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Evermore:
Faerie Tales From The Dark Side – An
Overview
NOTE:
Please do not read this page until the Game Master asks you to
Once, long ago,
the world was a place of magic. Myths are not so much fiction as a
history of
what once was. The advent of science,
however, forced
people’s belief in legends to falter and the radiant magic
began to leak away from the world. By the time of the Industrial
Revolution,
the world’s radiance was seeping out like blood from an arterial
wound. By all rights, the world’s last vestiges
of magic should have long ago run dry.
Around the turn of the century,
however, an unknown person or group masterminded the construction of
underground railways beneath many of the world’s largest cities. Unbeknownst to almost anyone, the tracks
of these railways were laid out in ancient patterns – similar to
runes, mandalas, or spirit paths. Normally, an individual shaman walking
such a path would generate a small amount of magical energy. The trains,
carrying countless individuals around the paths continuously, ended up
generating enough magical energy to hold the loss of magical radiance at bay.
The advent of subways
led to the survival of the last remaining magical realm in the
world – Evermore. Located beneath the subways
and sewers of the world, Evermore is a land populated by the freaks,
the homeless, the outcasts, the mad, and the lost. It is a place where
lost dreams are given form by those who still dare to believe in them.
It is also the last vestige of myth and legend and a refuge for the creatures,
gods, and heroes no one believes in anymore. Unlike more traditional
magical realms, however, Evermore is built upon the dreams of countless
ages – both historical and modern. It is, therefore, a place where
Urban legends such as the hook-handed killer can exist side by side
with the orphaned girl who always fancied herself a princess. If it was
once
a dream, it can be reality in Evermore. Since Evermore is built in the
cracks of the world, however, there is almost always a dark sense of
the second-hand and decay. There are many wondrous things in Evermore
but they are rarely pristine. Although every city with a subway shares
a piece of Evermore, this game will take place in the Underground kingdom
beneath the streets of New York.
Domains
Although
Evermore is a single realm, it is divided into various domains. Each
domain is ruled by
a lord or lady who provides protection and prosperity for those who
agree to follow them. Most denizens pledge themselves to a domain and
remain there. Every three years in the spring, during the Beltane Festival,
individuals may leave their old domain for a new one. This typically
requires the
permission of the lords of both domains as well as a tribute to one’s
old liege. The transition is completed and formalized when the new
denizen openly swears fealty to their new liege at the Beltane Festival.
Like the kingdoms of old,
the domains of the underworld forge alliances, trade in goods and services,
and (at times) make war on one another. The rulers each govern their
domain as they see fit. Some are benign and others despotic. A key
to survival in Evermore is awareness of the mood and temper of the
various domain’s rulers. Although there are countless domains,
the following is a list of the ones figuring prominently in
the present game.
- Vaudeville: There is a place
where the dreams of hopeful thespians go to die. It is a junkyard of
nostalgia and an outpost of simpler times
and happier days. Although those who visit Vaudeville are in constant
danger of falling prey to the domain’s overwhelming ennui, many
brave it in the hopes of finding the remains of Vaudeville’s power
to move hearts and expand minds. Many of those who dwell here are the
lost and the homeless who once aspired to be actors/actresses, poets,
writers, etc . The current monarch of the domain is a former silent movie
star known as the Queen of Rags and her throne is within the Palace of
Silver and Silence – a monument to the long gone era of silent
pictures.
- The 13th Floor: This realm consists of all the places that were forsaken
by surface dwellers and have fallen through the cracks into the underworld.
The realm is a grave for everything New York has ever forgotten. Old
billboards and neon signs, trolley cars, ancient pinball machines, rusted
tractor trailers and graffiti covered subway cars lay stacked and forgotten
in the halls of abandoned tenement buildings and abandoned churches.
Within the domain are a variety of other locals including the island
of forgotten toys and the lost mailroom. The 13th Floor has few denizens
for it is a favorite place for various monsters to hunt. Those who do
dwell here are mostly homeless individuals forgotten by society, no longer
loved feral pets, and long forgotten legendaries.
- The Tapestry of
Webs: Deep
beneath Riker’s Island lies a
twisting series of tunnels known as the Tapestry of Webs. This
domain was founded by the Silken Widow, a Lost woman who found
her way into
Evermore after she was locked away and forgotten. It is a realm
forged around the dream of freedom, the sensual nightmare of
bondage, and the
harshness of justice. More so than most fiefs, the population of
the tapestry of Webs is somewhat diverse. It includes those who
were wrongly
imprisoned, those who have been hurt by their social contracts
(abused wives and children for example), and those who have been
persecuted for
their social status or sexuality. When people are forced from the
world above for these reasons, they invariably find their way
to the Tapestry
of Webs. Spiders are sacred in this realm and none are allowed
to harm them.
- Old Amsterdam:
Under what was once the old center of the city (i.e. Wall Street
and City Hall)
lies the domain now called Old Amsterdam.
It is filled with some of the oldest places in the underworld (old
Dutch homes and the abandoned City Hall station) as well as more
modern curiosities
(the secret bomb shelters of the New York Stock Exchange). Most
who dwell here are individuals who prefer the luxury of the old sites
or those who value the pursuit of knowledge. Old Amsterdam was once
considered the stately capitol of the New York
Underground.
For all of existing memory, the leader of Old Amsterdam has been
an elderly librarian known as The Athenian. Although he had no official
power over
other domains, The Athenian’s wisdom bought him clout with
many of the other rulers. So long as he remained strong and wise,
they were
happy to follow his lead in most matters. The Athenian, however,
has been getting older and, some would say, weak. Old Amsterdam
has been
slowly losing territory and influence to the more militaristic
domain of the New Port Authority. The only thing that has saved
Old Amsterdam
from a full scale invasion is the labyrinth of corridors and traps
surrounding the domain.
- The New Port Authority:
The area beneath the Port Authority is one of the most notorious
domains
in Evermore. These half flooded and cavernous
sewers have been claimed by the strict and despotic rule of
the domain’s
leader – A Freak Bravo named Aerestes. Tired of living
under the thumb of others, Aerestes gathered together a small
army of those who
also believed in the doctrine of “might makes right.” Together,
they laid claim to the New Port Authority and declared it
open to anyone
strong enough to live there. Possibly due their highly visible
and deformed ruler, the domain has become a haven for many
Freaks shunned from the
Upworld because of their own deformities. The population
has been growing at an alarming rate and Aerestes has been
using
that as opportunity to
expand aggressively into other domains – particularly
the prestigious Old Amsterdam. Many fear that, if successful,
Aerestes will not stop
until the entire underworld is united under the New Port Authority.
- Mhyurrtown:
There is a legend amongst the Ferals of a city beneath New York where
all animals are safe from the oppression of humans. This is,
in fact, the case. Long ago, a group of Homeless humans tried to
enslave a group of ferals. They rebelled and enslaved the humans
instead. Now
the domain is ruled by a Mastiff, a raven, and a one-eyed ally cat.
Other Locations of Note
Although they are not technically domains, the following are some important
locations most denizens of Evermore would know something about.
- Crooklyn:
The area of Crooklyn lies beneath High Street, Jay Street, and
Clark Street. Since it has not been formally recognized by the
rulers of Evermore, Crooklyn is not
technically a domain. Instead, it is a lawless zone where those who
are in exile even within the underworld have gone to ground. Most
of those
who dwell here are Outcasts from the guilds. Unable to get legitimate
work, they tend to result to robbery, theft, and other forms of illegal
activity to survive. Most denizens of Evermore avoid Crooklyn. A
few desperate individuals, however, have journeyed to Crooklyn to
hire people
for jobs reputable Guild members would never accept. Crooklyn really
has no leader per se'. Its most prominent citizen, however,
is a thief and a crime lord name Elijah, the Ratling prince.
- Carthage Opera
House: During the construction of the subway lines, the
foundation of the Carthage Opera House was destabilized and the building
slid off its foundations into the bottom of a trench. It was subsequently
buried and forgotten. As such, it became a part of Evermore. It is currently
one of the centers of entertainment in Evermore. The Carthage Opera House
exists in Vaudeville and has become the traditional site for the Beltane
Festival.
- Old Bones:
Below Penn Station and Madison Square Garden is a cavern worn away
by erosion and construction.
This chamber is a junction in Evermore
that connects several tunnels. The entire junction is filled with
crossing bridges and girders that make it a confusing tangle of paths.
It is nearly
impossible to navigate and a popular saying in Evermore is “Old
Bones sets you on the path it wants… whether you like it or
not.”
- The Hundred Candle
Vault: According to legend, a formless horror awoke in
Evermore nearly a century ago. This living breathing darkness stalked
the passages of the underground slaying all in its path. Various
individuals gathered together to defeat the darkness. Even with
their assembled might, these heroes could not destroy the darkness.
So they imprisoned it within a ring of 100 candles
hidden deep in the tunnels below the city. As long as the candles
remain burning, the Darkness can not escape. According to the legends
about the Vault, the lone survivor of the encounter with the darkness – an
ancient woman known only as the Sister – tends the candles
to insure they never falter. To date, no one has been willing to
verify the existence of the Sister and no Delver who has gone looking
for the Vault has been able to find it. Many people believe the
entire story to be nothing but a tale invented to frightened children
at bedtime.
Denizens
The denizens of Evermore are a wide and colorful lot. Most are, essentially,
humans. They are the madman, the homeless, and others who have slipped
through the cracks of reality and found themselves in the realms down
below. Some of Evermore’s citizens, however, are distinctly unusual
and are not found in the Upworld. The following is a brief description
of some of the more unusual kinds of people found in the various realms.
- Ferals: Ferals are animals who have acquired sentience and intelligence
by dwelling in areas of magical radiance. They are often bitter about
their maltreatment by humans and, as a rule, tend to avoid contact with
most other breeds. Almost all Ferals live in Mhyurrtown.
- Freaks:
Freaks are side-show oddities and mutants who been forced to seek
refuge in Evermore because of their obvious physical deformities.
Some freaks are bitter about their lot in life, some melancholy,
and
others are at peace. The only truth about the freaks is that each
one is unique.
- Myths:
It is rumored that Evermore is a place where dreams go to die. Although
no one has been able to prove it, some librarians believe
many figures from traditional mythology and folklore are alive
and well in the realms of Evermore.
Guilds
As in the Upworld, the denizens of Evermore typically have professions.
Individuals with similar skills who offer particular services
group together into guilds. Interestingly, every domain respects
the sanctity of the guilds, regardless of the whims of individuals
lords and ladies. The traditions maintained by the guilds, similar
to those of renaissance Europe, govern and control the practice of
certain professions. Although anyone can technically perform the services
governed by guilds (i.e. fighting, trading, research, etc), only guild
members can be compensated for their work. Individuals who break this
rule are commonly declared as Outcasts and are often considered Pariahs
by those who are still in guilds. Outcasts are in a lot of trouble
since they have no legal right to perform services in the Underworld.
They are often forced to resort to criminal work or begging in order
to survive. The following is a brief list of recognized guilds in the
Underworld and the services they are allowed to charge for.
- Weavers: Weavers are the most
unusual and eclectic of the guilds. They are a collection of magicians
and mad scientists. The one thing they
all have in common is that they are able to make use of Dross and raw
radiant magic to perform powerful rituals, create relics, build bizarre
machines that shouldn’t work in the modern world, etc. Each weaver
subscribes to a specific tradition of working magic through which their
abilities are manifested. Traditions include mad science, alchemy, witchcraft,
numerology, etc. Weavers are generally respected and feared since they
all tend to be at least a little mad. Weavers are the only ones legally
allowed to accept Dross or services in return for casting spells for
someone.
- Bravos: These are the soldiers,
body guards, and assassins of Evermore. They are, as a rule, highly
trained combatants. Although anyone in Evermore
can fight to defend themselves, Bravos are the only ones who are allowed
to fight in return for Dross or services. As long as they have a formal
contract, Bravos are considered to have a legal right to act as body
guards, mercenaries, or even assassins. Anyone else who commits an act
of violence in someone’s domain is subject to discipline from the
ruler of the domain in which the act occurred.
- Librarians: Librarians are
brokers of knowledge. They are lore masters and keepers of secrets.
If they don’t know a particular piece of
information, they often have the resources at hand to uncover it. Librarians
are the only ones who can ask for Dross or services in return for information.
- Mendicants:
Mendicants are doctors, healers, leeches, and social workers. They
often travel the underworld begging shelter and food in return for
services rendered. It is generally considered bad form to refuse
a mendicant
or to harm him/her. Mendicants are the only ones who can ask
for Dross or services in return for healing.
- Navigators: Navigators are
scouts and explorers who specialize in learning and memorizing the
various paths and trods that lead through Evermore.
They are the only guild capable of leading someone reliably and safely
from one domain in Evermore to another. They practice a unique art form
of “tagging” which allows them to communicate information
about particular routes and passages. Navigators are the only denizens
of Evermore who can accept Dross or Services in return for acting as
a scout or guide.
- Traders:
Traders are individuals who specialize in obtaining Upworld items,
artifacts, food, and/or dross for individuals. They are also paid
to broker deals and/or find items people need but
are too busy to
look for themselves. They also are valued for their skills
in negotiation that have helped bring an end to multiple conflicts
between domains.
Traders are the only ones who can forge binding contracts
between two individuals and they will often charge individuals Dross
or services
in return for doing so. Traders usually offer discounts
to one another to facilitate the flow of goods throughout the realm.
Artificers and
Savage Technology
In Evermore, there are a few individuals who are capable of abusing the rules
of science to build incredible devices out of junk yard remnants. Although they
are not a formal guild, these individuals are typically referred to as Artificers.
Most Artificers tend to be Librarians or Weavers who use weird science as a focus
for their “magic”. The devices they construct are typically known
as Savage Technology. These “Steam Punk” style devices are relatively
rare and highly valued. Economy
Unlike the Upworld, the denizens of Evermore do not
pay for goods and services with money. In fact, formal currency has
little or no value
to anyone in Evermore save the occasional trader who has dealings with
Upworlders. The closest thing to “coinage” in the realm
of Evermore is Dross. Dross, technically speaking, are sentimental
objects (old wedding rings, graduation photos, children’s stuffed
animals, etc.) which have been imbued with radiant magical energy via
the emotion invested in them by former owners. These items are highly
valued by the denizens of Evermore because they can be used in magical
rituals or as “fuel” sources for unusual abilities. Unfortunately,
Dross items used in this way are consumed and can no longer be used.
The Denizens of
Evermore will also freely trade services or favors in return for things
they need.
This is one reason why the Guild structure
is so important. Individuals can “legally” offer different
services depending on what guild they belong to (see GUILDS above). Most
individuals will make informal contracts. When a deal is very important,
however, denizens of Evermore will often pay a Trader to negotiate and
draw up a formal contract for them.
Individuals who
break deals are often marked as Oathbreakers. Oathbreakers have a hard
time in
Evermore because Trader law prevents any guild member
from bargaining with them. Since trade and cooperation are essential
for survival in Evermore, most people are very dedicated to keeping the
promises and deals they make (even when they get the short end of the
stick). Formal deals are, by their very nature, easy to enforce. Even
individuals who break informal deals can be labeled Oathbreakers, however,
if the right person believes the wronged party...
Common Prices
Evermore operates on a Barter economy. By definition then, nothing
is worth anything more than someone is willing to pay for it.
Having said that, decades of trading have resulted in common items
and
services being seen as having a “standard” price that
most are willing to pay. Below is a rough guide of prices most
denizens of Evermore
would trade for their wares and services. Individuals interested
in trading favors for goods will often offer a service with a comparable
cost to that of the object they are seeking. Traders will often
offer
a 1 Dross discount to other members of their guild for items
costing more than 1 Dross.
Service |
Price in Dross |
Weaver casting a spell
for someone |
Aura cost of the spell
+1 |
Bravo acting as a body
guard for one event |
1-3 Dross (depends
on perceived difficulty of the impending threat) |
Bravo hired
as an assassin to kill someone or fight for someone in a duel |
1-3 Dross (depends
on perceived prowess of the opponent) |
Librarian hired to research
a subject |
1 Dross per question
answered |
Mendicants |
1 Dross per person tended
to (sometimes waived for indigents in need) |
Navigators hired to guide
someone |
1 Dross for
known locations, 2 Dross to lead an exploratory expedition |
Traders hired to broker
a contract they don’t have a personal stake in. |
1 Dross |
Trader hired to acquire
a specific object |
1-3 Dross (depends
on perceived dangers from obtaining the object) |
Item |
Function |
Price
in Dross |
Mundane Items |
Bedrolls, food,
lanterns, mundane weapons, etc |
1 |
Upworld Items |
Mopeds, Flashlights,
Swiss army knives, etc |
1 |
Daedelus Twine |
A magic charm that helps wanderers find their way |
2 |
Summoning Token |
A magic charm that summons
subway trains for transport |
2 |
Rabbits Foot |
A magic charm that provides
its owner with luck |
3 |
Track Sabre |
A savage tech sword that
becomes electrified when attached to the third rail |
2 |
Jacobs Hammer |
A savage tech gun that
shoots arcs of electricity |
3 |
Magnetic Vest |
A savage tech vest that
repels all weapons made of metal |
3 |
The Rules of the Realm
In Evermore, there are very few rules. The ones that exist, however,
are extremely important. The ruler of a Domain has the right and responsibility
to punish individuals who break rules in their domain. In addition,
any domain ruler has the right and responsibility to punish an individual
from their domain who breaks one of these rules. Sometimes this can
lead to one individual being punished twice for the same crime. A common
punishment is labeling the offender as an Oathbreaker or Outcast. Other
punishments tend to be medieval in nature and related to the crime.
For example, a ruler may force a year of servitude on someone who broke
a contract or cut off the hand of a thief. The following are the key
rules that govern all denizens of Evermore:
- You shall not accept
payment for a service provided by a guild unless you are a member
of that guild.
- You shall not harm a mendicant
nor refuse them food or shelter provided they are a guild member
in good standing.
- You shall not spill
blood in another’s
hall unless a Bravo sanctioned by contract.
- An oath, once uttered,
is binding and shall not be broken.
- What is yours can only
be given, not taken.
The Beltane Festival
The Beltane festival is a celebration of spring, birth, and new beginnings
that occurs once every three years. In Evermore, it is also the celebration
of the creation of the realm. Beltane is the one day where all of the
different domains gather together under a flag of truce. Although this
truce only officially covers the site of the festival, the day generally
tends to be a peaceful one throughout the realm. Beltane is the only
day when individuals can be officially recognized as denizens of Evermore
or officially ask to be accepted in a different domain. It is also
the only day when new domains can be recognized by the leaders of existing
domains. Traditionally, denizens of Evermore who wish to marry do so
on this day to add power and strength to their marriage.
The Beltane Festival is treated by most as an opportunity to drink,
socialize, and flirt. There are, however, certain rituals which are always
performed. First, a king and queen are always selected by the ruler of
the domain which hosts the festival. These two individuals are symbolically
married during the day to recognize the unity of the realm. Second, a
candle is always lighted to symbolize the fire that gave life to Evermore.
Finally, the host is always required to sacrifice Dross to the future
prosperity of the realm.
Most denizens of Evermore
consider the rituals to be a necessary evil. Many, however, pay them
lip service. There are always rumors something
bad will happen if the ritual isn’t completed. Since the ritual
is painfully simple to enact, however, no one has ever had the opportunity
to find out.
So eat, drink, and be merry friends! The celebration of spring is upon
us!
Radiance
Magical energy is, in many respects, like water. It flows, it leaks,
and (thanks to the advent of subways) it pools in the depths of the
underground. These radiance pools are the source of Evermore’s
strength. They provide the “fuel” that powers magical rituals
and artifacts as well as the savage technology invented by artificers.
The ambient energy is all that makes it possible for inherently magical
beings such as Legendaries to exist at all. As such, Radiance is the
most treasured natural resource in Evermore. Most domains spring up
around Radiance pools and they are guarded savagely by their owners.
Time in Evermore
Time is much like a river. It always flows downstream, but more rapidly
in some places than others. It is also influenced by Radiance. When in
the presence of strong sources of radiance, time sometimes develops strong
currents. These currents can occasionally carry someone downstream so
quickly that they effectively end up in the future. It is, therefore,
possible for people, places, or things, to enter Evermore from times
before the kingdom technically existed. Once there, however, they can
not return because the river always flows downstream.
Monsters
One of the dangers of living in Evermore is there are nightmares
as well as dreams that take form there. Deep in the tunnels of the
city, countless monsters lurk and prey upon the unwary. The following
is a brief list of some that might be encountered by individuals traveling
between domains during the game.
- The Faceless Dark: Every child has nightmares about a variety of hungry
monsters that dwell under the bed or in the closet. The strong belief
of these children has given birth to a terrifying monstrosity known in
Evermore as the Faceless Dark. This creature has no true form. It takes
the shape of something it believes may be frightening to its prey and
then begins to stalk them. Once it catches up with its terrified prey,
it falls upon them and feeds. The Faceless Dark can never really be killed,
although it can be temporarily defeated.
- Morlocks:
There is a legend about a group of inbred homeless who dwell outside
the political and social structure of Evermore. These depraved
and lost souls live in total darkness and feed on the flesh of
their fellow human beings. Sometimes called Morlocks, these individuals
are
described as pale skinned, hunchbacked, and brutally savage. They
are rumored to hunt in packs and cannot be reasoned with.
- The Late Train: There is a
rumor in Evermore that the radiance has given sentience to a lost subway
train. The train is said to be extremely malicious.
Whether this is because it is simply tired of years of abuse by humans
or because it is dangerously deranged no one knows. The Late Train apparently
haunts the tracks of the New York Subway, looking for humans wandering
the tracks. When it finds one, it tries to chase them down and run them
over. Some brave souls have also talked about “riding the late
train” in order to reach somewhere in the Underground quickly.
Essentially they summon the train and ride it like a bucking bronco to
their destination. This, however, is an extremely dangerous proposition
since the Late Train never forgets those who abuse it in this way.
- The Will o’Wisps:
Sometimes, denizens of Evermore will hear voices or see lights when
they travel the tunnels. There are stories these
voices attempt to lead unwary travelers into the depths of
Old Bones where they can become lost and starve to death. Other say
the voices
and lights have tried to lead them unwittingly into the third
rail. The oldest denizens of Evermore have called these phantoms “Will O’Wisps” and
have warned their subjects to follow them at their own peril.
A Brief Glossary
The following are several slang terms used throughout Evermore. You may
find them helpful for finding means to make your character’s
speech more colorful.
- Baggered (adj):
Scared, terrified – from the Dutch phrase “bagger
schijten”, to shit mud.
- Bounce (v): To get out,
leave.
- Climbing the down (n):
To kill time. Based on the results of trying to climb a down escalator.
- Crow-Ho (n):
Derogatory term for anyone wearing “Goth” accoutrements.
- Domain
(n): Political territory of Evermore governed by one ruler.
- Flush Hour (n): See High
Tide.
- Hellenback (v):
To travel a long way. For example, “we hellenbacked
all the way to the Forsaken Hall.”
- High-Tide (n): Time from
5 AM to 8 AM when most Upworlders are having their morning showers.
- Jack Roll (v): To rob,
usually someone who is helpless.
- Kissed the Light (v):
Killed, as if hit by a train.
- Oathbreather
(n): Someone who has violated a sacred contract. They cannot be trusted
and Guild
members may not trade with them.
- Outcast (n): Someone who
has broken Guild Law or lives outside the guilds. They are not
to be trusted.
- Push (n): Gossip or advanced
word, as in the strong wind that heralds the arrival of a train.
- Third Rail (n): a derogatory
term for a dangerous person to be around.
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