Evenacht Glossary
Evenacht
Land of the Dead for most of the peoples on the continent of Talis; most closely associated with the Keels. Also referred to as an evening land. Despite the name, living beings also inhabit it.
People
Snake's Den
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VantraOur intrepid hero. In life, she was the daughter of a Ga Son High Priestess. In death, she is a Finder acolyte.
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LakenOur intrepid hero2. In life, he was a brutal ship's captain who fought in one of the many wars between the Gaithen and the Keels. In death, he is a head sitting in the Fields of the Unredeemed, waiting for Redemption.
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DowlManager of the Joyful Caravan.
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Drowned DoughPirate in life, pirate re-enactment provider in the afterlife. Founder of Merdia.
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Dychala (die-sha-la)Finder. An acolyte of Nolaris.
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JheekaFinder. She resents Nolaris, and tends to Redeem Condemned without much Finder support.
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KattaAncient ghost. Co-owner of the Joyful Caravan and an acolyte of Darkness.
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KenoseraNevemere nomad from the dor-caroud family. He seeks to leave the Snake's Head Peninsula.
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Kjaelle (shale)Skeptic. She exposes scam artists. An acolyte of Darkness.
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LorganEx-Finder scholar who failed to Redeem Laken. Now helps Vantra in her endeavor.
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MeraDriver for the Joyful Caravan.
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MoragarayGhostly follower of Rezenarza.
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NolarisSage in the Finder organization. A man who has many Finder acolytes, including Vantra. He very much believes that he is the ultimate authority for their concerns.
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OublietteRezenarza's high priestess. She joined him in the Evenacht while still alive.
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QiraAncient ghost. Nicknamed Red by Kjaelle. Co-owner of the Joyful Caravan and acolyte of Light.
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TallyDriver for the Joyful caravan.
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TemmisereGhostly follower of Rezenarza.
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TieronFinder who cares for the heads in the Fields. He yearns to be a famous Finder, but is cowardly enough to never Redeem a Condemned.
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VeshDriver for the Joyful Caravan.
Greenglimmer
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Anmidorakj (ann-me-door-ash)Greenglimmer administrator.
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Hrivasine (rive-ah-seen)Head Councilor, Selaserat.
Deities
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SyimlinDeities. While other cultures call them different names and titles, the term Syimlin comes from the Keels. There are Greater Syimlin and regular Syimlin. Greater Syimlin are more powerful, and regular Syimlin look to them for leadership. Syimlin, for the most part, were once mortals who transcended into godhood through various means.
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ArstetWater.
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Daquio MistarkMoon.
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Erse ParrDeath. A contradiction: a living Death.
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Gapp KeoboEarth.
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Ga SonSun.
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Maed EnneFauna/Nature.
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Nem HalaWeather.
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RezenarzaPrevious Darkness. He lost his mantle to Veer Tul, and wishes for nothing more than revenge.
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TalisLight.
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UkaProtectress.
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Veer TulDarkness.
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ZibwaHealer.
Places
Snake's Den
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Death's ArchTall, stately gate marking the Evenlands proper. The greeters of newly dead are stationed there.
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Elden Fieldsfields where the very old heads who have not been Redeemed for centuries lay. Some had Finders attempt to Redeem them, fail, and return their heads to the fields.
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EvengatesGates leading to the land of the dead.
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EveningCapital of the Evenacht.
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Fields of the UnRedeemedthe place between the Evengates and Death's Arch that houses the heads of the Condemned.
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Keeper of the GatesOne of two guards posted at the Evengates to keep the dead in and the living out. Are the same creatures as the Beast, who was Death before Erse Parr.
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MerdiaPirate-founded town on the Gulf of Teeth. Pirate battle re-enactments take place there.
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Passage RoadThe road leading from the Evengates to the Evenlands proper, through the Fields of the Unredeemed. Ends at Death's Arch.
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Seat of AdjucationThe room where Erse Parr passes Judgement on the dead.
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Snake's DenWestern part of the Snake's Head Peninsula. Refers to both the region and the Snake's Den Ruin.
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Snake's Den RuinLarge ruin in the Snake's Den. Where the Snake lives.
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Snake's Head PeninsulaDesert region, to the far north of Uka's Lament. Also referred to as the Snake's Head.
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The TunnelLeads the dead to the Seat of Adjucation. While traversing it, they experience their life anew, all the happiness, all the pain.
Greenglimmer
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Fekj (Fesh)Town on the Dryanflow.
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Selaserat (sell-ass-er-aht)Capital of Greenglimmer.
Terms
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CandidateAn Unredeemed who is ready to be Redeemed.
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CondemnedThose whose villany is so great, they are rent limb from limb by Erse Parr and their head is sent to the Fields of the Unredeemed. Their limbs and torso are scattered across the Evenlands.
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ChosenThe head Finders choose to Redeem.
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FindersSanctioned to Redeem the Unredeemed/Condemned. They are led by the Hallowed Collective in Evening.
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IntonerSomeone who uses ritual phrases to create magic. Almost all magic practitioners in the Evenacht begin as an intoner, because it is the simplest way to focus intent. This is why organizations like the Finders use ritual phrases in their Redemption work.
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RedeemedThose Condemned who have found all parts of their body. They now live among the rest of the deceased. Unless one knows their history, there is no distinction between them and a non-Condemned spirit.
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RedemptionThe ultimate goal of the Condmened. Also refers to the dangerous journey the Finder takes to Redeem their Chosen.
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ResearchersThey work in various Finder Libraries. They help the Finders chose who next to Redeem, and give aid in finding places to Search.
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SageA general term for magic practitioner in the Evenacht. Co-opted by the Finders, it is used as a high rank signifier for the magically-gifted. Only sages within the Finder organization are officially tasked with training new acolytes.
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SearchThe act in which the Finder searches for the body parts of their Chosen.
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SpiritestiStill-living, Evenacht native magic practitioners who specialize in Touch magic.
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UnRedeemedThose in the Fields of the UnRedeemed, waiting Redemption. All are heads that lay on the ground until a Finder Chooses them. Also called Condemned.
Choice
The act of a Finder choosing a Candidate.
Things
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TouchThe magical way spirits manipulate their essence to interact with the Evenacht and other ghosts around them. The Touch comes in many forms, but there are three main ones.
- Ethereal energy, which is the main form of a spirit. In this form, spirits are transparent and can pass through objects
- Physical, where the spirit uses their energy to solidify so they can do things like interact with the native residents of the Evenlands, or participate in missed living events like bathing or painting, etc
- Mental energy, which is magic. Magic is the most difficult to learn, and many ghosts never do. It is a different way of interacting with their environment than they are accustomed to, and they give up rather than indulge in the years of practice it requires. Those that master it have elevated status among the dead, no matter the original culture, and are given the opportunity to serve in the Hallowed Collective
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