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Guide to Dimeta

Regions of Dimeta

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The continental makeup upon the planet is what we know as Dimeta, a single super landmass with various offshoots, once attached, scattered around. Through tectonic forces in the area known as the Crag Islands, molten rock and fire meets water and air, cooling and pushing fertile earth to collect and grow Dimeta over eons of time. Weather erodes her surface, growing her forests and filling her seas. 

Alda’aras

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Elfen for the cold north winds, the land was settled by an Aborol Elf family in the first era, creating the capital of Ich'nor. A city born of blood and steel. The original inhabitants of Alda’aras were the giants, a race of people that lived separately from all others. Primitive and small numbers, they were overtaken by sickness that came with the elf settlers. All that remains of giant culture are monuments and tombs that dot the arctic landscape. The Ice Sheets in the North are all times, even during the strongest of Summer Ages. Connecting Alda’aras’s frozen North to that of the icy reaches of the Northern Wastes. Allowing passage to either land, but only the most courageous. Alda’aras is said to have a very large wolf population. With stories that are at its core are former adventurers, infected with lycanthropy

 

Alfaine

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The continent of Alda’aras is often referred to as the Elf Lands, being not only the original homeland to all elf-kind but currently occupying it from all the elven nations that once made up the Nym Dynasty. Despite this settlement much of the continent is forested. Acting as a sort of wildlife preserve, it holds some of Dimeta’s most exotic creatures, such as the last remaining unicorns. The area known as the Wyld Lands plays as a natural border between the elfen kingdoms and possible land-bound invaders. The stretch is rather unpopulated by settlements, left for nature to do as she pleases. The vastness is made up of rolling planes, rocky woods, and enchanted forests; all bubbling naturally with Æther. For thousands of centuries, Alfaine played as Dimeta’s Ætheral breath, the lungs being somewhere in the Vareat' Veen. It was outdone after The Collision. The impact crater left after the event, becoming the heart of Dimeta’s magic. 

 

Central Frontier

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Formed by the ever-changing actions of plate tectonics combined with the receding waters of the Inner Sea. The Central Frontier has some of Iter’s most unexplored areas. From the cold, desolate, wartorn countryside, to the hot arid badlands of the Redd Waste, the frontiers are not for the faint of heart. The conditions of the region are so harsh, few explorers can venture into it and come out with tales to tell. Homeland of orcks, goblins, and the Scarofolk; some of Dimeta’s hardiest people. Those who are native Central Frontiers adapted to be resilient, having to in this everchanging land. The most notable feature of this part of the world is the scarlet sands of the Redd Waste. A giant stretch of barren land said to be stained with the blood of a fallen archdemon. The sands of the desert died red from its blood. As the demon’s body decayed the Ætheral too began to rot. Leaving the land festering with a demonic aura.

 

Crag Islands

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Through tectonic forces and the heat of a malfunctioning artifact, the Crag Islands stand as Dimeta’s strangest of places. The molten rock from the center of Iter is pushed up, rising with its stone and fire.  Cooling over time the lands slowly push northward by geologic forces beyond our understanding. These forces said to have constructed the very mountains we know as The Cap of the World, continue to build our world. With species so exotic they are not seen anywhere else. The isolation makes some truly alien creatures. The heat from Iter’s core not only feeds our growing land, but the oceans as well. The Ink, dark with minerals and microfauna, provides nourishment to some of the most delectable of delicacies. As well as feeding the giant sea beasts of Leviant’s drift, it also cultivates in the tropical waters that become the Coral Sea.  Though the further South you go, the more primordial the land becomes. Æther, toxic with elemental force, it has been known to corrupt individuals, binding their spirit with that of the four elements. 

 

Daggerveil

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Forged by the foothills and discarded peaks of the Cap of the Word. The mountains, bombarded by rays from the heavens above, illuminate the Æther, which trickles down with the morning fog. Mulching the grassy valleys below with a near holy power. Once known as Heaven’s Grace, the fertility valley was constantly fought over. Defended by her people who called it home, while raiders from the North and South constantly tried to ransack the land for all its worth. This constant strife led to the foundation of the now-standing Fortersa Empire. Glacier runoff collects West of the valley, carrying with it soils and sediments from the peaks, eroded from the rock there. The swampy land is overgrown with woodlands that carry westward, making up the region of the Hilly Trees. A region that makes up most of what is known as the Blood Coast. Having experienced a cataclysmic event in recent history, leaving the land vacant and uninhabited for quite some time. Allowing nature to reclaim the settlements and towns. Slowly it is being repopulated and settled, no longer inflicted by the Claret Tide. The only place unaffected by this is our home of Philosophia, the capital of science and magic.

 

E’stoce

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Ancient ground, dead-infested dunes, and primordial forests make up the region of E’stoce. By far the largest continent, as well as the hottest. Laying directly on Iter’s equator; allowing much of Vern’s rays to grace the land. This heat and sun provide an array of habitats to form. Two rainforests cradle either side of a desert valley. The mountains that make up the rim of the sandy region. With peaks so high they prevent rain from showering the arid land below. It is even said that only during the Season of Storms does the Carrion Desert even hope to receive a drop of rain. With so many areas to settle, it's no wonder why E’stoce is the native homeland to so many of Dimeta’s people. Primarily home to the Beastfolk. They ruled the ancient lands for eons. Though experiencing invaders, plagues, and seeing countless civilizations rise and fall, much of the region goes unexplored. Though efforts have been attempted, the remains of such efforts litter the Brine Swamp. Where numerous shipwrecks lay sunken by the hidden sandbars and unpredictable tides. 

Fabbionon

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The most recent content to come about on Dimeta, brought on during the event known as The Collision. Once a tropic arcopelical stretch, the chunk of Fey Wilds settled into the ocean floor. The impact raised the land, forming what is known as the Sish Mountains, forever splitting the land in two. Quickly the fey plants took root and the desolate region grew to form dense jungles and magical forests. Æther that spewed from the astral still lingers in the region, slowly decaying into the elements of the region. Since its creation, Fabbionon has played as the heart for Dimeta’s magic. Replacing the naturally occurring flow found within the Vareat' Veen. Fabbionon’s inhabitants, if not natives of the astral realm, are exposed to this high concentration of Æther. This exposure causes mutations in some of the life, forming natural chimeras as well as a new breed of elfs. Horizus and Sulai Range are the oldest parts of the land. The range being left mainly untouched, it is still recovering from the colliding of two worlds. While Horizus became the land of adventure, holding relics from cities lost in the wake of The Collision.

 

Father Lands

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An ancient and breathtakingly beautiful region. The mountainous North feeds the land with cool, glacial waters. The carving streams wind over the rolling hills, making what is known as the River Lands. Temperate and subarctic forests, known as the Vulpines. These enchanted woods rich with Æther are said to conjure up and grow some of the world's deadliest creatures. Natural born chimera roam these parts, being born from the magic that fell here during the event known as The Collision. Homeland to the hominid species known as the dwarves, here they were raised in the cold conditions of the North. Where they built their great civilization. The mineral-rich stones provide riches and wealth that trickles throughout the realm. The most abundant, being the rocky islands of the Arch Ghottz. Where ore veins of precious metals and jewels can be seen within the fjords. Though not even these archipelagos are safe from the magical hybrids that roam the land. The Flattz separate the Fatherlands from the rest of Dimeta’s land, a plateau grassland, fertile with soil and swept by a never-ending gale.

 

Knuck’era

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A landmass was created not by Iter’s own systems, but rather by the fury of a dragon king. With primal breath they burnt a hole to the center of our world, leaving the furious peaks to flood the sea with liquid stone. Cooling over centuries the land now remains as a roost for the remaining dragon brood. Now belonging to them, the land officially falls under the Law of Predation. Meaning without a proper guide, one will fall to the food chain. Being warmed by the mountains that birthed them, the land of Knuck’era is home to many different habitats. From the sandy stones that hold the bones of the dragon king’s mate. To the primeval forests that are drenched by the rolling mists. Iter’s pole cools the southern part. Creating a rolling tundra before one meets a waste.

Northern Ice Waste

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These are the northernmost provinces of Dimeta, a frigid land of danger and beauty. Sheeting Dimeta, the Cap of the World, pushes the earth so far to the sky, it locks the land in an endless winter. Rocky peaks beyond the clouds and is constantly bathed by the heavens above. It purifies the Æther in ways through the sun and the stars as it rains back down onto foothills. Thin air and frozen stone mean only the hardiest can survive here. Those who thrive here are pushed to the true wastes of the north, where frozen sheets of ice stretch across the pole. Ice so ancient and foul, the Æther taints those who call these their home. Those long in its past, the cap did have its explorers. Known as the Road Makers, druids who used their geomancy to bend and mold stone, cutting a trail from East to West. Known as the Druid’s Path, it stands to this day as the only means of traversing the mountainous North. 

 

Southern Ice Waste

Iter’s southern pole is nothing more than ice, but is also as hard as a rock, mimicking the northern Ice Sheets in some sense. However, here the ice is new. Not exposed to whatever dark events occurred in Dimeta’s past. Leaving the Æther unstained and natural. The land freezes over quickly and suddenly, causing the storm waves to grow solid over time. Permanently frozen and with it the land’s own curse. Dead, unsettled and bodiless, who dared challenge the dragon king. They perished, though their spirits were forever bound to the earth, until the end of times. This plagues the region with phantoms and ghosts, haunting the ice for their bodies and ships lie frozen underneath. The huge armada is gone, sunken beneath, and seemingly lost forever. With it treasure and knowledge from a lost era. 

 

Streaddiomar

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The southernmost reach of Dimeta’s landmass, the hilly split peninsulas drift far south into the Froth Sea, where they are forever blanketed in clouds. Often regarded as a safe haven for those who fled the warring capitals of the North. Stredaddimar is considered to be the true melting pot of Iter. Many races of many types call this place home. Founded originally by various tribes of Beastfolk. Over time those who were displaced from conflict came here to settle. The capital of Mindax was soon constructed, the high tower was able to be seen as soon as you enter the borders of the region. Throughout the ages, the land has relatively been unchanged. Those calling Streaddiomar their home chose to maintain the wondrous beauty of the land. No place is this more clear than the Is-zalo. The island’s significance plays a role in multiple Beastfolk folklore. By doing so it is protected and unsettled. Letting nature have it. 

 

Wariindyl

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It is said that thousands of civilizations are buried beneath the land of Wariindyl. Being the birthplace of all hominids as well as their relatives. It is declared the homeland of the Mein, countless cultures came and passed within the region. Leaving behind ruins, crypts, and shrines that dot the landscape. Each is filled with hidden magics and secret knowledge. One of the biggest mysteries revolves around the conflict in the region. Legend says that the fighting between the two capitals is due to the hidden treasure that the land of Nasao’kai holds the remains of the founding family members of both nations. The hidden crypt holds relics and riches from ancient times. As well as a power to control all of Wariindyl. A story that has come to mold the land to what is seen today. One that has left fields of rusted swords and battlement amidst the rolling fields and temperate forests.