After the closing of the Western Gate and the placing of Tyrexes at the entrance to the Eastern Gate, Fey exiles began to lose faith in their lords. Many continued a kind of fealty to their masters, but few remained within the actual courts or demesnes as agents of the aristocracy. Most began to wander the Lantern Wood, some remained in the regions more hospitable to the fey, and a few even left the fey world entirely for the world of mortals, or began to wander the world nomadically looking for pockets of elves, dwarves, and gnomes located throughout the region of Aversill and beyond its borders where they could find haven.
For many of those who remained behind, the Western Gate became a rallying point and the attempt to re-open the gate through peaceful negotiations with the dragon became, first, a priority, and then, after years and years of failure, an obligatory cultural function—more a ceremony than anything else. A community formed around the gate and the dragon hoping to find a sense of belonging in a world that no longer made sense. Wastrels and vagabonds congregate in Evermeet, staying long enough only to have their fantasies of homecoming dashed out by the often savage attitudes of their fellow townsfolk. Many an expatriate has ventured into Evermeet in the hopes of finding Fey civilization resurrected only to discover the heavy-handed operations of the slavers, the guilds, and even the parlors.
The geography of the town mirrors its inhabitants in its sense of permanence. Evermeet was never set up with any sense of establishment because of its citizens continued hope that the return home was imminent. There are many more temporary buildings (lean tos, tents, ramshackle buildings) than there are permanent structures, among which the great spires feature most prominently. Over the last 800 years, these immense structures have been carved out and turned into the city’s more reputable (or infamous) districts. Few traditional manses exist, and most of those resemble the work of a colonizing force: guild halls and manses for the towns more prominent citizens. Fortified structures for military and police garisons. Some temples exist, but very few, and most are devoted to Rolod, the god of the Satyrs and patron of Evermeet.
Still, over the last 800 years, Evermeet has managed to develop some sense of tradition. From the town’s beginning, the crest of the family Kronzo has been displayed proudly in almost all large enterprise promising (or threatening) to bring civilization to the Eastern Gate. The Asterasi Kitsori dynasty, historically famous as advisors to many in the Twilight Queen’s noble court have thrived as supporters of Evermeet’s culture (such as it is). At the same time, the wealth of the Goefan family as well as that of the Mourgrams, though of low birth, have served to drive the town’s economy and have saved the region, on many occasions from becoming a dumping ground for hags and fomori.
Perhaps the most striking feature of Evermeet is, however, its presence as an eternal bazaar in which the exotic, the desirable, and often the illegal are traded and bartered in the magical borderland between two worlds. The town’s geography, aside from a few permanent structures, shifts with every dawn as merchants move their shops to more promising city quarters in order to hock their wares. Economy in Evermeet is awarded a sense of urgency, and shoppers are encouraged to buy their precious bobbles as soon as they see them (for tomorrow, who knows where this merchant will head off to in search of more cooperative customers ).