The Everloop Archive
Explore the canonical entities that shape our shared universe. Every character, location, and artifact documented here is part of the living lore.
Explore the canonical entities that shape our shared universe. Every character, location, and artifact documented here is part of the living lore.
A once-peaceful town in a valley where merchants still passed and weddings were still sung, now warped by the Fray. The Bell Tree appeared in its town square one morning. Once a gathering place for Dreamers, it now suffers from memory loss, time skips, and the slow encroachment of the Overlook. The Bell Tree's roots mirror the town's shifted layout.
A smooth, seamless obsidian spire that jutted from the earth like a blade near a Fray-warped settlement. It caught no light, cast no shadow, and repelled the Fray around it—creating an island of stability that Sera exploited for power. Inside was infinite void with ancient glyphs, and at its heart, a miniature replica feeding on the world's roots. Destroyed when Rook pulled the replica free.
A slightly leaning tavern with mismatched shutters but golden warmth, where Auren stops on his journey to Virelay. A sign reads: 'NO SWORDS, NO SHOUTING, NO WEEPING—UNLESS IT'S A BEAUTIFUL SONG.' Auren accidentally knocks out a drunk by tripping into him, becoming an accidental folk legend.
The eastern expanse of the world, beyond border stones and merchant routes. A vast wind-swept steppe where clans rise and fall like tides. No cities, no kings—only the land, the clan, and the weather. Also called the Barren Reach or the Long Wind. The Veykar conquered this land and built his empire upon it.
A deep, dry gorge outside Drelmere where the true base of the Bell Tree's roots originates. Appears empty at first, but thrown objects produce bell-like chimes. Contains a hidden cave entrance with iron bars and carved reliefs, leading to a vast cavern with spiraling symbols on black roots that serve as a map to ring the Bell Tree's bells.
The vast stone-and-bone pavilion at the center of the Veykar's Wheel. Half sunken into rock, lined with fire pits and smoke channels. It transformed raw slaughter into the illusion of civilization. The hierarchy of food reflected the hierarchy of power—scraps for soldiers, better cuts for officers, sculpted masterpieces for the Veykar. Where the girl rose from pit worker to master cook.
The advancing edge of the Fray—where the world grows thin, air feels different, and people lose their names, memories, and reasons. Every winter, it creeps closer. Near the siblings' cottage, it drives their quest forward. Not a place so much as the absence of place.
A perfect ring of ancient, moss-covered stone embedded in the seafloor off the coast of Virelay. Surrounded by dozens of fishing trap lines that seem to worship it. Inside lies a small, windowless room with a hearth containing the second Shard disguised as a glowing ember. The room floods violently when the Shard is taken.
The Veykar's moving military camp, organized in concentric rings. Outermost: pits, latrines, stables, butcher grounds. Middle: soldiers' quarters of hide tents and bone stakes. Inner: command tents, archives, the Draethan's quarters, and the Hall (kitchens). Center: the Veykar's tent. The Wheel eventually stopped moving when the Veykar began building a permanent city.
The ancestral home of House Thorne, featuring the Winter Room where the hearth is always full. Complete with gardens, a training courtyard, and a front gate guarded by the slightly bored Brennick. Auren makes his dramatic 'escape' from here, tiptoeing past gardeners and waving at maids while believing himself a master of stealth.
A rough frontier town clinging to a cliffside, where the barbershop, tavern, and jail share the same crooked roof. A harsh place where Rook plays Everloop for coin and Myx watches from the dirt outside. The kind of town that doesn't make room for softness.
A coastal harbor town severely warped by the Fray. Buildings appear and vanish, streets rearrange themselves, people forget and reappear. The Inn changes names overnight. Fish always bite at the same spot offshore—a constant amid chaos that points to a sunken Well on the seafloor. Auren Thorne ventures here to save it, discovering the Shard beneath the waves.
A hilltop clearing reached by uneven, insulting stairs. Home to the Dreamer Eidon, it features a crooked wooden gate with self-rearranging symbols and a hut that looks like 'a mushroom that had aspirations of becoming a cottage.' The inside is somehow bigger than the outside, with bookshelves on chairs and teacups in the fireplace.