The World of Riven



The Riven campaign is set in a post-apocalyptic era where mankind has built their new civilization on huge plateaus above a deadly mist that covers the globe. There are seven plateaus that are ruled respectively by seven kings. War between the kingdoms is not uncommon. Whether internally or over neutral territory. But even though all these hostilities, they all pay homage to the Church of Fate, and the High Pontiff Echelor. Knights in all kingdoms follow his decree to uproot the seed of chaos wherever it may be.

Before Time
Scholars suggest, that before time, there was only Chaos. Then came Fate who made order of Chaos. He divided her bones, blood, breath, and soul and gave them purpose, but her unpure flesh he threw away. Bones fell and created the earth and the mountains; Blood poured ontop and created oceans and rivers; Breath became the wind and the sky; and the Soul stayed in the heavens and became the sun.

Age of Legend
Being of Chaos, the four elements began gnawing at each other, and from their refuse, twelve children spawned. One day, they found the Flesh of Chaos, and from it created the mortals. For eons, the world bloomed. The mortal races wielded magic that forged world spanning empires. It was a time of wonder.

The Rivening
It is said, that it was the children of Fulgur that instigated the war. They called it the Bloodletting, the war that would spark the Rivening. The world-changing conflict that spanned for hundreds of years.

During this time, Echelor was gifted the Strand of Destiny and with it he created the Church of Fate. As the Bloodletting was destroying the world, King Echelor rose up and slew the gods of chaos with the Strand of Destiny.

This broke the world, and a cascade of disastrous turmoil spread throughout the world. Like a tsunami of pure unchained chaos that engulfed everything. So he held the first Primordials to the Tenets of Fate, and raised the plateaus to save mankind from the wake of the Bloodletting.

Cosmology
The planet of Riven is a mist-covered rock that orbits its sun in an extreme elliptical circle. The planet’s tumultuous history has given it a ring system that changes color depending on the position of the planet to its sun. It also has two moons, one in the ring, and one farther away. The size of Riven is relatively small lending it a favorable gravity and in turn a colossal atmosphere.

Magic
It is said, that when the primordials walked the world with men, magic was abundant. Now it is a sparse rarity that kingdoms fight over. Either in the form of relics from before the Rivening or in the form of pure magical essence called Mana. Some people can tap into their own reserve, while others call the aid of spirits, or make sacrifices to fuel their spells.

Nature
The Rivening changed all life. Species that relied on magic were hit the hardest. Many were instantly killed, some were mutated, some simply died out. Regular beast fared better but was still encroached on by the Nether. The remaining species, the fiercest, most cunning, and hardiest fled higher and higher into the mountains.

Above the blanket of mist the world carried on, adapted, and became prosperous. Civilization quickly sprang up again and wildlife prospered. Not like before, but life finds a way.

Calendar
Every 188 days the sun begins to wane and the weather gets colder, or wax and it gets warmer. The season is considered to be either waning or waxing since the transition towards colder weather, or warmer, is so abrupt. The calendar starts at the waning period, as the change from warm weather to cold seems like a natural end and the beginning of something new. A whole period is called a year and it totals 376 days.

Language
All people of the seven kingdoms speak a language simple called the human tongue or simple Common. One world think that all the words of the human tongue is made up by human words. In actuality most of the old words derived from the Elphyrian Prose, or in very rare cases Telluric Jargon. Old bloodlines have surnames that date all the way back to before the Rivening which explains their unique mishmash of Elphyr, Telluric and Common.

Transport
Long ago mankind traveled on foot or boat to visit other parts of the world. This has proven almost impossible since the Rivening and so a new technology has evolved out of necessity: airships. By the use of hot air and gases, expert engineers of the Leyden Archipelago invented the first airships to traverse the huge spans between the plateaus. Now most kingdoms have picked up this skill. The aircrafts are propelled by huge sails and designs vary from nation to nation. Some even employ beasts to drag their airships across the mist below.

The Nether
People of Riven know that, what lies beneath the mist, is almost never a good thing. Even so, the tales of ancient treasure, the promise of great magic, or the lure of forgotten technology compels foolhardy adventures to explore the world beneath the cover from time to time… On rare occasions, adventurers like these even come back. The tales they spin of the world below is colorful and nightmarish. But no two explorers ever come back with the same recount. It is as if the mist distorts reality itself. But there is one thing they all agree upon. There is something down there. Something big. Something that slithers and squirms and grips the world with its tendrils.

Its influence creeps through the cracks in the plateau ground and the power that it offers can be very tempting. But it comes at a steep price. But this doesn't sway cultists from the promises of chaos.

Church of Fate
There are places in the world where Nether's influence is stronger than others. Places where the rules of reality unhinge and evil creeps through. It is a natural phenomenon that is called Cracks. The Church of Fate do all in their power to make sure to mend these cracks so they don't become literal portals to hell.

The Church, which has its base seat in Mesanct, has a strong network of clergymen throughout the seven kingdoms. Here they council the kings in the Tenets of Fate to make sure their lands are kept safe from the influence of Chaos.

Knights
The legacy of Echelor is ever-present in the Seven Kingdoms. Even though few understand how, or even why, the Strand of Destiny caused the Rivening, there is not a shadow of doubt about the importance of the Church of Fate and the importance of their scripture. It is the rules and ideals that shape the foundation of every kingdom. To uphold these tenets and preserve the structure of society all kingdoms have knights. These paragons of the human race master the elements and fate equally. They don’t preach the Tenets of Fate. They live them. Through them, chaos is uprooted and slain. Through them, society prospers. Through them, weakness, cowardice, and unlawful behavior are dealt with. They are the concordant hammer that molds a world seeped in chaos.

However, where there is a strive for perfection, there is a rivalry. Amongst knights, this is especially true. Knights constantly compete with each other. In duels, in championships, in games, and in poetry. Usually, these displays of grandeur are all fun and games, but more often than not they spark strife.

Strife is common enough on its own in Riven. When new territories are found armies clash to conquer landmass. But when friendly duels turn deadly, revenge turns into skirmishes, and skirmishes turn into a war. For a knight, the war goes hand in hand with the Tenets of Fate.

Holy Knight Orders
The only way to become a sworn knight is to join an Order. Usually, knighthood is bestowed upon seasoned warriors of noble families. But sometimes royalty, clergymen or even free folk who prove themselves worthy is welcomed into an order.

Orders offer insight into certain aspects of combat, elemental magic, and/or crucial knowledge about the world. A knight can be part of more than one Order as long as the goals of the Orders are aligned.

To be continued