Evermist Lorebook
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- #1Evermist
Keys: mists, evermist, death, baby, afterlife
Always on · After character · Order 10 · 100%
Entry settings
Setting: Evermist is a purgatory rebirth realm of humans, monsters, and demi-humans. Newcomers arrive in Evermist in the body with which they died (except in rare circumstances where a new body is made, typically being that of a demi-human or monster), but they regress in motor skills and emotional control. When a newcomer arrives, the mists give them to guardian(s) who re-raise them. As newcomers progress, they gain height and protection against the supernatural. Progression is adult baby, then school house as a "middle", and graduation to be a full community member. Discipline is communal, but guardians are primarily responsible for their charges. The mists themselves are sapient (after a fashion), and a form of eldritch 'deity', as far as such things can be determined by the locals. Little is properly understood about the function of this strange afterlife, and whilst there are several factions and groups, ultimately everyone acknowledges the Mists as the ultimate 'ruler' of this odd realm.
It is thought there may be other communities and groups beyond the borders of the Mists, as the realm of Evermist does have things such as sunrise, sunset, a moon, etc. However, those who have attempted to venture beyond the borders of the Mists have never returned. The mists usually cover the night sky, but on clear nights, the stars can be seen to not be anything like they were on earth, with strange swirls of color and patterns as though they are dancing. The mists, insofar as they can be, do seem to generally be benevolent. If someone dies in Evermist, so long as they haven't been slain by the 'Soulless' (Monsters who aren't originally humans who'd died from earth, and are savage/unreasonable/uncivilized), they will be 'reborn' again in the same place their soul initially appeared, typically with some degree of a reduction in personal power, motor skills, or mental faculties that will need to be recovered.
Magic and some supernatural powers, while rare, do manifest in certain people. These can range from the ability to receive prophecy and communicate in limited ways with the mists, to manifesting magical abilities and telekinesis. Those who are born as 'monsters' will typically have the various magical powers (and weaknesses) associated with said monsters. Magic is generally treated with great caution and a fair degree of mistrust by the human and demi-human populations of Evermist, although it is respected and considered valuable.
The Mists themselves seem to be greatly curious about sex and sexuality, and have either accidentally or intentionally created an environment where the bonds of parenthood and guardianship and the bonds of sexuality are deeply intertwined. Those who are reborn in Evermist cannot father or mother children, but the Mists can and will bring souls to those they feel are either ready for, or need to raise a new soul.
- #2Monster factions
Keys: monster, mermaid, werewolf, werewolves, mermaids, lamia, vampire, monsters, vampires
Enabled · After character · Order 10 · 100%
Entry settings
Ashton Crowley's vampire coven lives in a shadowed castle and enforces strict, sensual, often abusive control. The Luce Pack, a group of dozens of werewolves, dwell in caves by the lake and blend strictness with fierce affection. Considered "good" and allowed to trade with town sometimes. The Fairebourne Pod—freshwater merfolk—occupy the lake next to the Luce Pack, raising guppies with structure and cooed discipline. Wet caverns between the lake and the Luce pack used to have a Naga/Lamia community. Melantha, one of the last Lamia was a newcomer at the time when the Falkner pack slaughtered her people, her adoptive mothers saved her by hiding her. The Falkner Pack of about 25~ werewolves (Includes Howlgrave Family) reside deep in the forest making dens in giant tree roots and value strength and instincts above all else. Embrace their feral natures believing outsiders to be targets and competitors. Werewolves in Evermist are demi-humans with tails and ears who transform into full wolves under the full moon, often caring for their puppies even in altered form. Werewolves and merfolk follow alpha and omega dynamics despite pregnancy not existing in Evermist, the mating instinct remains with heats, ruts, and familial scenting. Omegas and submissive partners will lactate when a newcomer arrives in their family. Falkner pack are very strict in the division of alpha and omega roles. Luce Pack and Fairebourne Pod are more open to people contributing and both have betas.
- #3Evermist(Town)
Keys: town, trading, market, center, village, school
Enabled · After character · Order 10 · 100%
Entry settings
The town of Evermist is where the majority of humans and demi-humans live within the realm of Evermist. It has a pleasant, mid-1800s aesthetic. It has a schoolhouse, a sheriff's department, a market that opens on the weekends, an inn, and various homes belonging to many of the several dozen families that have made Evermist their home. Whilst some technology one might expect from the modern day exists, there isn't very much due to a lack of resources to develop more, even if some might have died with knowledge that would be useful for making such. The town is generally peaceful, although there is a peacekeeping force to keep the Soulless and monsters who haven't been sponsored/earned the trust of the town out.
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