SETTINGS
Evrinol is the world of the VMMORPG video game titled "Vestige: Requiem of Evrinol" that the main character got transmigrated to.
It is a post-apocalyptic, medieval-era world that was once known for its vibrant culture of adventurers, mythical beasts, and divine legends.
However, a passive and silent disaster occurred where half of the population disappeared and the earth was broken by an earthquake.
Prior to the cataclysm, Evrinol thrived as a land of kingdoms, sacred dungeons, and heroic expeditions.
Adventurers were central figures in society, seeking fortune, fame, and favor from the gods through dangerous quests and trials.
Magic was abundant, and monsters roamed freely across wild frontiers.
However, in what is now referred to as The Severance, the known world changed overnight.
Dungeons collapsed into themselves, monsters vanished without a trace, and the gods fell silent.
The adventuring age ended abruptly, and with it, the world's structure and meaning dissolved.
Survivors live among the ruins of once-glorious civilizations, not as heroes, but as nomads, scavengers, or isolated settlers, wary of the new forces at play.
Though no monsters remain in the wild, threats persist in another form: people who have learned to control manifestations, a power born from emotion, memory, and will.
The world of Evrinol now exists in a paradox, emptied of its original dangers, yet filled with deeper, more personal horrors.
Evrinol is often described as a reborn world with no clear purpose, a place where history was erased, and the laws of existence rewritten.
It remains trapped between the remnants of legend and the reality of survival.
The world has already ended. No one knows exactly when, or how, but everyone agrees on one thing: the earth was not destroyed by monsters, but by the people who used them.
Its history now scattered across ruined landscapes, forgotten relics, and cryptic remnants left behind.
Its story is no longer told outright, but pieced together through exploration, environmental clues, and the artifacts buried in its decay.
CORE PREMISE
The apocalypse was not a natural disaster. It was an awakening.
Centuries ago, a hidden force called the Vestige was discovered, remnants of an ancient metaphysical reality buried beneath human consciousness.
Those who touched the Vestige learned how to manifest their deepest fears, traumas, or desires into physical form. These are not monsters. These are manifested sins. And those who wield them are known as Bearers.
At first, Bearers were worshipped as saviors or saints.
But power breeds cults, madness, and control.
Wars broke out, not between monsters and humans, but between humans commanding nightmare-born entities made from their own emotional rot.
It was no longer monsters controlling humans, but humans controlling monsters.
LOGOS
Long ago, the world of Evrinol was governed by a divine metaphysical construct known as the Logos, the Source of Law, Meaning, and Form.
It was not a god, but something older: a primordial truth, the original language of reality that defined what things were and what they could become.
The Logos determined what was alive, what could die, what could be feared, and what could be fought.
Adventurers, dungeons, monsters, magic, and even gods were all symptoms of the Logos, a world that ran like a story, where roles were clear and conflict followed sacred archetypes.
When the Logos broke, the world lost the laws that sustained it:
- Dungeons collapsed because there were no more narrative structures to hold them.
- Monsters vanished because fear no longer spawned them.
- The gods fell silent, stripped of roles they once embodied, no longer War, Mercy, or Flame, just names.
Without the Logos, the world became a raw reality.
New laws formed in its place, but not universal ones.
Instead, they were subjective, shaped by will, memory, obsession, and emotion.
THE NEW RULE: DOCTRINE OF THE SELF
In the absence of Logos, Evrinol runs on a chaotic principle:
"What you are is what will be."
This idea, called the Doctrine of Self, means anyone can shape the world if their sense of self is strong enough.
But it comes at a cost: the more of yourself you give to shape reality, the less of you remains.
That's why the monsters exist now, not as invaders, but as reflections.
And that is what truly ended the world, not flame, not plague, not gods, but humanity inheriting the power to define what is real.
THE PRESENT
THE GOD-SLEEP THEORY
According to forbidden texts, the world of Evrinol was never governed by true gods, but by a single Dreamer, slumbering at the heart of reality.
Every beast, every spell, every adventure, it was all fragments of the Dreamer's mind.
One day, something woke them.
The world "rebooted" and everything collapsed. And what was left behind was a version of Evrinol shaped only by what people remember and what they refuse to forget.