Revenant's End Setting Information

From Caligo Mundi
Revenant's End
Revenant's End

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World of Revenant's End



“Great wonders did our ancient forebears work; feats of magic, science and faith in an empire that stretched farther west than the imagination reaches, and all the way to our eastern shores. But alas, their marvels were shattered and lost with the coming of The Dusk.


The light of the world fled in the face of the cataclysmic force of The Dusk, and the land of our home was forever scarred. While we may never know the true nature of this disaster, the wave of its destruction was broken upon Las Ondas; such that our ancestors did not perish, but could wade through the ashes of their world and strive to rise again.

And rise we did!

Less than a millennium later, Arc stands as a shining beacon of hope and progress, bringing the light of civilisation to all these Federated Territories. Our borders stretch ever westward as our faith and knowledge guides us into a brighter tomorrow. We will reclaim what was lost to us!

Our rebirth has not been without its struggles. The Schism was a tragic affair, and we thank the gods that those dark years of conflict have ended. May our citizens never need raise arms against each other in warfare again. United, may we march into the light of tomorrow; for the glory of the Federated Territories of Arc & the prosperity of all her children!”





- Excerpt from the Foundation Day address, 872 PD (14 years prior to game start)






The Town of Revenant

The town now known as Revenant lies far to the West of the civilised Capital, Arc, in an area long abandoned and left empty by humanity.


A few years back, a group of settlers brought themselves and their families to these here parts. Looking for new pastures, for new opportunities, and for some, just lookin’ for a clean slate. They built a community, a small trading post that enabled them to gather their goods and livestock to be sent east. The experiences for those on the land during the early years were tough and hard rather than desperate. The people didn’t exactly prosper, but they survived. Then things changed, and not for the better. Their farmin’ and ranchin’ had changed the land, the rains didn’t come, the river went dry, and there was the continual threat from supernatural threats like the undead. It wasn't long till people realised they wouldn’t survive if they stayed.


Heading back to the east, even to the next town, felt like their only option.

These were folk who didn’t waste a resource, so when they left, they took everything possible with them. Buildings were mostly dismantled, cattle were driven back east, and all the supplies were carried away. The final remnants of the town itself were left to the elements. Only the Church was left as a testament and memorial to all who had lived and died in its short lifespan. Where there was once a small community, now there were only ruins, a headstone for a town that had died.


But things change. Political thinking changes, the church’s reach expands, advancements in science, and the growth of the population all force decisions on folks. Resurrection and renewal for dead towns is always possible, even out here in the west, and perhaps, here it is even more fitting than anyone realises.

Recently, an astoundin’ and unusual discovery was made near the site of that old dead town. A new type of rock, strange, translucent, green. This rock has attracted the attention of the clever sciencin’ folks, the witches, and the downright superstitious. Nearby, an adventurous rancher found a vein of silver, exposed after a particularly wild and vicious storm. Interest from folks in the nearby towns flared thanks to these new discoveries, with some making the choice to relocate to this western outpost. An informal gathering of folks in tents sprang up almost overnight. Repairs were made to the old Saloon, and suddenly there was a new town, built on the bones of the past. While the constant threat of the undead and other supernatural terrors hasn’t abated, the desire for freedom, the lust for riches, and the quest for knowledge is a stronger force on these recent arrivals.

Word is spreading further afield with all these discoveries, too. Fueling thoughts of wealth, of new beginnings, and of freedom.

As the old Witch’s saying goes, true names are important, they have power. The town’s old name no longer felt right, but when the inhabitants, by a strange consensus, started calling the place Revenant, those who understood the power of place and names began to wonder at the truth of this new name.


The West

Beyond the comfort of civilisation, beyond Las Ondas, and even beyond the newly-established Western Territories, lies the lands known as the West.


Legends have it that a millennia ago, the Dusk emanated from this place. The devastation was so expansive, so instantaneous, that whatever was here before has simply vanished. Those dangers that lurked here were so deadly that any explorers did not return.


100 years ago that changed, and the first reports back granted instant fame to the explorers who survived to tell of it; Esther Kovalla and Othar Van Der Valk, amongst others. They talked of strange stone formations, including massive escarpments; they demonstrated the continuation of the Ringing River, solving at least part of the mystery of its route. But classifying the strange plants and animals of the far West has proved a challenge. Dangerous or benign, it will take decades to fully understand the impact of the Dusk on these lifeforms.

Proper exploration has barely begun. It has only been in the years since the Schism that folks have begun to move into the edges of the Western Territories, let alone to embark on quests to the unknown West.


But the pressures of the Federated Territories – more room to shift their growing populations, more resources to fuel their cities – continue to build. When prospectors began to find valuable new materials in these wilds, the pressure hit boiling point. One such material is a new mineral, Puissancea Verdea; more commonly known as “That Green Rock.” The engineers and scientists of Arc have put a high price on this elusive material, keen to unlock its potential – a price that has sweet-talked a fair few hungry workers into switching careers to mining.


People flowed to Rottwater and Charlotta’s Hope, the new western-most establishments hoping to stretch the edge of the Western Territories to new borders. On the edge of the Ringing River Flats, Rottwater became a collection point for textile reeds. This industry ensured jobs to the newly arrived and the town continues to flourish to this day. However, located directly west from Whistler’s Folly, the settlement of Charlotta’s Hope died.

The mystery of its last months may never be answered. Those who made it back to the relative safety of Whistler’s Folly did so just as bad turned to worse, and those stubborn few who remained were never heard of again. The survivors whisper of strange creatures attacking them, and of unknown or unnamed Gods growing angry at their presence.


Regardless of the stories, some brave (or foolhardy) new daredevils have begun to rebuild on top of the ruins of Charlotta’s Hope. Drawn once more by opportunity, adventure, or pushed by hardships elsewhere; these intrepid adventurers have re-named this town Revenant.

Where once was Death is life again.


The Other Regions

These are brief descriptions of the various regions from which your characters will have come.

Arc

Far to the east from Revenant along the coast, stands Arc, the capital. It is a large and ancient city, and the heart of civilization. It is the seat of governmental and religious power for the nation, and a major center for learning. All manner of folk live there, from the old noble lineages, to lawyers, traders, engineers, craftpeople, and more. Not all share in this prosperity, however, and there is a large underclass.

Arc's leaders dream of uniting the continent under one government, just as it was before The Dusk, the catastrophic event that reshaped the nation all those long years ago.

Cultural notes: People from Arc tend to think of it as the centre of the world, often looking down at those from outer regions. Many people carry scented bundles of cloth and herbs to help manage the reek of industry that surrounds the city, originally a practice in the slums, it has spread to the city centre as a signal of “worldliness”.

The Coast

The coastal regions to the north and south of the capital are tied closely to the Capital, connected by rail and defended by military outposts against pirates and invasion. The people here rely heavily on fishing.

Known as the Ringlorn Coast the south is cold and harsh. Amber is the region's capital and an important coastal center. It provides the region's electricity, which drives broad-scale industrial growth. It’s known for pioneering engineering and weird science. Further south, the waters grow icy and the settlements are smaller and more isolated.

To the north, the waters are warmer and are dotted with islands. Small fishing villages line the coast, their people living relatively simple lives. The largest city on the northern coast is Fort Sombra, an old seaside fortress that grew into a bustling, vibrant hub of trade and cultural exchange. Fort Sombra protected against the darkness during The Dusk. Rumours persist of strange activities on the nearby chain of islands, and toxic waters that have impacted the fishing.

Cultural Notes: The Coastal regions are united in two things, their pride in their legacy as the survivors of disaster and their disdain for each other. People from the coast tend to prize resilience and self-sufficiency, often being loath to accept help.

The 7 Provinces

The pleasant rolling hills and temperate climate make for bucolic living in the 7 Provinces. Roads criss-cross the landscape, making travel for traders, itinerant workers, and preachers relatively easy. Most folk who live here work the land like their forefathers. Progress and mechanisation are wonders that could ease work, though some wonder what work they will do when the machines come.

Once home to diverse local traditions, most communities have embraced the Capital's laws and faith, but there are some hold-outs. The great Mesa, Ballagàrraidh, stands in stark contrast to the gentle fields. This strange place attracts pilgrims year-round and resists attempts to define it. It is jealously guarded from the university’s engineers who would mine it for the rare substances held within.

Cultural Notes: The 7 Provinces are undergoing a slow assimilation. Under pressure from Arc (the Capital), their traditions are being eroded and replaced by orthodox practices. Many have small rituals they enact, handed down from their parents, that they perform without understanding. Hospitality and food are central to the region, with the sharing of meals and courtesy to travellers an important touchstone.

The Riverlands

The riverlands are a strange mix of old and new. Tensions simmer between backwater religious cults and newcomers from the capital Arc. The current population of the largest city in the region, Millora, reflects that changing demographic.

The floodlands provide rice, a key staple for the nation, but growing it is not without its hazards. Every year the rivers flood, sometimes gently, sometimes it is a torrent that engulfs the unwary without warning.

Locals say it is the River God taking their share. Engineers aim to tame the waters, hoping to work with the god to ensure reliable food.

Cultural Notes: With new residents from the capital appearances are becoming important in the Riverlands. Many of its denizens are feeling the pressure to present themselves as more successful and affluent than they are. Travel is a historical habit of the region with people roaming and exploring as a form of recreation.

The Mountain District of Las Ondas

Said to be pulled into being during horror of the Dusk, the mountains of Las Ondas are full to bursting with important minerals and metals. It is a hardy breed who brave the conditions in the mines, valuing strength, courage, and fortitude as well as their independence. The gods of earth and stone have to be appeased lest the mines dry up, or worse, collapse. They are wary of outsiders, especially as the law moves in to manage bandits, engineers attempt to replace workers with machines, and the preachers come with word of the unified faith of the Capital. Torncliff is the regional capital, a city of smoke and metal, where the surrounding hills have been stripped bare.

Caldera, the largest city in the region, was once wealthy and full of the promise of a better future. Built near the ancient volcano, it was a booming mining industry. The toll of a civil war and the depletion of metal ore for projects in Arc are increasingly visible in the region. Now it is the home of the sick, the weary, and the desperate, dying as the nearby volcano also falls into slumber. The rest have moved on.

Cultural Notes: The folk from Las Ondas are accustomed to a cycle of boom and bust as towns rise and fall according to the productivity of their mines. This has left a populace with a high tolerance for risk, with gambling being a major source of entertainment.

Perdition & the Western Territories

When The Dusk came, these lands were turned upside down.

Strange energies tore out canyons, and rivers sank into the ground. This was, for centuries, a place where people dared not tread. It was not that long ago when these towns to the west were the outliers, the frontier, the place for adventure and hard-won riches. Towns where folk could get by on their gunslingin’ rather than the fancy words of a lawyer. Where hunters could make a fortune sellin’ the teeth, feathers, and hides from strange birds and beasts. It was wild and it was west.

Today, there are echoes of those wild days, as bandits and desperados still roam the land, and the strange beasts still take people and livestock in the night. This part of the west is changing, as rough ranchers settle down with family and the railway brings in the lawmen from the capital.