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.

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.

Muunfel

Muunfel (my setting in a high fantasy project and the focus of my world building June for 2017) is the Land of the Gods, the one continent where the gods are known to walk the earth and give their blessings (and their fury) in person. Empires of mortals have come and gone on its surface throughout the ages. In the Year of Vayla* 2219, there are 8 countries:

  1. Korvasin, the Fallen Empire
  2. Rutan, the Rebel Kingdom
  3. Meraev, the Solian’s Domain
  4. The War-Torn Crown
  5. Genfierz, the Clockwork Kingdom
  6. Heptaena, the Bleak Elflands
  7. Synka, the Timewilds
  8. Faeland, the Fair Kingom

*Vayla, goddess of time, is the keeper of memories and gives names to the ages