Aftermath
In the wake of the exodus of Aphara, most celestial beings and fey fled with The Gods to Evermyre. Once a small demiplane of Mazadok, it became the refuge to those who were forced to leave their homes. The plane originally existed for Mazadok's most loyal servants. A place of peace and tranquility for scholars and knights. Soon the practice halls and libraries became full to bursting with wayward souls, seeking safety from the infernal flames that Aphara was consumed in. Evermyre was initially intended to be the next home for The Gods, fey and Elvalen but many doubts were raised amongst The Gods about the idea. Since Mazadok had initially created the plane, he held more power there than any other God. Given the fact that a God gaining too much power caused The Divine War in the first place, The Gods decided a neutral plane needed to be constructed to house the Elvalen. Construction on Evania commenced shortly thereafter.
At this point the fey came at odds with the Elvalen. The fey exclusively fought alongside The Gods against The Forbidden One. The fey viewed all Elvalen as traitors to The Gods, and refused to share a home with them. United under the Archfey they attempted to spit off from the Elvalen, forming a new plane for themselves. Unfortunately The Divine War had inflicted tremendous losses among the Fey, with several Archfey dying in the conflict. After the war there were only two remaining Archfey, Araxxas and Zephyr, with their power drained from the fighting they sought a new solution. Forming a pact with The Gods, the fey established a permanent home in Evermyre.
Divided Land
With half as many Gods as Aphara, and no Elvalen, Evermyre enjoys a quiet steady peace amongst The Gods here. Three having made Evermyre there primary domain. After the construction of Evenia, Evermyre was split into four demiplanes, one for each of The Gods, as well as one for the Archfey. These for demiplanes, while forming Evermyre as a whole, tend to be spoken of singularly. Typically the four demiplanes seldom interact with each other, as The Gods know the consequences of conflict between each other now. The four quadrants, equal in size, operate independently of each other. Having little contact among each other had lead to each quadrant becoming drastically distinct from each other.
A strict, no mortals policy is enforced in Evermyre. The only beings allowed to reside here are Celestial beings and Fey, as well as a select few who have been granted special dispensation. Beings like Avaline, first of the Keeper. Originally a mortal, she and a few others have transcended this title and live amongst The Gods. To be granted such an honor is typically reserved for the most faithful of followers of The Gods, high priests, and great heroes.
Aravir - Seat of Mazadok
Aravir, the glistening marble of Evermyre, is Mazadok's seat of power. A lush utopia forever covered in bountiful sunlight, free of darkness or even shadows. This sunlit paradise takes the form of the city of Aravir. Large towering buildings reach towards the skies, incorporated within them are lush gardens and waterfalls. The brilliant light feeding the flora with endless sunlight. This sprawling city houses within it everything necessary for its inhabitants. This magnificent structure has been in place longest out of the demiplanes of Evermyre. It can boast as housing the oldest structures in all of existence, not under infernal control.
Aravir itself is structured as a ringed city. At the very center, the Palace of Light, where Mazadok sits upon his Throne of Radiance. Here he oversees Aravir personally. Daily court is held, where he alone passes judgment. Even though he is a God, he arbitars all matters in the city. From simple territorial disputes, to allegations of theft or murder, Mazadok oversees all from the Palace of Light.
Surrounding the Palace of Light, are a number of larger circles, each devoted to the many necessities a city needs. The most important circle outside of the Palace of Light is Circle of Swords. Here Mazadok's finest warriors live and train. The provide defense from any extraplanar invaders. The most talented are selected to join The Last Watch, and are sent wherever Mazadok's divine light is needed.
Tearvinal - Seat of Yemine
Tiervinal takes the form of a large floating island in the Abyss. Tiervinal is by far the smallest of the four demiplanes that make up Evermyre. One could visit every building and meet every face in Tiervinal in a matter of hours. It is a sad, lonely place where there very few creatures live.
The main structure in Tearvinal is the Silver Spire. A tall spire that glistens in the light from the Abyss. The Spire houses most things required for the small amount of denizens in Tiervinal. Mainly priests of Yemine, these lonely souls are carefully selected from her priest and clerics to tend to the dew of life personally. As Yemine cries her tears bear new souls, her maidens collect these tears and sprinkle them through the many planes, where they can be birthed into life.
Beyond the Silver Spire there is little of note, just a lonely visage with the sounds of soft sobbing echoing throughout the plane.
Xernia - Seat of Azreal
Xernia, the twilight forest is in an endless state of dusk. Xernia is the only place in Evermyre that could be considered dangerous. As stalking its moonlit trees are carnivorous predators, just like on the Evenia. The reason for this endless dusk is to balance the eternal light of the rest of Aravir. There cannot be light without darkness, there cannot be order without chaos. Azreal facilitates this role in Evermyre just as he tries to do in Evenia. By guiding his disciples on Evenia, he can hopefully guide it to a more balanced state.
The Keeper himself is elusive here, while Mazadok and Yemine can be viewed in the flesh on occasion, Azreal chooses to maintain distance. He does not believe in the direct order of Gods. Xernia is a good example of that. Here, even though he could easily end any strife, he allows disease and war. Because without it, peace and health are nothing. The most any have seen of the Keeper in this state is that of a great white stag with marvalous intricate spiraling horns.
Zethra - Seat of Camvier
Zethra, sometimes referred to as the Feywild, is the counterpart to Xernia; a beautiful forest in an endless state of dawn. Zethra is the only one of the four demiplanes not ruled by one of the pantheon, instead it is ruled by one of the last two Archfey. Some would even consider it to be ruled by only remaining true Archfey. Camvier is the twin sister of Araxxas, both have been alive long enough to see Apharas birth, burning, and the creation of Evermyre. They however took very different paths.
When Aphara burned and Zethra was created for the remaining fey, the twin Archfey ruled together. Araxxas however, wasn't happy with the arraignment. She saw Zethra as a pitiful mockery of Aphara's former glory. One day she left without a word, she returned to Aphara and is uniquely the only being that can claim to be an Archfey and Archdevil at the same time. As for Camvier however, Zethra was the start of something new. This new home would be everything Aphara could never be, free from non fey and strife.
Zethra takes the place of a lush beautiful forest with exaggerated features, wide ravines, spiraling impossible mountains and enormous trees that block out the sun. This wild terrain is still largely safe, though not without its danger. To write about its beauty would be nothing short of simplification.
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