of Fae owe allegiance at best and respect at the least to the Una and the Aubry of the Fae, holders of Singularity. When the wild and unpredictable people of their kind need leaders, and someone to make new rules for them, they look to these individuals. Only they can operate outside the otherwise rigid rules governing all fairies.

The Rights pass seemingly at random to a new Fae when the last holder dies. Oftentimes, the Una will receive a vision before the Aubry’s passing to guide her to the next vessel, and vice versa.

As of the current year in Muunfel, the Una is a sylph and the Aubry is a Treant. Despite technically being one of the Wee Folk, no one doubts the Una’s ability to lead. Sylphs, like any true elemental fae, are not to be trifled with.

“A sylph? Friend, I know this is unusual, but I’m not even remotely kidding. Back away slowly and she might let you walk.”

Elias Kingspeaker Dawn, wandering bard and Lord of the Oracle’s Temple