Evenacht: The Evening Lands (eh-ven-akt)
(for the interactive map, see here)
Lorgan the Hardworking In this Research Document:
by Shade Melodique
unless otherwise stated
The Evenacht
History
orig by Gianluca Grisenti, Pexels
Landscape
The Continents
The Evenacht contains lush forests, wide plains, tall mountains, deep seas, snowy expanses and everything in between. The lack of intense sunlight does not inhibit plant or animal growth because both receive nutrition from ryiam, the magic in mist, and millions of diverse species live here.-
Fading Light
Fading Light, named for the act of dying, is considered the center of the Evenacht since the Evengates are there. Plains are found to the northwest and southeast, with thick forests and mountains in the interior. It houses Nymphmeer, the largest of the giant lakes, and the Crescentshine Mountains, the tallest of the mountain chains. It connects to the Voidlands, of which little is known. -
Uka's Lament
Uka's Lament is the southernmost continent. Named after the Keel syimlin of Protection, it is a wilder land than Fading Light. The northern parts are dry, with the Snake's Den on the Snake's Head Peninsula being the driest. The lush Elfiniti Rainforest inhabits the lower middle, where the giant lake Dryanthium is located. The southwest is volcanic and continually growing. The Lament houses the Evenacht's largest desert, largest volcano, and largest rainforest. -
The Quiet
The Quiet is named after the absence of senses after death. It rests northeast of Fading Light, and is the smallest continent. It is split nearly in half, with the west being drier plains and the east being lush, temperate rainforest. It's also associated with the Healer because most of the Evenacht's supply of healing plants is grown there. Why is it called the Quiet? I personally think it's because the oldest populations of spirits reside there, so it's considered a bit more 'settled'.
Islands
There are three major island groups in the Evenacht; The Windtwist Islands, found between Fading Light and Uka's Lament, the Ulven Islands west of the Snake's Head, and the Split, which are west of southern Uka's Lament.-
The Windtwist Islands
The Windtwists are named for the cold-season winds that batter the islands and make sea travel dangerous. They receive a lot of rain, so lush forests are the primary landscape feature. The Grace of Nem Hala, a large Windtwist Island, houses the temple to Weather and may be the oldest surviving ghostly structure in the Evenacht. -
The Ulven Islands
The Ulven Islands are named for Nature, as one of her favorite animal forms is an ulven (canine aspect). The islands nearest the Snake's Head Peninsula are dry and desert-y, but those further south receive more rain, so are heavy in grasslands with a few scattered forests. Of all the island chains, Ulven has the most farmland, most of which is used to feed domesticated herds of sheef. -
The Split
The Split used to be part of the Ulven Islands, but a conflict over fishing rights between the naiazine and the begestern grabbed the Beast's attention. He 'split' the islands and ordered the begestern to inhabit the Split, while the navosine were kicked to the Ulven. After the Beast's demise, the two umbrareign intersettled again, but the Split's name remains. It has the best ocean fishing opportunities in the Evenacht.
Expanses
The two Fading Light expanses, the Sunderlands and the Voidlands, are the harshest environments in the Evenacht.-
The Sunderlands
The Sunderlands were once attached to Fading Light and known for their tropical climate and beautiful beaches. The Beast disliked the rebellious nature of the scholar-leaders there, and destroyed the connecting landbridge before sending the landscape into a continuous-snow state. While beings still reside there, it's an environment of deep cold and fierce winds. -
The Voidlands
The Voidlands are a no-land. Even for the umbrareign, the environment is inhospitable; dry, no mist, continually windy so few plants grow there, over-hot in the day and freezing at night. Most beings assume its purpose is to be the place where ghosts travel to meet the Final Death, and only a handful of intrepid souls attempt to traverse it. The religious claim the Voidlands are a barrier between the Evenacht and another evening land, which explains the harshness of the environment; death deities are not keen on much travel between their demesnes. The mumosine peoples of the Scorn and Ambermint run trade caravans through the Voidlands, with the purpose to bring correspondence from other evening lands (not all families resided on Talis, after all, and in death, they entered the lands of death associated with their current home. If these ghosts wish to keep track of relatives in other lands, they must do so through letters). While dangerous, I'm told the pay is more than adequate compensation for the risk.
by Daniel M, Adobe Stock
by Quang Nguyen Vinh, Pexels
orig by Tom Fisk, Pexels
Waterscape
Winds
orig by drew, Adobe Stock
Mist
orig by schame87, Adobe Stock
Lorgan's Notes: Greenglimmer
What I like about this well-done poetic article is how the myths of the world have been interwoven with geography.
Thank you! Glad you enjoyed it :)