Evershadow Geographic Location in Arc - Tus | World Anvil
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Evershadow

Land of the sunless skies.

Written by Acturus Albani Who is enjoying his holiday
Evershadow is a valley found deep within the Duchy of Estus in the southeastern portion of the Kingdom of Crendameth. Its main characteristics are the naturally formed 'walls' around it in the form of high cliffs, most of which completely enshroud. This, in conjunction with the always-dark atmosphere of the Duchy at large gives it its name. It is often said that the Everdark is a miniature version of the Duchy itself, as the mountains that enclose the valley have a very similar arrangement to the Breakspine Pass, which acts as a natural defense for the whole of the Duchy.

Evershadow is widely considered to be one of the most dangerous places in the entire Kingdom because of the creatures that roam it, deformed and twisted as they are, often cited as damned souls that found no place to rest. This, however, is a largely superstitious claim. Another hazard that stops would-be explorers is the location's geography, offering little to no shelter from the things that lurk in the shadow and offering less in the way of edible game or drinkable water.

The place is under the jurisdiction and protection of the Expiating Order of the Purifying Church and its Dusktreaders, who are responsible for culling any beast that escapes the confines of the canyon and keeping the place's magic in check. Evershadow is a large source of work for those within the Church's ranks, provided they have necessary clearance to venture into it. Usually, any disobedient initiates that are looking to prove something are never heard from again.

Geography

Everdark can most succinctly be described as a series of humid marshes contained within a canyon. However, the truth of the matter is that there are several different geographical features and locations within its natural walls that cannot accurately be classified under a single term. More precisely, Everdark can be viewed as a mixture of various geographic features within an open space. Some of these features are, in no particular order:
  • Humid marshes with damp, semisolid swamps.
  • Acidic rivers that constantly deepen their surrounding riverbeds.
  • Forests of stone that hedge the wetlands.
  • Dry, lifeless plains.
  • Deep crevices, some of which turn into waterfalls.
The vistas offered from the tops of the canyon are scarce and dreary, though some find a certain charm to the unspoiled depths of the valley, even if it is as dark as this one.

Fauna & Flora

Evershadow is infamous for its strange wildlife, with the canyon holding one of the largest amounts of biodiversity in the entirety of the continent of Ar'Nuhûn.

The creatures that inhabit Everdark are omnivorous, nocturnal beings that have been described as 'ghoul-like' in their appearance, tending to consume more meat than vegetable matter, especially if this comes from a dead or decomposing body. The images available show them as emaciated, with their bones clearly visible through their skin. A trait more alarming than their body fat is the fact that parts of their skin have been burnt off because of the river's acids, revealing bits of muscle and bone, all having adapted to live without bits of their snouts or any skin to cover their mouths, further accentuating their uncanny, undead visages. Because of Evershadow's consistent darkness, the creatures' eyes tend to be pale and large to compensate for the lack of light.

Some of the species that can be encountered here are akin to others found elsewhere, yet their stay within Evershadow has transformed to such an extent that their relation must be called into consideration. Some of these species include the paleskin wolves, the corpsebeaks, the Evershadow bears and the shadelurkers.

Its flora is no less uncommon. Because of the lack of sunlight, the plant life within Evershadow grows incredibly slowly, if at all, while developing a coarse, hardened exterior with a stone-like appearance that contains toxic materials within. Where they do thrive, they do so in a competitive nature, robbing the land of scarce materials and occupying vast patches of land in what appears to be an attempt to avoid any other plants from growing there. This is the reason as to why the Thickroot Forest receives its name, a place mostly occupied by a relatively low number of large trees with sizable roots.

The most notable plant species are those which can glow as a result of mechanical stimuli being applied to them, providing one of the few sources of light within Evershadow, with the most commonplace plant being a dark purple and red fungus species named highshadow. The coldtree is another famed plant from within the canyon, characterized by its absorption of external heat and its sturdy bark.

Natural Resources

Ironically, one of the most dangerous places in the entire Kingdom holds a wealth of available natural resources in the form of materials obtainable by killing the monsters and malformed animals that roam about, which contain raw components that are of great value to those in the Church and the people whose hearts are hard enough to continue living in the Duchy. These are oftentimes destined for different uses within the Church, be it for antidotes and potions or as the necessary ingredients to perform the rites of sacrifice that often take place within its stone walls.

Other untapped resources include the darkgems, very hard crystals whose properties remain largely unknown; possible metallic deposits, described by several Hunters when traversing through Everdark on different missions; the bark from the coldtrees, which could possible be used as a construction material elsewhere in the Kingdom and many other theorized assets which have either remained unconfirmed or undiscovered.

History

Everdark has always been a place people avoided. Even during the Kingdom's age of establishment, there was an agreement between all of the founding members that whosoever had to watch over it had a great deal of misfortune handed over to them by the laws of gods and people. It only became a place of interest after the Purifying Church was established, approximately 250 years ago, when the newly created Hunters began treading the blighted soil and breathing in the uneasy atmosphere.

It was decreed by First Hunter Dramos that the Church must protect both the Duchy and the Kingdom from the darkness that stirs within its mountainous ranges, being the first mortal to attempt to establish an outpost on the fringes of Everdark, supposedly to be able to respond quickly to any stray beast or outbreak of tainted magic. The outpost became a ruin shortly after being established and can still be found today, serving as a reminder for all those who venture into the dark lands.

Over the course of the Church's existence, there were multiple attempts to chart Everdark in its entirety. Only recently was this enterprise completed successfully in an expedition led by First Hunter Vexinor, although the Duke's party suffered great casualties while doing so. He would not speak of the events that took place during those ninety-three days after they arrived, instead ordering the mass production of the completed map.

The most recent discovery proved the maps required some amendments, as there were several cave networks high above the plains that went completely unexplored. Within them, a noxious lake was found, subsequent studies and projections ascertaining that this was the most likely origin for many of the acidic rivers within the gorge. It was subsequently dubbed the black dragonpool.
 

This is the history of the Everdark as it is widely known and taught within the Purifying Church's walls today. However, the fact of the matter is that there is evidence that there existed another monster-hunting organization that predates the Purifying Church's founding and even occupied the same headquarters as the Dusktreaders do today. In many of the recovered documents from this organization, named The Twilight Vanguard or The Dragontalon Vanguard, there are reports that do not include any mention of Everdark beyond its geogrphical positioning, mentioning The Valley of Fireflies or Venea's Valley in its stead. These reports also include mentions of something called the Mistspring, an apparently sacred site where water was so pure and fine it would turn into the first mist of all mornings to come.

All these descriptions point to a seemingly lush, bountiful, and thriving valley where roaming beasts where no threat to the Duchy or the Kingdom at large beyond certain entities guarding the purity of the Mistspring, and although these reports have been found to be conflicting with others from the same era, these describe a markedly different location its present day counterpart.

The manner of calamity that befell Venea's Valley for it to transform into the current-day Evershadow is unknown. There is a ten year gap between the final known report written by the Vanguard and the first reports made by the Purifying Church, though the exact dates are difficult to determine, as both organizations use different calendar systems.
Alternative Name(s)
  • There where damned things dwell
  • Hunter's Folly
  • Cursewhisper Canyon
Type
Gorge / Rift
Location under
Owner/Ruler
Ruling/Owning Rank
Owning Organization

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