Overview
Everdusk lies hidden within the shadowed canopy of the Gloom Wood, a realm where twilight lingers and moonlight filters through endless leaves. For four millennia, the Wood Elves have dwelled here, descendants of the wandering Dark Elves and kin to the radiant Sun Elves. Unlike their cousins, they forsook stone and fire, choosing instead to weave their lives into the living forest. Their homes are not built upon the land but within it—lofty halls among branches, rope bridges spanning treetop to treetop, and platforms where the green canopy serves as both roof and sky.
Foreigners who wander the Gloom Wood seldom reach Everdusk unbidden—its paths are treacherous and patrols of silent rangers keep a watchful eye. Guests are guided blindfolded until they reach the Moon-Bridge, the ceremonial entrance into Everdusk. Hospitality is offered with caution: visitors are expected to show reverence for the forest and to harm no living thing under its canopy. Those who come in peace may be shown wonders; those who betray the forest’s trust are never seen again.
Districts & Ways
- Lantern Quarter — markets, guild halls, canal stairs.
- Gloam Ward — shrines, scriptoriums, fog gardens.
- River Gate — ferries, pilings, tide-ledger keep.
Peoples & Customs
- Pilgrims arrive at dusk; processions with glass-lanterns & night-bloom garlands.
- Tolling hours: work by bell, bargains by oath-light.
- Guest-right at waterside inns; whisper-singers in the fog.
“In Everdusk, the light is a promise. Keep it.”
— Keeper at the Canal Stairs
Economy & Trade
- Lanterncraft, stained glass, night-dyes, marsh-herbs, river freight.
- Ferry tariffs & pilgrimage stipends; canal maintenance charters.
- Seasonal fair at last light; oath-lit auctions.
Threats & Hazards
- Fog-theft along back canals; will-o’-lantern lures after bells.
- Marsh surge + spring tides; silting of old channels.
- Rival rites over eclipse omens; lantern-sigil disputes.