Deserters:
Deserters are the hybrid race of Nevermore. They are a mix of both vampire and human, which is usually evident on their appearance. Deserters have the basic necessities a vampire should possess. Such as fangs, claws, ashen or pallid skin, glowing eyes, and elongated ears. Unlike vampires, deserters are capable of staying in the sun, as long as their skin isn't directly exposed to the sun's rays and they have a hat of hood shielding their head. They have a bloodlust like their vampire counterparts, yet are capable of consuming human food if there is no blood to be found. They cannot survive on human food for long however and need to resort to somehow finding blood without alerting the public. This causes some deserters to resort to killing, giving the majority of the public another reason to detest their existence.
Vampires:
"Pure" vampires appear more monstrous and have qualities that make them appear more bat-like. They could walk on their legs, like the deserters, and they could also fly using their wings. They require a diet based strictly on the blood of humans or other large mammals. They are also more effective when the evening begins. When the sun goes down, they are able to step out from their keep without being burned. They can see in the dark, and use their ears to detect anyone attempting to sneak up on them.
Aethertowne:
Aethertowne was one of the first settlements which were rebuilt after Nevermore was founded. It has certainly seen its fair share of bloodshed and is one of the most dangerous villages to reside in. The people there are either deranged or haven't got enough money to move out of the area and who could blame them? The ferry ride across the river separating Aethertowne from Gizdale is too overpriced and run by shady business owners. Taking the risk of running through the thick forest is known to be a death wish. The monsters left residing there have ransacked the village too many times and caused the roads leading to it to be unfit for travel.
Blackhallow:
A rundown abandoned village sits near the edge of Dead Man's Forest. Not many humans travel that far east. Most of them had fled towards the west when the vampire attacks were beginning to get more frequent. Nowadays, the only inhabitants of Blackhallow are Deserters. Those that didn't have enough resources to make it into Crawford are hidden away in the rundown buildings.
Coaltown:
Coaltown is a smog filled, rat-infested industrial city. Many people choose to reside here due to the constant demand for work in the mines. There were rumors going around of expensive jewels being found in the mines of Coaltown, you just had to be lucky enough to find them and you were to keep whatever you found. Most people saw this as corporate propaganda, yet, that didn't stop most of the poorer families of Everelden to move into the city, exposing themselves to possible respiratory issues just for the slight chance of obtaining riches.
Crawford: Much like Blackhallow, Crawford was once a stunning village before it got ransacked by a vampire attack. Most of its human inhabitants had left, giving up hope on rebuilding the once prosperous village, though some have remained in hopes of rebuilding. Most of the area is now filled with Deserters. Those lucky enough to have some money on them from their human parent were gladly accepted into the town whereas the rest were sent to reside in Blackhallow. The human residents saw that the more money they were able to make from the deserters was more money spent to rebuild the village and gain respect from the other prosperous towns.
Gizdale: Gizdale is a town where the residents who couldn't afford to live within the walls of Nevermore reside. Even though they live outside the wall, Gizdale is still a prosperous town. They have some of Nevermore's technological inventions. Such as steam trains and older models of steambots, which could usually be seen running storefronts for owners that could afford them. Gizdale is also known for its shopping district, which usually consists of popular potions, food, and clothing.
Grimeton: Grimeton was meant to be a popular shipping port like Vexhaven or Snowfell, but the city port fell on harsh times due to poor management. The human workers were underpaid and worked to the bone for some money, only to be cheated out of it. The "corporation" running the shipping company left and Grimeton fell into despair, becoming a low-income city. Some streets were flooded with sewer waste and most of the waters were unfit for fishing due to pollution. The people there had to use rowboats to go farther out into the waters to fish, which was dangerous due to the currents. The people would usually attempt to forage the forests above them in search of wild deer or birds. Disease spreads easily throughout the city which caused most of its population to die and travelers to become hesitant to visit the land. Sometimes Vexhaven ships would come by to split food rations and medicine, but it usually wasn't enough since most of the food was used to feed their guardsmen.
Grimeton Cemetery:
The cemetery takes up most of the space surrounding Grimeton and it's one of the first sites you would see before approaching the city.
Ironworth: Like Coaltown, Ironworth's major export is iron. In fact, the city and gates surrounding it are made of iron. The city relies heavily on their assembly line and uses children to help package the iron in crates for shipment. While the men and women of the city work in smelting the iron ore int to bars. Both are difficult labor jobs and accidents are bound to happen in at least one of the many factories in the city. There is little time for schoolwork and most of the children in Ironworth aren't capable of reading. There are very few shopping areas in Ironworth. Maybe a couple family-owned restaurants, some soup kitchens, and maybe one clothing stall that opens shop on weekends. Otherwise, the area is mostly made up of apartment complexes and factories.
Ivorymourne: A simple farm village ran by people who would much rather do things the old fashioned way. The farmers of Ivorymourne choose to not own any of the fancy gadgets that come out of Rosewood and would much rather live an average lifestyle the way their ancestors were before the war on vampires. There are several family-owned stalls that usually open during the market season when the farmers sell their resources. Since the village isn't as well protected by a large wall, they are constantly attacked by both monsters and vampires. Some guardsmen have been stationed here but the attacks are starting to become more frequent.
Millwall:
Millwall is an average village that resides near the Eastern Watchtower. They haven't had many issues with vampires due to their location and have been thriving as a midway point for travelers. They have a decent amount of inns and shops but are not as technologically advanced as Gizdale. The only issues that are within the town are the usual thievery and drunken brawls. Most of the residents have gotten used to the quite lifestyle and choose to ignore the war going on around them.
Morningtide:
The people of Morningtide consider themselves to be "neutral" in the fight with the vampires. They believe that it was a mainland issue, considering how their homes were safely tucked away on an island. Morningtide is known for their magic. You can't go into the island and not see some enchanted trinkets being hung for fortune or monks teaching young children the ways of restoration. There are multiple towers which hold many classes for people interested in being able to use their will to create spells from thin air. Morningtide is led by a high council known as the Sun's Dawn. They are the ones who banned destructive magic from ever being taught in the monasteries, in hopes to retain peace on their land.
Nevermore:
The capital of Everelden, the soul of the people! A symbol of humanities triumphs against the chains of oppression by the vampires. Founded by the first hunter, Aleksandar who was able to vanquish the dreaded beasts which many humans had believed to be indestructible. He built the city around a large estate he named Hunter's Vigil. A central hub where all the brave men and women of Everelden would join together for the hunt. Nevermore is a bustling city, filled with the finest technology Rosewood has to offer. The city has many shops and inns for the hunters and greatly appreciates the work that they do. The citizens view them as heroes, their saving grave from another century worth of captivity. Wherever you look there are new inventions that the rest Everelnden have yet to indulge in. The finest steambots have been left to attend to the city, as well as new ways for transportation. Like the steam train and mobile carriages. The people live a luxury. With the hunters right at their doorstep and the tall stone wall protecting them, the citizens of Nevermore have learned to no longer stress about the vampire threat. The government has placed a strict law that no deserters were to reside within the city, due to preserving the image the first hunter had for the city. Deserters were allowed to come into the city do their business or whatever errands they had and then leave. But even that has proven to be pointless when the inhabitants do everything in their power to exclude deserters. There are some, however, who are more welcoming than others, those who reside in the darker back alleys of the city are always looking to do business with any deserter that comes their way.
Snowfell:
Snowfell is one of the major port cities in Everelden. Its main export is salt and ice, which is shipped to Vexhaven in exchange for any preserved goods they had to offer. The constant snowfall has proved to have taken a toll on the inhabitants of Snowfell. The cold had killed off most of the animals in the wild and it was difficult to fish with the heavy sheet of ice surrounding their waters. The people of Snowfell rely on Vexhaven to survive out on the island, otherwise, they would have abandoned the city a long time ago. Some deserters have been known to reside away from the mainlands, finding that discrimination wasn't as bad as it was back home, yet it was still evident. The deserters are allowed to live within the city, yet they had to remain in their section of the city during the night. They called this area 'Coldharbour' and it wasn't the most pleasant part of town, but the deserters still made the most of their situation and resided in the city slums. In the morning, they were allowed to move freely and interact with the humans.
Sootdale:
The village got its name from the occasional black snow falling from the sky. What was once a city filled with thousands of people is now reduced to a hollow shell with only a couple hundred citizens left. Sootdale is one of the cities hit hardest by the vampire's attacks during the war. The city was one of the first to attempt to fight against the vampires and they were quickly punished for it. They slowly tore away its defenses before burning the city and its citizens to the ground. Now after the war had ended and repopulations had begun. Both poor humans and deserters reside within the village now, just barely scraping by.
Vexhaven:
The second most popular place to live in other than Nevermore, Vexhaven is the major port city that runs a shipment monopoly. They have the finest steamboats and are well protected by the guardsmen from the Cloveshire Castle. The port is made up of multiple businesses and investment companies. Many people come to Vexhaven in hopes of finding lasting business partners, or investing on a steamboat to run exports and bring in money. Not only are they efficient in the waters Vexhaven is also known for its quick delivery services on land. Thanks to the blimps made for air travel and the mobile carriages used for the land. The royal guardsmen in Vexhaven make sure to keep any vampires out of the city, which also includes the restriction of deserters.
Winterford:
Winterford doesn't have too many inhabitants. It's mostly a chain of inns and a couple shops for travelers to use on their way to the Rosewood Citadel. The area is always covered in a thick layer of ice and the nights get dangerously below freezing forcing the people to stay within their homes most of the time. There are some monster attacks, but the vampires have yet to make it this far out into the snowy mountains.
A violent, socipoathic Cult based in Morningtide, the Mystic Marauders are a direct heresy of the Monk Temple's teachings that restoration is the divine right. The Marauders instead follow a path that preaches both restoration and destruction must exist together in equal measures. This otherwise ordinary belief has spearheaded the Marauders into a path of terrorism and horror as a result of Morningtide's overwhelming restoration practices. The Cult believes no atrocity is beyond limits; no action is unnecessary, as everything they do is done to balance the scales that the Monks have tipped, they see themselves as spiritual saviors working to correct the world's energies to prevent an apocalypse.
The Cult is split into two forces, the Warriors and the Shamans. The Warriors are taught to fight without the aid of weapons, as a weapon is temporary and can be lost, an unarmed Marauder if captured could still overpower and kill his captors. To normal people this would be a flaw, but the Marauders feel no fear; no pain. They can fight through gunshots and stab wounds to disarm their opponent and break his neck. The Shamans are the mages of the Cult, and are taught only basic weapon handling and focus on destructive magic. Many of them can bring down fire, stone and ice upon their enemies, often being positioned to use their abilities to cause natural disasters or mass destruction. Forest fires, avalanches, and tornadoes are often caused by the Shamans, and in battle they tear their enemies apart with blasts of flame and lightning.
Due to the innate teachings of Morningtide's populace, the Marauders rarely get sought out, unless by criminals or outcasts. Instead, they rely on kidnapping and brainwashing children from birth to fuel their army. Morningtide's forces have had very little success combating the Marauder threat, as their devout anti-Destruction beliefs mean the cult has a large advantage over their peaceful counterparts. Most attempts to fight back have been met with defeat as a single Marauder is willing to burn down a forest, or bring a building down upon themselves, just to further the cause of destruction.
God of Light and Father of All, a universal symbol of hope and a new tomorrow. Most would pray to Lumen when they're at their darkest, some feeling a strong resolve or a rekindled flame of hope. Followers of Lumen gather at their local temples just before dawn, finishing their service once the sun is above the horizon. A Lumen temple, monastery, or friary is always occupied by a Father (head priest) and Sons (acolytes). You’ll often see a Son of Lumen in the streets, preaching Lumen’s words of hope and inspiration. Those who wish to become an acolyte, even a head priest in the future, take the Light of Lumen, an oath to bind themselves forever to their service.
Mother of All and a symbol of love, most notably maternal. Is worshipped along with Lumen but Aeon temples, monasteries, and convents dedicated to her alone can also be found mostly outside of populated areas, only one temple being in Nevermore. The Mother (head priestess) and Daughters (acolytes) that occupy the monastery undergo the Aeon of Service, which is an oath to forever serve their chosen monastery/convent. If you find a well-run orphanage, you’ll definitely find a Daughter of Aeon looking after it. Aeon followers value charity and love so they prioritising on helping the community around them.
God of Darkness and Guide to the Eternal Slumber. Many fear the Shrouded Man. Parents would often use the Shrouded Man as a way to get their children to behave. "Don't go out at night or the Shrouded Man will snatch you away!" Of course, as years pass by, he's only remembered as some old wives' tale. He's often characterised as a lonely and hopeless deity, always hurt when one runs from his presence or cheat his attempts of guiding them peacefully to their end. Unlike Lumen and Aeon, there are many representations and depictions of the Shrouded Man. Some simply see him as a cloaked figure. Others, a tall man in a black coat and wide brim hat, his face obscured by the hat's constant shadow. Some say he looks like an ordinary man, young or old.
The Daybreak Order is a branch of both the Lumen and Aeon faith dedicated to protect and serve if it concerns the temple's people. They act as bodyguards for the missionaries, relief efforts, security for temples, and even sent out to hunt vampires. They occasionally collaborate with the vampire hunters. In the past, a typical Daybreak Paladin would be equipped with armour and ornate blessed weapons. Some still carry those blessed weaponry today as they've ceased smithing of past blessed weapons, sticking to more current and streamlined items like firearms and smaller blades and lances. Instead of blessed armour, Daybreak Paladins opt for blessed chainmail underneath their clothes (which was surprisingly stronger than ordinary chainmail and lighter), only sporting a Daybreak Order broach wherever they please.
It is seen as good luck to have a Soul Shepard attend one's funeral service. While many do dislike anything related to the Shrouded Man, they find the presence of a Soul Shepard at their funeral comforting. To have a Soul Shepard pray for your dead loved one is seen as a guarantee that they'll find themselves in the better part of the afterlife. Soul Shepards are followers of the Shrouded Man, seeing death as something people shouldn't fear or try to run from. They have no temples, the Shepards being nomadic.
An odd name for a lethal killer. Shadowsnatchers are rumoured to be the Shrouded Man's personal servants, the only people he communicates with. Their mission? To catch those who've cheated death in some way, whether it be using the secret to immortality or resurrecting another living being. Since instances of cheating death are minimal, Shadowsnatchers are rarely active to the point where their existence are just hushed whispers or folk tales. Are they real? Who knows.
A village located at the sought of Eastern Watch, near the river. It's famous for figs and olive oil. It's population is about ten families. They don't allow anything but humans and what belongs to them get near their village. Safety of the village depends on the Watch.
A unique and splendid doctor who resides in Vexhaven port. He is a skilful medic famous for his successful surgeries but the realm of scholarship knows him for his papers and books. He researches about physiology and chemistry of bodies of both humans and beasts. His most praised books are; “Facts about human blood”, “Facts about Deserter blood”, “Medicine or poison”.
Note: If you are a hunter, you can sell him cadaver of beasts that you hunt.
Laurent Baudelaire is a well-known Soul Shepard, a demand for his service rather high because of the farewell songs he's written and sung during funerals. His voice is mellow and lightly accented which suited his songs. Most of his family, oddly enough, are Soul Shepards or professional mourners, the Baudelaires earning their reputation as the gloomiest and the most reserved family in Nevermore. Laurent is rarely seen smiling with the exception of family portraits (even the Baudelaire's family portraits are drab).
Has recited prayers and sung farewell songs in many notable and high-ranked individuals' funerals, even doing so for the hunters of Hunter's Vigil. Laurent admires and respects their goals, often hoping not to receive a letter of notice that a hunter had passed.
Practices falconry in his spare time. Often seen with a bird on his shoulder or arm. Likes to be called by his middle name. Most aren't aware of his first name.
Some would catch a glimpse of a young red-headed boy in ragged clothes scampering around Hunter's Vigil, flashing a row of crooked teeth cheekily as he takes off with some unlucky chap's lunch. The young boy is a street urchin with no home nor known family. He survives through pickpocketing or conning many of Nevermore's richer citizens. Why does he linger around Hunter's Vigil you ask? The orphan sees the vampire hunters as his idols, watching them train and what not. If you're lucky enough, you'd catch him watching from behind a tree or lamp post. He's like that stray cat that you feed out of pity and frequently returns for more, which he was fine with. In fact, he's is grateful for every moment he interacts with any of the hunters. The young boy finds fun in getting into mischief and being free from rules. Deep down, he still longs to know why he was left at some shady factory and forced to work at a young age, wondering if his family ever cared. Thankfully, he ran off in the night and never looked back. Scars decorate his limbs, reminding him of the harsh treatment and conditions of his past job. Skilled in pickpocketing, lying, and getting himself out of trouble, the boy being highly agile and cunning.
Rosewood Citadel:
The Rosewood Citadel is a tower where some of the best scholars of Everelden reside. They are handpicked notable members of society chosen by the Lord of Cloveshire. He commissioned the citadel as a place where most of the nation's technology comes from. Steambots, trains, boats, even the newer invention of the clockwork guns. The citadel was always responsible for these inventions. The tower has a notable library and research facility not found anywhere else on Everelden. No one has seen the scholars face-to-face, but civilians are allowed visitation if they have business to tend to within the Citadel. There are rumors that the scholars are plotting something big. Possibly a new invention or something that could help the humans gain an upper hand against the vampires. All that's known is they need samples, something to experiment on. Whether it would be plants, animals, or even humans.
Hunter's Vigil:
The main meeting point of hunters through the land of Everelden. Hunter's Vigil stands within the center of Nevermore. A beacon of hope for those in need of their aid and a constant reminder of the capability humans had against the vampire menace. The Vigil was founded by Aleksandar Glenwood, a man who many considered to be the first hunter due to his ability to find a way to stop the beasts keeping them in turmoil. Aleksander commissioned the large estate as the main stronghold for others that thought could fill his shoes and take on the title as hunter. The Vigil is both an academy to train young recruits and a new home for those who vow to protect the innocent and risk their lives by doing so.
Eastern Watchtower:
The Eastern Watchtower is a place where most of the royal guardsmen from the Cloveshire Castle reside. They have their operations set up here and most of their orders come from the general who resides within the tower. No civilians are allowed and they are to always report back to the tower to pass on their reports to the castle.
Dead Man's Forest: What once was a thriving forest is now a hollow husk of its former self. Dead Man's forest had once been a large forest which was home to many woodland creatures. Now after the war, there is nothing but wretched monsters that reside here and cause havoc on the villages around them. The locals are advised to never set foot into the forest. Those that dare to attempt passing through are never heard from and most of the people would much rather stay out of the area rather than search for a body.
Cloveshire Castle:
A castle residing in the snowy regions of Everelden, away from the mainland. Cloveshire castle is where Lord Cloveshire oversees the land, acting as a monarch and political leader. Though, most residents of Everelden don't see him as much of a leader, but rather, someone pretending to be their savior. The era when the Cloveshires were seen as a respectable name has now ended. The people putting their trust into the scholars of Rosewood and the hunters at Hunter's Vigil. Lord Cloveshire is now seen as a front. Just used to show the vampires that they had a monarch, though, the citizens could care less what could happen to him.
Lord Cloveshire:
Name: William Carter Cloveshire IV
Age: 56
Gender: Male
Occupation: Lord of the Cloveshire Castle
Brief Backstory: Since the beginning of the war, the Cloveshire's were in charge of controlling the military, political, and economic powers of the people of Everelden. Centuries after the war, Lord Cloveshire only deals with checking in on the guards every now and then and arranges parties for himself and wealthy guests. As long as his subjects didn't need his help, he was going to make use of his spare time. Which usually causes his image to be even more tainted.
Steambots:
A recent invention made by the Rosewood Citadel, steambots are a revolutionary asset to the cities of Everelden. The original steambots were used as protection in some cities, most only having a purpose to guard its people. Their appearance was more clunky and armor-like. With the newer models of steambots being more humanoid, they were allowed to work in storefronts and shipping ports. After the approval of the C.R.O.W.B.Y bot in Hunter's Vigil, more and more of his kind has been created to operate amongst the humans.
Mobile Carriages: Carriages that run on coal and don't require the use of horses. Another invention made by the Citadel which could be found in any of the major cities and is usually driven by the wealthy.
Steamboats: Boats used to export/import major goods amongst the port cities.
Blimps: Air travel blimps are used to get packages or shipments more quickly around the land Everelden.
Steam Trains: Trains used to transport people to nearby villages. Developed cities such as Nevermore, only use the steam train to transport people from Nevermore to Gizdale and back. Steam trains usually don't go out very far.
Potions/Poisons: There are many skilled alchemists throughout Everelden that have found ways to create remedies which could help benefit the hunters during combat. Simple potions such as health, mana, or stamina potions could briefly boost a hunter's chance to win a fight. More complex concoctions such as poisons which could damage health, mana, or stamina are also used during fights to tip the scales in a hunter's favor.
Economy:
The people of Everelden use a paper currency called Tickets (Most of the locals call them Tics. The shortened version of the word.) Everelden doesn't carry coin money, due to most of the resources being put to use by the Citadel or to blacksmiths to supply hunters.