Dover
bad joke dispensary
- SPECIES
Humans
Most humans are the everyday sort. They work, they sleep, and they dream. But some dream a little deeper than other. Certain humans can tap into an ability within themselves, available only subconsciously through their dreams, that allows them to bridge the gap between worlds and cross over. This power is unknown among humans, but some figments remember hearing tales of humans that crossed over into the Eventide long ago with the ability to move between worlds at will and light that sparked at their fingertips.
Dimensional travel: A few rare humans are able to move between the world of Earth and the world of Eventide subconsciously through their dreams. There are rumors that this can be achieved through a human's will as well.
Power beyond what it seems: Though only rumors, it is thought that humans may have far greater powers than just the ability to accidentally slip between worlds. Old texts and ancient figments claim to have witnessed travelling humans with the ability to manipulate light energy to their will.
Figments
Figments are inhabitants of Eventide. They are beings comprised of shadow and require it to manifest their forms. Most figments see themselves as protectors of Eventide and strive to keep otherworldly forces, such as aberrations and even humans, out of their lands. They live longer than humans, and it's not uncommon for figments to live well into their 200s.
Shapeshifters: Figments are natural shapeshifters and can take any form they wish. All but the most ancient of figments tends not to be able to manifest a form larger than that of a human. However, they are not confined to a humanoid shape and may take the form of beasts, weapons, or formless shadow, etc.
Shadow manipulation: An addition to shapeshifting, figments are able to manipulate and modify shadow. They can solidify it and mold it to their needs. Though, like their physical forms, a sufficient use of force can cause such shadow to disperse.
Aberrations
These strange creatures take the form of horrific beasts. They do not speak, they do not sleep, and above all seem to have an insatiable hunger for destruction since their arrival in Eventide. Lately, their numbers seem to be growing at a terrifying rate. They appear impervious to attack, and their numbers never seem to dwindle.
Absolute darkness: From their mouths, aberrations can spill forth a cloud of pure darkness. Figments are unable to remain in this cloud as all shadow needs a bit of light to exist.
Shadow absorption: When an aberration defeats a figment, it absorbs the figment into it's body. Aberrations gradually grow larger, more fearsome, and more deadly this way. - Magic
Humans
The true power of humankind is unknown, often from humans themselves. The rare few that do exhibit such powers tend to stumble into them by accident. As children, they may discover threads of electricity from their fingertips when reaching for a light, or a flash of flame before a match is struck, or a mote of light that drifts lazily from their hands. In all cases, generation of light is a vital component, whether that be through electricity, fire, or sunlight itself.
In all these cases, these few humans all exhibit a strong connection to other worlds. They seem unable to resist crossing over when the barrier between worlds is most thin in their dreams. It's as if a force unwittingly pulls them towards it, and many humans have seen glimpses of other worlds from time to time in the dreams. Though it's rare, very rare indeed, for a human to be pulled fully into it.
Figments
Magic is an integral part of any figment as it is woven into their very existence. Without their close connection to the shadows and their inherent magic in Eventide, figments would be unable to manifest a form. However, figments don't rely on shadows just to create a form for themselves and their magic often extends beyond that.
Some figments are able solidify shadows into beams of energy, objects of varying sizes, or even gather shadow from around them to form permanent structures. Some are able to use their shadow magic to propel themselves into the air and fly or glide. They can sink into other shadows or camouflage to their surroundings. - LOCATIONSEarth
The homeworld of humankind. Most are blissfully unaware of worlds that exist beyond their own.
Eventide
Eventide is world plunged perpetually into dusk. The sun neither fully sets nor fully rises but remains just dipping below the horizon. Many of the plants and life in the area are dark and give off a blue-green bioluminescent glow. This world has a wide diversity of species, but the primary inhabitants are beings called figments. They are shapeshifting, often humanoid, beings comprised of shadow. Settlements in this world are generally large and highly fortified. There is strength in numbers and few figments venture beyond the walls of home.
Cimmerian
The largest settlement in Eventide and the neighborhoods are made up of concentric circles. Like most figment buildings, homes in this area are made of a deep, purple stone. It is the historic site of a defunct Firmament Gate, and the only ruin known to still exist. Legend states that there was once many Firmament Gates across Eventide, which permitted travel between worlds. Recently, a mass evacuation of Cimmerian took place as a cloud of darkness engulfed it. Figments who have gone to investigate have not returned.
Penumbra
This settlement in Eventide is carved into a mountainside. Since the fall of Cimmerian, it has largely served as the primary point of entry for fleeing refugees. While homes here can accurately be called caves, Penumbra is often home to some of the most artistic figments. They've carved intricate patterns along the mountainside and elaborate interiors that all connect to the city centre settled deep within the mountain. Lately, there have been invasions in Penumbra from Aberrations tunneling in from somewhere down below.
Crepuscula
One of the more remote settlements in Eventide, Crepuscula has now ballooned to accommodate refugees fleeing from Cimmerian. This once sleepy village surrounded by the bioluminescent trees from the Glimmering Grove now hosts a sea of temporary shelters.
Vigil
Vigil is less of a town and more of a training ground for figments that show skill in combat. After all, it is their task to look after one of the most dangerous places in Eventide: the Starless Sea. Leviathan sized Aberrations are known to drag themselves in from the sea, though thankfully, none have in many years. - Other
Geography
Eventide is not a large land. Travel from Cimmerian to Penumbra takes little more than two days, though time can be difficult to judge in Eventide. It is bordered on all sides by mountains, sea, or impenetrable forest. And beyond that? An abyss of darkness so deep that no figment or human that has ventured it as ever returned.
Celestial Bodies
While Eventide does have a sun, it is difficult to see beyond a deep orange glow just over the western border. It never seems to move and is always visible despite the abyss if you walk far enough out. It is slightly darker in the east than it is in the west; though, never dark enough to qualify as night. The passage of time in Eventide is instead marked by the moon. Though faint, the moon that tracks Eventide's sky is usually visible enough to gauge where it is. It's movement is comparable in speed to that of Earth's moon.
History & Timeline
Eventide has a rich, though forgotten, history. There was a time when crossing between worlds was common, when relics were more than just crumbling things left to collect dust, and aberrations had not taken over so much of the land. Over the years, many of these things have been lost through the passage of time and war. Until even past wars were forgotten. Eventide once had a thriving oral history, but has since been lost with the death of many of the eldest figments.
• 283 years ago: War, destruction, and mayhem. This was the first true push from the aberrations into Eventide after many years of dormancy. Much was lost during this period, including the former capitol city of Vigil, which was razed to the ground. While Cimmerian was eventually established and Vigil became a training outpost, the damage remains. Many lives were lost, and along with them, the record of history.
• 280 years ago: Cimmerian established.
• 271 years ago: Vigil retaken and rebuilt into a training outpost for an elite force of warriors.
• 226 years ago: The coastal settlement of Halcyon is destroyed by leviathan sized aberrations from the sea.
• 197 years ago: Penumbra established.
• 134 years ago: The eastern border settlement of Quiescent is lost as the abyss moves further in.
• A period of dormancy as aberrations seem to retreat. Culture and development is allowed to flourish once again.
• 33 years ago: The first attack on Cimmerian by aberrations. It is repelled.
• 30 years ago: Though they do not slay it, Vigil drives back their first leviathan-sized aberration into the sea.
• 3 weeks ago: Attacks on Cimmerian and Vigil have been frequent. A black cloud emerges from the centre of Cimmerian and overtakes the entire city. All that do not flee are lost to it. Cimmerian is lost to the abyss. Refugee camps are sent up in Penumbra and Crepuscula.
• Present: A blinding flash of light is suddenly visible for miles just north east of Vigil. It attracts the attention of figments and aberrations nearby. A group of humans wakes in a forest clearing...
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