Guide to Dimeta

A Comprehensive Guide to the Regions and Cultures of Iter


Author: Scriveners of Philosphia


Authors' Note

The first edition of ‘A Guide to Dimeta,’ was published nearly fifteen hundred years ago. In theory, it was to be a reference to aid in the description of what travelers may encounter across their explorations. Created at the end of the last era, the booklet was meant to reference the notes collected by various individuals who experience the many cultures, regions, and events that occurred or have been recorded since the dawn of the written word. All of which was condensed down and reformed by the ruling imperium of the time, the Fortersa Empire. Known for their zealot beliefs, the published material was more propaganda than anything else. 


No longer under the ruling or fear of the empire, and with war far behind the citizens of the free kingdoms, much of Iter has begun to heal. Change occurs, and with the dawning of a new era, with the start of the fourth Spring Age. For we at the college-kingdom of Philosphia believe it is time that justice was done. For the past decade historians, geographers, and archeologists have been in partnerships with indigenous people across the globe. Working together to undo the racism printed and provide actual facts. The goal is to do what the original guide failed to do. To inform, educate, and reassure those of Dimeta of its inhabitants and history. 


We understand that our words written and printed here can alter the course of history to come. Wars have been started over misinformation and the mistreatment of information. Because of this, we try to be as impartial as possible. Only wishing to give what is known rather than what is opinion. This is all subject to change, for we continue and will continue to learn more about our world, past present, and future. It is the goal of our college and the word of our kingdom. 


The contents of these pages may be challenged, due to stone belief or ignorance is uncertain. What is certain, is that until new evidence can come to light that changes the fundamentals of our understanding, or until this book becomes out of print or outlawed due to it being deemed obsolete by the new ruling nation, it stands that these are the facts.


This book is meant to capture a wide view of the world. Doing so while attempting to keep all the facts is no small feat. Much time, preparation, and redrafts have been done when making this guide. That being said not every species of grass or squatting beast will be categorized in this book. To do so would be a feat that we most certainly would fall short of. That or it would be a book unable to fit in one’s person so easily. Instead, we are focusing on the basic overview of the world. Writing so that individuals not of Dimeta, who know the language, can traverse the realm with basic comprehension. 


To start we will begin with the natural processes of the planet as a whole. From its creation to its yearly cycle and decade-long seasons. 


Iter’s Cycles

Understanding Iter begins with comprehending some of her many cycles.  They hold importance over every single thing, living or not, that calls Dimeta their home. The cycles here are the major three that seem to hold the biggest dictation over the world, one that has influenced history, kingdoms, and creatures since the dawn of their creation. As there are cycles that will continue to do so until the last kingdom falls, no more is to be recorded, and the last of life takes its breath.

Calendar of Ages: Seasons that last Centuries


Iter has a rather unusual orbit around its star Vern. Maintaining an elliptical path, around Vern. This circulation pushes Iter closer or further away from Vern. This Elliptical orbit allows the planet and her land of Dimeta to experience different seasons. Each one corresponds to the planet's relative position to its partner star. This orbit is slow and not always consistent, therefore these seasons can last decades to centuries at a time. For those aware of Vern’s position in the sky, knew of night and day.  There were no other signs as easily given to determine where Iter was in its orbit. Each one is unpredictable when it will end and when the other will begin. Making Dimeta’s inhabitants rather aware of the current change in Iter’s temperature and climate. 


Dimeta is split up into four different seasons. Known as Season of Sprouts,  Season of Suns, Season of Storms, and Season of Stars. Each one is about some sort of natural phenomenon that occurs on the planet’s surface. These phenomena often affect the crops and lifestyles of communities. Due to this, certain seasons yield better crops than others. Alternatively, many beasts and games migrate or might go into slumber depending on the weather each season provides. 


Drafted during the first century of the last era, the Era of Exploration. This calendar was adopted by a system created by the Leafari or Wood Elves. Back during the first era when their people were nomadic. Constant observers of the changing world and with some lucky enough to last through multiple seasons. The Leafari were the first people to give these seasons their names. The construction of this universal calendar goes out in their name and long history. Known as the Chro


Due to the length of each season, their beginning and end mark the passing of different ages. These ages are named after the different Fey courts; Spring, Summer, Autumn, and Winter. The passing of all four of these ages results in what is known as the end of an Era. The beginning of a new Era marked by the beginning of the Season of Sprouts, therefore, marks the next Age of Spring. Whereas the opposite is said for the end of an Era, marked by the ending of the Season of Stars and the Age of Winter also known as a Winter Age. This process is hard to predict, but now can be observed easily by astronomy stations across the various continents. Mapping out the passing constellations allows us to better understand when an Age is coming to an end. This constant can be found far back into Dimeta’s past as well. For each ending of a season and beginning of another causes alterations, ranging from mild to severe, all across Iter.

Season of Sprouts

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The Season of Sprouts marks the beginning of each changing Era, each one starting what is known as a Spring Age. During this time the planet is making its way from the furthest point away from the sun, to the closest. The halfway point between each marking the middle of the season, where the world is equal distance. Growth and prosperity are said to inflict life as the temperature rises and Vern’s rays grow stronger with the days. Farmers and those who rely on crops tend to grow the most during these times. Given the name sprouts by the Lefari, due to the abundance of new growth that occurs in the natural world. Plants produce more, the wild game begins to grow in numbers and even the growth of civilizations has been documented to occur the most during this season.

Season of Suns

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Season of Suns, marked by the beginning of a Summer Age. This is when Iter is at its closest to Vern. The heat from the star bathing the planet in a blanket of warmth. Reproduction slows, but growth continues. This time is when crops seem to grow slower in their production. The cooling showers no longer roll in, replaced by the dry, humid days. Many places suffer from droughts during this time, some going years without so much as a drop of water. The middle of the season happens when Iter is at the curve of its orbit, where it is directly in the path of Vern. For this day the world is bombarded by the sun’s surface heat. This is not harmful, other than heat spikes in some areas on the planet’s surface. The rays do cause an event known as the Arura to occur. The two celestial bodies are so close to one another, their gravity condensing the Æther that floats beyond the veil of our world, in the cold aetherium of space. The Aura is a worldwide light show, having colors dance across the sky both day and night, the reflection making it as though multiple suns are in the sky. Only when Iter breaches the curve of its orbit, and begins its descent back to the furthest point does the heat begin to die down. The Season of Suns is coming to an end, dawning the next stage in the season’s cycle.

Season of Storms

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Season of Storms brings forth the start of an Autumn Age. As the planet travels back to the furthest regions of the system, it leaves the warmth of Vern. During this season, as the days grow colder, the harvest begins to reach its peak. Many crops begin to give it their all and now comes the last collection of their bounty. Many beasts either migrate to seek warmer climates or begin to store up fats in preparation for the uncertain winters ahead. The name comes from the spike in seasonal storms that now roam about the world. Many believe it is due to the rapid cooling of the world. Many apocalyptic events occur during these times, brought on by nature or fear is hard to say. At the halfway point in the middle of the season, very few warm days are left as the sun begins to fade in the sky, growing dimmer and dimmer.

Season of Stars

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The Season of Stars brings upon the Winter Ages. From the bend of the orbit where Iter is the farthest, it is from Vern. The heat from the sun is a distant memory as we trail behind its shining shadow. Not many crops are produced in many areas during these times. The air is too cold and the weather too stale for life to prosper and grow without limitations. Due to Vern’s light being so far away, Dimeta's night sky starts to bleed through even during the day. Providing the inspiration for the name, Season of Stars. The middle of the season is marked when Iter is at the furthest point away from its sun. A day where Vern is nothing more than a dot in the sky, basking three of Dimet’s days in dim light. The sun so far that creatures once banished to the night can walk the day, with little fear of the radiants that poison them. Known as the time of Twilight it marks the ending of a Winter Age and therefore the ending of an Era as we know it, only to start anew, as Iter begins to travel back towards Vern, and once again enters the Season of Sprouts, and therefore another Spring Age begins.

A Question Answered 


Our planet, Iter, is not the only thing within our system that has an unusual orbit. For centuries scholars have been baffled by our ever-changing night sky. The stars seem to move and change position throughout the ages. Troubling yet, they seem to move faster than the planet’s orbit around the sun. 


This changing stellar portrait is not random either, it goes off of a cycle itself, one that belongs to a system unaffected by Iter, but one that Iter is very much affected by. Seeming to be a larger cosmic body, having trapped our sun within its own orbit. This causes our sun to pull along in a circular pattern around whatever this anomaly is. Therefore it pulls us along for the ride, allowing us to witness the slowly changing night sky. 


For eons, this cycle is what astrologists and stargazers have referred to when calculating months and years. Dimeta passed under twenty different star signs, each one lasting roughly 40 days. The month is determined by the ruling constellation in the sky. The moment those stars fall below the horizon, and a new set takes their place signifies the passing of that month and the beginning of another. All together, Dimeta’s Years are made up of 800 days, the year resetting once the Vern and Iter made a complete orbit around the anomaly. Making our sun’s orbit around this object much faster than our planet’s orbit around the sun.


The Anomaly

Currently, we at Philosphia can not describe this object the sun is orbiting, it remains outside our field of view as it currently stands. What we do know for certain is that it is a fixed point in space. One that we are locked in orbit around. The mass of the object is enough to hold our sun, without throwing Iter outside of its orbit. This anomaly in recent times has been described as the source of Dimeta’s aether. One that constantly feeds the material plane magic and entities from other realms of existence.

The Stars Above

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Legends say that in the beginning, there was a play, known as the Divine Comedy. Created as a way for the gods to amuse themselves. Though instead of playing the actors, they conjured them. Twenty were made, their parts ranged from people to objects, but their role in the play was no less important. Each one is said to hold some meaning or purpose within the stories of life. 

A dwarven creation myth states that the world was actually made because a god threw a planet at the play, out of frustration. Like an unamused critic might do with a rotten tomato.


The Cosmic Play

New to the world is Newborn, awakening at the start of each year. Their cries are heard and with it comes the crane, who shelters the babe from rain and rays. But the wind chills Newborn, so again they weep, till the Small Hat is placed above. With it comes warmth and the babe can be moved. Crane finds a scroll, though it is of little help. Newborn weeps again, for this time they are hungry. After grinding the scroll, the crane comes across a Shewolf. Her pups have gone from the den, yet her motherly instinct still lingers. Crane gave the she-wolf Newborn, so that the babe may feed. The Crane also left The Scroll, for such things are not for birds. The Shewolf raised

Newborn and together they grew a bond. Though one day a Gull came down, and took the child’s small hat, taking it far. Shewolf and Newborn tracked that gull to the sea, where they both swam to the Island. Peaceful and nice was the heavenly beach, lush and full of life were the trees along the coast. The Newborn felt calm, Shewolf felt calm, but The Native felt apprehensive. Retiring to The Island to seek peace, they knew not this new traveler. Yet the native decided to teach the child. Starting with learning to read that pesky Scroll. The child learned many things from the scroll, though as they grew, their companion faded. Shewolf was weak, unable to go on in her age. 

The child out of desperation took to the forest where they hunted The Stag, killing the noble creature and returning to the side of their now dead friend. The Native in an uproar cast them from this place, for it was to be peaceful. With the remains of the Stag and the knowledge from the scroll, the child constructed a boat, to sail across the seas. 

Once they found land, they were no longer a kid, but a true adventurer. Journeyman stood triumphant in this new world, gazing across the horizon. In their eyes, Journeyman spots The City, looming over the horizon. Traveling there, Journeyman soo found that the palaces and keeps were not free like the world they came from. The Rival stood as a tyrant over the city and its people. Journeyman in defiance took up The Sword and challenged the Rival. Defeating them in combat, they were rewarded with a key. Searching for the lock, Journeyman found that the key was needed for a doorway to other worlds. The Portal was open and allowed Journeyman to cast themselves adrift through time and space. Along their travels they found The Crown, giving them a sense of power. Entitlement fills the Journeyman as they move onward. Again, in their travels finding another item, The Compass. Though the needle was stuck. Following it they came upon a town, where they met someone. Someone the Journeyman had come to love. They settled and started a family, though, despite their best efforts, fate took that away. No longer a child, and too old to journey. Elder marks the coming to an end. With their life at a crossroads. Shall Elder retire to peace or retreat behind poncy items.


What follows are the constellations that represent each player and item reference within the story. As well as the name and sign of that month the stars rule over.


Iter’s Æther: A World Bathed in Magic

Like most celestial bodies within the Material Plane, Iter is part of the unique river of magic known to some as the Æther Current. This substance, bound with intent is what creates manna, how individuals feed their spirit to create feats only spoken about in miracles. Originating in the Astral realms, Æther normally leaks out through weak points in the Midgardsormr Line, where it binds with the elements and physical matter. 


Theologists of Philosophia believe that these weak points are a sporadic, yet normal occurrence across the material planes. Typically fading in and out of existence, just enough to allow the Midgardsormr line to exhale its collected Æther. Yet Iter has another source of Æther, one that constantly bombards it with the current. 


It is now understood that Iter’s Æther concentration is an anomaly amongst the Material Worlds. Having an unusual amount cannot occur from the line’s steady breath. It is now understood that the cause of this influx of magical energy is caused by the anomaly itself. Scholars have tested and confirmed this theory. 


This anomaly acts as a hole within the Midgardsormr Line. Constantly pushing Æther from the astral into the material plane. Vern and Iter just so happen to form around it, locking the two within this giant mass’s orbit. This direct connection to the Astral might also explain some of the occurrences on Dimeta. Specifically the events of The Collision, where a chunk of the FeyWilds fell onto the world, a result said to have brought us many new species and races, one being the Gnomes.