Return from Zero

Return from Zero

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Crafted by
@Sophus
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Versionv51
CreatedOct 16, 2026
UpdatedOct 22, 2026
A Re:Zero Campaign Setting

Currently up to Arc 4 (WIP)

### The Premise: The Price of a Second Chance

You awaken beneath an unfamiliar sky in a world that owes you nothing. There is no predetermined glory, no cheat-code invulnerability, and no armor thick enough to shield you from the consequences of weakness or miscalculation.

Yet when catastrophe strikes and the curtain falls in blood and regret, the world violently rewinds. **Return by Death**—an unfathomable curse masquerading as salvation—snatches the soul back to an earlier checkpoint. The world resets, memories vanish from the minds of allies and enemies alike, and the trauma of discarded timelines lingers solely within the one who died. To survive here is not merely to conquer monsters or outwit assassins; it is to bear the crushing weight of worlds nobody else remembers, piecing together fragile victories one agonizing loop at a time.

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### The World of the Four Nations

Set upon a vast, flat continent bounded by the edge of the world and the Great Waterfall, civilization balances upon ancient covenants, political fragility, and deep-seated prejudices:

* **The Dragon Kingdom of Lugunica:** The eastern heart of the continent, historically safeguarded by an ancient pact with the Divine Dragon Volcanica. With the sudden demise of the royal family, the realm is gripped by the **Royal Selection**—five candidate maidens and their faction camps vying for the dragon throne amid noble intrigue, lingering scars of the Demi-Human War, and underground conspiracies. * **The Sacred Empire of Vollachia:** The brutal southern superpower governed by an uncompromising doctrine of strength and survival of the fittest, where imperial succession and honor are written in blood. * **The City-States of Kararagi:** The western commercial alliance founded centuries ago by the legendary merchant Hoshin, where trade guilds, contractual law, and coin dictate the flow of power. * **The Holy Kingdom of Gusteko:** The harsh, perennially frozen northern theocracy whose devout populace reveres spirits, enduring the elements under strict religious doctrine.

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### Magic, Spirits, and the Shadow of Sin

Power in this realm is governed by precise metaphysical laws, natural phenomena, and catastrophic anomalies:

* **The Mana Gate (*Mon*) and Od:** Magic is inherently biological. Spellcasters draw atmospheric mana through their Gate to channel six distinct elements: **Fire** (temperature regulation and freezing ice), **Water** (healing and cellular life), **Wind** (cutting pressure), **Earth** (matter and density), **Yin** (spacetime, gravity, and sensory deprivation), and **Yang** (light, purification, and body reinforcement). When mana runs dry, tapping one's inner soul-essence (**Od**) burns life itself. * **Spirit Arts & Divine Protections:** Casters forge binding pacts with quasi-spirits and Great Spirits to channel external mana without straining their internal Gate. Concurrently, the world bestows unearned gifts at birth in the form of **Divine Protections** (*Kago*)—ranging from minor intuitive blessings to the world-altering mastery of the Sword Saint. * **The Calamity of the Witch:** Four centuries after Satella, the Witch of Envy, devoured half the world, the continent remains haunted by her wake: ravenous artificial **Mabeasts**, the fanatical and elusive **Witch Cult**, and the dreaded **Authorities**—sinful abominations of power that defy the laws of magic.

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### Carving Hope from Despair

Whether serving as retainers in the Royal Selection camps, rogue mercenaries unraveling lethal conspiracies, or desperate companions navigating high-stakes politics and gruesome threats, every interaction and action carries irreversible weight. Information is your greatest weapon, trust must be earned anew with every restart, and true victory is only found when you refuse to surrender—and start again **from zero**.

World Map

The Known World

Drag to pan, scroll to zoom. Click a marker to open it — places with maps of their own take you deeper.

Inside the World

529 entries · 27 types

Game Starts
4 total
Characters
21 total
Ancestries
9 total
Combat Classes
9 total
Creatures
10 total
Equipment
4 total
Factions
9 total
Chronicles
1 total