Máveta
Geography
The Veil Realm has rocky hills, windy rivers, and twisted woods, but all of them feel slightly distorted, like memories of real places.
Terrain: Rolling, rocky hills with olive‑tinted stone (a faint echo of Síenvel bone). Cracks and ravines where aurora‑light pools like mist. High, wind‑carved outcrops used by spirits as watchpoints.
Water: Narrow, winding rivers that braid through the landscape. They are constantly shifting their banks following invisible memories. Pools that reflect not the sky overhead, but past scenes from a Síenvel’s life when they gaze in.
Forests: Twisted woods with trunks that lean together like whispering figures. Most trees grow in clustered stands, forming half‑tunnels of branches and shadow. Forests often form near places where many Síenvel died together. They could be from battlefields, ruined settlements, or crossings.
Views & Natural Beauty: Horizons are misty as distances look closer or farther than they are. The sky is azure color twilight streaked with colorful auroras. From hilltops to find rivers of light in the sky and rivers of shadow below.
Ecosystem
The Veil Realm’s ecosystem is half physical, half spiritual, sustained by the presence of Síenvel spirits and Cwen’s primal zíno.
Interaction with Environment: Flora and beasts respond more to will, resolve, and emotional weight than to simple sunlight or warmth. Places where many strong‑willed spirits gather become more solid and stable. The paths stay fixed, trees stop shifting, stones feel heavier. Places of great grief, regret, or broken oaths become unstable.
Spiritual Ecology: Máveta feeds on endurance and quiet courage, mirroring the Síenvel’s sacrifice‑based myth. Some groves and hills become anchored to certain lineages or clans. Their fallen tend to gather there instinctively.
Ecosystem Cycles
The Veil Realm follows Cycles of Memory and Resolve.
Cycle of Still Roots: Spirits are calm, resigned, or resting. Winds are low, rivers run smoother, and even the nocturnal beasts move softly. Good time for quiet remembrance, counsel from Deeproot spirits, and peaceful wandering.
Cycle of Stirring Storms: New deaths, broken bonds, or great changes among the living Síenvel stir the Máveta. Rivers grow louder; auroras intensify; nocturnal beasts roam more boldly. Trails shift more often; some areas become hard to navigate.
Cycle of Returning Leaves: Old memories resurface by unresolved matters. Special flora awakens by showing visions to those who touch them. Spirits may feel drawn to certain sites tied to their life: old battlegrounds, ancestral trees, or symbolic landmarks. Beasts respond to these cycles by migrating along memory-rich rivers, hibernating in quiet groves, or intensifying hunts when emotional currents run strong.
Localized Phenomena
The distinct natural phenomena to the Veil Realm:
1. Tasteless Sustenance
All food and drinks that were grown or hunted tastes flat and faintly stale. It never rots quickly as it never brings joy to only sustain. For Síenvel spirits, this is a reminder: this is not home, only a resting ground.
2. Perpetual Auroras
The sky is always woven with auroras of silver, violet, and blue. These lights are the visible flow of Cwen’s zíno maintain the realm and binding scattered spirits. Auroras respond to Síenvel emotions: Brighten with courage, loyalty, and resolve. Flicker or dim with shame, rage, or broken bonds.
3. Spiritual Places
Areas where the ground lightly repeats footsteps, sword‑clashes, or voices from past battles. Síenvel warriors often come here to remember their days or to let go of old burdens.
Climate
The Veil Realm always feels like a cold evening even its no true cold.
Temperature & Feel: The air is cool, never burning hot or deeply freezing. To the living, it feels colder than it is because of an inner unease. The constant half-light keeps circadian rhythms strange: it is easy to lose track of time.
Weather: Soft, chilling winds that carry faint whispers of emotions. Fine, drifting mists that blur distance and muffle sound. Rare memory storms which are gusts of wind that bring flashes of past scenes to any spirit caught outside. Síenvel had in life ran cool now with the realm being cool suffers.
Fauna & Flora
Flora: Shade-trees with dark trunks and pale, cool‑toned leaves. Lightning-bark trees whose veins faintly glow like Síenvel lightning markings, especially near clusters of fallen warriors. Fearless aqua grass short, dense doesn’t bend easily. The grass symbolizes the unyielding Síenvel. Memory-blooms that open only during the Cycle of Returning Leaves, showing brief images of a spirit’s past when touched. Flora grows best in temperate, misty pockets, opposite to what Síenvel prefer climate in life.
Fauna: Most beasts are nocturnal or active in dim light, with reflective eyes that catch aurora‑glow. Some are emotion-feeders: instead of flesh, they drink in fear, doubt, or courage, calming or agitating spirits. Silent, vexras that trail Síenvel who are restless or angry, nudging them toward resolution or acceptance. Loxies spirits that carry faint echoes of songs, vows, or battle cries through the air. They are part of the natural afterlife ecology of Síenvel spirits.
Natural Resources
The Veil Realm is not rich in material wealth for the living, but it offers symbolic and spiritual resources important to Síenvel.
Spirit Stones: Olive‑hued stone that holds echoes of spoken words and oaths. Can be carved into memorial markers, oath-stones, or guides for wandering spirits.
Wither Wood & Shade Timber: Pale, brittle deadwood used in ritual fires that burn with low, colorless flame. Fires warm the spirit, not the body—used in rites for Life Day remembrance and Fading ceremonies.
Veil Water: Water from certain rivers or springs that can be used in ritual washing of grief by spirit‑walkers. Said to briefly let a living Síenvel sense the presence of their fallen kin.
Aurora Threads (rare): Condensed strands of aurora light that sometimes settle on hilltops. Used symbolically in high rituals honoring Cwen, or in rare artifacts tied to endurance and courage.
History
Nala, Divine Cwen made the realm habitable for the elfins' fallen souls. She used her magh once more to give life to their souls. There was a portal linking Maveth and Falade but decided to close it for Kumori souls to be safe.
Tourism
The Veil Realm is not a normal visiting place for the living. It is sacred, solemn, and approached with great caution.
How the Síenvel view it: A place of rest and reflection, not punishment. A realm where their sacrifice and endurance are recognized and held safe. Deeply tied to their Life Day, Fading, and Cwen-honoring traditions.
Who visits while alive: Elders in ritual trances seeking counsel from fallen kin. Guardians or guides escort a troubled spirit or witness an omen. Rarely, those from Vendel Circle, Conclave, or Argath with the authority and knowledge to walk its paths.
What They Seek There: Guidance from Fallenleaf and Deeproot ancestors. Closure for broken bonds, or the settling of old disputes. Signs from Cwen by changes in auroras, movement of echo-stones, or unusual beasts.
Where They Stay: No inns or common lodgings. They rest in stone circles, under wither-wood canopies, or in carved hill-chambers shaped over time by Síenvel spirits. Stays are brief; remaining too long risks loosening the living spirit’s tie to its body.
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