Welcome to the end of the world.
Well, not the world, as such. Planet Earth's spinning by just as well as it's done for the past few billion years.
And it's not even the end of life on Earth. Sure, there have been some extinctions, but plenty of animals are still kicking, like rabbits, dingos, and dolphins. Hi, dolphins!
Really, calling the mere extinction of 99.9999997% of humanity the end of the world is pretty melodramatic, when you think about it.
So, call it the end of the world as we know it. All civilization was wiped out. Every last human on Earth died. There was nobody left.
Except… Earth isn't the only place humans can be. The Foundation had hide-aways prepared for just this possibility. And so a few thousand humans-researchers, agents, and Class-D personnel were spared the disaster. And after a short time, they came out, and looked at the world that was left.
They were based out of Site-23. A few stragglers from other places, other hide-aways, arrived. But Site-23 had the largest population base of survivors, so it became the new home of mankind. And civilization started anew. With the Foundation in charge.
Oh my.
They knew that a lot of things would of necessity be lost (though it's unlikely they suspected how much). So they worked on making things safe for their descendants. The Class Ds were set to work rebuilding (with various controls devised by Doctor Mann and Doctor Rights), while strike teams led by the likes of Clef, Strelnikov, and Kondraki cleared out new threats. Because this is the SCP-universe, and there are worse things in Australia than dingos. There are monsters, anomalies, and all sorts of unpleasantness. Gradually, they made the land… not safe. It would never be safe, not for many, many years. But safe enough.
But there were costs to be paid. Site 23 was lost when SCP-682 arrived. To trap the creature, they used SCP-184, the Architect, to get it lost deep in endless tunnels, with Agent Strelnikov as bait.
Other researchers went rogue and were driven out. Mann, Kondraki… Others, too. Even the ones who stayed were changed. They used the anomalous items much more readily. What was the point of protecting society, when society was already destroyed? There were fights. Splinter groups.
Eventually, the peoples were split into warring tribes, and more and more knowledge of the past was lost.
That was thousands of years ago. History has faded into legend. The researchers and agents who saved humanity became the common pantheon of the new religion (with variations throughout the land).
Thousands of years have passed. The old world is legend now — its researchers deified, its sites hollowed into temples and tombs, its mistakes left to roam.
The world is recovering. That does not mean it is safe.
Geography
Geography is still fairly loose, with few defined places. Most of the continent is much greener than it was in our time. The climate's changed greatly, and there are plains, forests, even rainforests where there was once only desert. Civilization varies greatly from one place to another, ranging from tribes hardly into the bronze age to the city people to the east, who are now firmly into the iron age (with a few having discovered the secret of steel).
The city people live, as their name suggests, in city-states. They war, trade, make alliances, and generally make bothers of themselves. They are more willing than the tribesmen to raid the old ruins for treasures (though it's still considered a very dangerous, cursed enterprise). They've rediscovered the principles of agriculture. They're starting to expand, but there's still a great deal of empty land in the east, meaning that they haven't expanded into other territories much. Yet.
The tribesmen live throughout the rest of the continent, and are a varied lot. Some of them are nomadic, while others have permanent settlements. They tend to avoid old ruins and places where strange things live. That said, they're also much more likely to encounter such things. It's not unusual to find a tribesman selling his services to the city people.
There are also people inhabiting the islands around Australia. Humans aren't anywhere near taking their planet back, but they've taken their first steps. Whether or not they succeed….
Oh, and a note on the people. It was a pretty varied lot who survived in Site 23, and they've been living for several thousand years in Australia. Selective pressures have darkened their skin pretty well. There's still some variation, especially in hair and eye color, but almost everyone has darker skin.
Now, there's one other important place. No one, not city people, not tribesmen, will go to the south willingly. That's the home of the Everman. It's patrolled by the walking dead, the New Men, and other monsters he's collected over the years.
Notable Places
The ruins and remnants of the Foundation are scattered across the continent. Ceitus is what people call these places — half-buried outposts, vast underground complexes, abandoned shelters. Most of what a relic-trader earns their living from comes out of one.
Kalefheit is the dominant city-state of the new world. A chaotic, opulent trading hub where relics are bought and sold daily, fortunes change hands in an afternoon, and the scribes are slowly reintroducing written language to human civilization.
Abirtleit is a small fishing village a day's ride south of Kalefheit — one of hundreds of settlements too minor for any map.
Pupil is a city built inside the Eye of Ysone, a clear zone at the center of an endless sandstorm. Home to the Digital Children, it is largely unknown to the outside world.
The Pantheon
The senior staff of the previous times are the gods of the new ones. Some of them did their damnedest to earn the titles, others just did their job, but they're remembered now.
Geyre: The god of smithing and technology, and the chief of the gods. It's said in some tribes that he constructed the old cities, and then destroyed them when they didn't please him. This is especially common among tribesmen who think any city is sinful in old Geyre's eyes.
Drakgin: The god of battle and war. In some places, he's praised as a god for heroes, and they ask him for strength. In others, he's an evil god who brought discord into the world. Some whisper that the dragon Sikayt was his pet, or his steed. Some say he destroyed the old world in a powerful rage.
Kalef: The god of the underworld. The righteous dead will go to him on their final day. He rules a vast empire under ground, on an opal throne. He's also the god of riches. He's known to offer mortals bargains. However, he has a way of twisting them to his own advantage.
Lita: The goddess of nature. She guards the forests and the fields. She's worshiped by hunters, guides through the wilderness, and many of the tribesmen. Her totem is a toothed owl.
Erits, or Old Aggie: The name differs from place to place, but she's always worshipped as a goddess of fertility. Farmers build shrines to her in their fields. In the cities, her temples offer the services of priestesses to lonely men.
Abirt: The god of death. While the righteous dead will go to Kalef, the wicked are Abirt's. When someone dies, they first visit Abirt's realm, where they are judged.
York: The saint of thieves, tricksters and liars. York stole the secret of iron from the gods, planted it among the mortals, and then tricked both to pay him to find the culprit. Some say the end was his doing, a trick gone far wrong.
Starel: Starel is not a god, but the first king. He fought the dragon Sikayt in the Home Ceitu, and both were sealed to protect the world. It is said that one day, when men need him most, he will emerge from the Home Ceitu, unite the people, and bring about a golden age.
There are also numerous local gods. Sometimes they replace gods from the pantheon, sometimes they simply supplement it. Each tribe, each city has its own local version of the pantheon, its own version of events. This is just the most general form of the pantheon.
These are SCP-Objects, essentially. These are things like the wading pool, the architect, the surgeon crabs. Wonders are the magic items of the Bellerverse. They're relatively rare, but that doesn't mean they're unheard of. Most citystates have a few (locked up by the powerful and wealthy). They can be found in ruins, or in abandoned ceitus. The survivors brought a great number of them to Australia while they still had transportation.
Monsters are, well, monsters. They're SCP creatures. Imagine the Heart of Darkness being encountered by a troop of guardsmen from one of the city-states, or a group of hunters from a tribe. They're dangerous.
Be creative. Ask what SCP might be interesting for them to encounter. And remember that the SCP Foundation hasn't locked away all anomalies. Feel free to invent something, if it fits the story. Hey, maybe you have an SCP idea that you can't make work in an article. Use it here!
Okay, now we're getting into the most important part. This is, basically, a Dying Earth setting in tone. It's an old setting that was once great and prosperous, and was brought low. Unlike most Dying Earth settings, this one's actually recovering, but it still has the same themes of survival, of wonders from the old world intruding on the new. It's sword and sorcery in an old world. Look to Vance's Cugel stories, or Lieber's Fafhrd and the Gray Mouser. It's cynical, but with the promise of exploration, the sense of wonder that comes with a strange world.
Bellerverse is set 4,000 years in the future. This is already a pretty wide time period. A majority of the stories set in Bellerverse don't have any frame of reference for when they take place, much less in comparison to each other. One Tale even makes references that implies it takes place a decent amount of time after the initial tales in this canon.
For the sake of interconnectedness and collaboration, we can assume that the majority of the stories in this canon are set roughly around the same time as each other.
Below are tables detailing characters, locations, monsters, and more found in this canon. Spoiler warning for the whole canon!
Characters
| Character |
Appearances |
Description |
The Beller
Rone |
List of Wonders, The Seeker, Those You Leave Behind |
A cunning, fast-talking rogue and relic-trader who grew up nameless in a temple, was exiled from his city after stealing from the Tyrant, and was raised to adulthood by the Ghost Hunter tribe. Named "Beller" by Last Man, he became the legendary wanderer and seeker of Wonders who haunts the waste. |
| Benadam |
List of Wonders, The Seeker |
An impossibly ancient hermit who lives in the Waste near a rocky promontory. He can read the old language fluently and holds vast knowledge of the pre-apocalypse world. |
Dr. Everett Mann
The Everman |
List of Wonders, the-brave-little |
The last surviving surgeon of the old world, now grotesquely self-modified with four arms, four eyes, a lens-headband, and too many joints. Brilliant, isolated, and deeply unhinged, he lives in the South surrounded by New Men and his beloved surgeon crabs, offering unsolicited "improvements" to any visitor unfortunate enough to gain his affection. |
| Cender of Dnoma |
The Seeker |
An elderly seeker sent by his tribe on a death-errand. He found the Home Ceitu and wandered inside seeking a prophet's blessing, only to be killed by the beast Sikayt. |
| Alia |
The Book |
A newly appointed Keeper of the Book, terrified but devoted. She inherits leadership of her people when the previous Keeper performs the Last Reading, and conducts her first Reading to receive the Book's guidance. |
| Aleia |
Learning |
A poor young girl in the village of Mideia who receives the Book from a swindling merchant, falls asleep over it, and wakes inside a lush dreamscape where she meets the Book Keeper. He offers to teach her to read, beginning her education in the old language. |
| The Book Keeper |
Learning |
See SCP-1230. |
| Kerrek |
Learning |
A sharp, mercenary trader who murders his traveling partner Goreth to avoid splitting their relic windfall. |
| Goreth |
Learning |
Kerrek's broad, thoughtful traveling companion who reads a single line from the Book before being killed. |
| Last Man |
Those You Leave Behind |
The white-faced Ghost Hunter who claims Rone as his captive, raises him with firm discipline, and eventually names him "Beller." He is a quiet, formidable leader who beats Rone every time he tries to escape. |
| Straytaker |
Those You Leave Behind |
Last Man's wife, who cannot have children and so takes in strays and captives. She tends Rone with brisk, practical kindness. |
| Breaking Stone |
Those You Leave Behind |
A girl Rone's age in the Ghost Hunter tribe who earns her name by hurling a stone pestle at a monster. She becomes Rone's closest companion, and he promises to come back to her. |
Sharpnose
Iron Hands |
Those You Leave Behind |
A Ghost Hunter boy and Rone's competitive friend. He dies grappling a monster long enough for other hunters to spear it, and is posthumously named Iron Hands. |
| Priestess Gylia |
Those You Leave Behind |
A silver-haired priestess at the temple where Rone grew up. She smuggles him out of the city when the Tyrant's guards come looking. |
| Lord Totch |
Those You Leave Behind, What the Little Bird Told Me Part I |
The Tyrant's secretary — white-haired, yellow-eyed, and utterly ruthless. He has Rone beaten nearly to death for attempting to pick his pocket, then fails to recognize him mere days later. |
| 977 |
the-brave-little |
A large, intelligent crustacean sent on a scouting mission to locate the escaped monster Fernand. Captured and nearly eaten, 977 disables the monster and is mortally wounded in the process. |
| 971 |
the-brave-little |
The beautiful Mother-figure of 977's people. |
| Specialist Ztan |
prologue-digital-children |
A Digital Child of the "Export Generation," silver-skinned and shielded, with a coldly superior personality. He kills Gorana without necessity, is summoned back to Pupil for punishment, and is ultimately slated for deletion. |
| Archivist Mu |
prologue-digital-children |
A senior Digital Child who oversees Specialist Ztan and issues a Rubicon Omega deletion order against him. |
| Admin Sys |
prologue-digital-children |
The enigmatic and reclusive ruler of Pupil, who created the Digital Children after expelling/destroying the original human guardians of the facility. |
| Meilar |
For the RE-PUBLIC |
An aging antique-shop owner in Kalefheit who is recruited by the Public Domain Protection Service to become the first post-apocalypse time-traveler. |
| Kallin |
For the RE-PUBLIC, The Cycle of Alexandria |
A young relic-finder who brings Meilar a tome. He later discovers Alexandria Eternal and becomes its new watcher. |
| The Public Domain Protection Service |
For the RE-PUBLIC |
See SCP-3185. |
| Mm-ee-ll-aa |
I Finally Landed, But This Place Is Not Home |
A graceful young girl living in the flooded ruins of a drowned city, with letters tattooed on her face and her lips sewn shut. She encounters a Foundation agent from another world. |
| Lieutenant Samson |
I Finally Landed, But This Place Is Not Home |
A Foundation agent from a parallel Earth whose dimensional jumper crash-lands in Mm-ee-ll-aa's ruined city. |
| Ashlynn |
The Dead Never Die |
An explorer and relic-hunter who serves Lord Hubris. Cautious but brave, she infiltrates a Waste ceitu to retrieve a Wonder for her master. |
| Alpine |
The Dead Never Die |
Ashlynn's beloved companion, described as too furry and having too many legs to be a conventional dog. Alpine can spin fast enough to drill through solid steel. |
The Invisible Figure
Head |
The Dead Never Die |
A dark-skinned, bearded figure encountered by Ashlynn in the ceitu who speaks multiple languages including the old tongue. He helps Ashlynn survive by putting her in a mechanical suit, but insists he is not helping her. |
| Lord Hubris |
Addressing The Second, The Dead Never Die |
A fusion between SCP-035 and SCP-682. He employs Ashlynn to retrieve Wonders and is locked in eternal opposition with Lord Wisdom. |
| Hekan |
Writing History, Lost |
A wandering scribe and historian who travels the continent recording oral traditions from every tribe and city. |
O5-13
Joseph Tamlin |
Dreams of Nothing, Visions of the Future |
A Foundation Overseer who exists as a conciousness inside the Dreamscape after being accidentally contained in SCP-1590. |
| Dr. Tom Ark |
Dreams of Nothing, Visions of the Future |
A Foundation researcher whose body was destroyed in a containment breach while his mind was connected to a dream-entry machine. Now existing as a digital soul inside the Oneiroi, he is recruited by O5-10 to serve as both a researcher of the dreamscape and a final living failsafe for Foundation knowledge. |
| James Callan |
Dreams of Nothing |
Dr. Ark's research partner and aide in the physical world, who maintains the dream machine and serves as Ark's outside contact. |
| Lincoln Abrams |
The Cycle of Alexandria |
The first Watcher of Alexandria Eternal, who pledges to remain in the Library for as long as needed after the apocalypse. He endures over 4,000 years underground, outlasting all his colleagues, before finally stepping into the sun when Kallin arrives to relieve him. |
| Liu Xiaoqi |
The Cycle of Alexandria |
One of the original archivists of Alexandria Eternal who remains for thousands of years. She and Lincoln are the last two Watchers before Kallin's arrival, and together they walk out into the sunlight at the end of their long Watch. |
| Nelea |
The Talking Cat |
A young girl in the fishing village of Abirtleit who encounters the talking cat Primrose while washing clothes. |
| Primrose |
The Talking Cat |
A calico cat from a parallel version of Earth where the old world never ended and Wonders are freely shared. She crosses into the Bellerverse to observe the people and gently improve their lives without overwhelming them with technology they are not ready for. |
| The Golden Regulator |
Insurance |
An immortal, genderless figure who wanders the continent advising merchants and entrepreneurs. Once a fulcrum of power in the Old World's global economy, they now subsist on "conjurer's tricks." |
| Picar the Counter |
Insurance |
A talented bookkeeper in Kalefheit who partners with the Golden Regulator, accepting their forecasts of disaster to build one of the city's most stable financial businesses. |
| Lutia |
Insurance |
Picar's clever daughter and business heir. She solves a lateral thinking puzzle the Golden Regulator poses to her, demonstrating she is worthy of continuing her father's partnership. |
| Nima |
Nima, King of the Desert |
A cowardly desert merchant who stumbles upon the Kodex Tenebre in a half-buried ceitu and is gradually corrupted by it from harmless trickster to self-proclaimed god-king, before being struck down by the divine warrior Isel and left immortal and broken in the ruins of his own empire. |
| Isel |
Nima, King of the Desert |
The guardian spirit of the gods, described as a warrior of time and warden of continuity, who leads an army of sisters to defeat Nima when he attempts to wage war on the heavens. See SCP-5616. |
Locations
| Location |
Appearances |
Description |
| The Waste |
List of Wonders, The Seeker, Those You Leave Behind, The Dead Never Die |
A vast, trackless desert in the interior of the continent. Water is plentiful but food is scarce, and it is used by outcasts, travelers, and wanderers as a place of escape and transit. |
The Home Ceitu
Site-23 |
The Seeker, The Book, Writing History |
The birthplace of the post-apocalypse civilization and the most sacred location in the new world's mythology. The old Foundation's largest survivor camp, now a labyrinthine ruin endlessly warped by SCP-184, with SCP-682 sealed inside alongside the remains of Strelnikov. |
| Kalefheit |
For the RE-PUBLIC, Writing History, Insurance, The Talking Cat |
The dominant city-state of the new world. Opulent, chaotic, and commerce-obsessed. Fortunes change hands daily, relic-traders are common, and the scribes are just beginning to reintroduce a written language. The city seems to be divided by class, with the wealthy living in Northern Kalefheit. |
| Abirtleit |
The Talking Cat |
A small, poor fishing village a day's ride south of Kalefheit. Named after the god Abirt, it is mainly used as a rest stop on the road to the city. |
| The South |
List of Wonders, The Brave Little– |
The feared domain of the Everman, permanently patrolled by the walking dead (New Men) and other monsters. No city-dweller or tribesman willingly travels there. |
| Pupil |
Digital Children |
The city of the Digital Children, built in a massive crater at the heart of the Eye of Ysone. Larger below ground than above, it is powered by lightning from the contained intelligent storm above it, and was constructed on the ruins of an Age of Containment complex. |
| The Eye of Ysone |
Digital Children |
A clear, calm zone surrounded by an endless sandstorm held in place by ancient containment towers. The storm itself is a vast alien intelligence trapped by these relics of the old world; what the desert people worship as Grandfather Storm is its energy being expelled outward. |
| Alexandria Eternal |
The Cycle of Alexandria |
An underground library containing books that record every human life that has ever been lived. Located beneath the ruins of what was once Egypt, it is tended by long-lived Watchers. |
| Berra |
Lost |
A functional city built within the ruins of old Canberra, Australia. It contains a hospital named Saint Ander was attacked by a religious faction called the Book Keepers who seek Wonders to survive a prophesied End of Days. |
| Heaven |
I Finally Landed, But This Place Is Not Home |
A flooded, ruined cityscape — likely what remains of New York — where a community of children live among the skyscraper towers and the streets are partially submerged. Geyre's Hunters (dangerous cannibalistic warriors) control certain districts. |
| The Great Desert |
Nima, King of the Desert |
The vast central desert of Australia, Nima's homeland and the location of his ceitu discovery and eventual ruined palace-empire. |
| Vey |
THE RED CHAMBER ACCORDS |
A secretive walled city governed by the elaborate Red Chamber Accords. The laws of Vey exist entirely to contain whatever entity or force is sealed inside the Red Chamber beneath the city. |
| Mideia |
Learning |
A poor village between the desert and Kalefheit. |
| Portsman |
The Dead Never Die |
A city near the Waste. |
Items & Wonders
| Name |
Appearances |
Description |
| The List of Wonders |
The List of Wonders |
A brittle set of papers found by the Beller in the Gobi Outpost, listing all known Wonders and the locations of Ceitus across the world. |
| The Book |
The Book |
See SCP-1161. |
| The Kodex Tenebre |
Nima, King of the Desert |
See SCP-6936. |
| The Espy |
SCP-One Million |
A dangerous entity of type "kahtar." It has two parts: the Aleph, a swarm of vision-inducing butterflies repelled by burning herbs; and the Beyt, an ancient man who has lived for an unknowable age and whose dangerous knowledge must be kept from the world. |
| Sikayt |
The Seeker, The Book, Writing History |
The great immortal beast of the old world, sealed inside the Home Ceitu. In myth it is sometimes called the dragon Sikayt — the steed or pet of the god Drakgin — and in the new world's stories it is the reason the Home Ceitu is off-limits. |
| The Mechanical Suit |
The Dead Never Die |
A large yellow mechanical suit found deep in a ceitu by Ashlynn. It is warm on the inside, restores the wearer's energy, and renders them invisible or irrelevant to the New Men. |
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Concepts & Factions
| Name |
Description |
| Ceitu(s) |
The ruins of old Foundation sites and pre-apocalypse structures. They range from half-buried outposts to the vast, labyrinthine Home Ceitu. City-dwellers raid them for Wonders (relics); tribesmen generally avoid them. |
| Wonders |
The name given to anomalous objects in the new world. Rare, powerful, and poorly understood, they are locked away by the wealthy, fought over by explorers, and mythologized by everyone. |
| New Men |
Human corpses that rise and move. They patrol the South under the Everman's influence, occupy ceitus where people died, and shuffle endlessly without purpose or decay. They have poor eyesight but respond to sound and activity. |
| The Pantheon |
The gods of the new world's religion — all former SCP Foundation staff whose deeds have been mythologized over millennia. |
| The Emtif |
Warriors or enforcers in the new world's mythology, corresponding to Foundation security personnel or Mobile Task Forces. Different tribes trace their warrior traditions to specific Emtif serving different gods. |
| The Decla |
A people who, in myth, were "rotten of mind" and sinful in the old world (D-Class personnel), set on the path to redemption by Geyre's gift of the Book. In practice they are hard-working, humble traders who live beside a river and are unusually open to outsiders. |
| The Digital Children |
Artificial beings created by Admin Sys in Pupil, silver-skinned, shielded, internally data-driven, built to serve specific roles. The Export Generation were deliberately designed to feel unfulfilled in Pupil so they would venture outward into the world. |
| The Age of Containment |
The era of the SCP Foundation, as remembered in Pupil's history. The towers that contain Grandfather Storm are relics of this age. Considered a more complex and powerful time than the present. |
| The Ghost Hunters |
A nomadic tribe with white-painted faces and dark red hair. They hunt kangaroo and other animals across the wilderness, take in captive children from other tribes or the city, and have a formal rite of passage through which children earn their adult names. |
| The Book Keepers |
A religious group that worships a prophetic Wonder. They have grown militaristic, ransacking cities to collect Wonders in preparation for a prophesied End of Days. |
| The Five-Eyed |
Ancient entities from the old world who could see everything in the pre-apocalypse era. The new world turned them blind, so they scattered, leaving behind gardens tended by a single warrior at night, hoping one of their number can still watch through those spaces. |
| The Riders |
A bandit group operating in the deserts, mentioned by a settlement chief as a hazard on the road to Kalefheit. They captured Hekan and his companion Caeda before eventually heading to the city themselves. |
| The Black Swords |
A neighboring tribe that are generally friendly with the Ghost Hunters. A raiding party of theirs is turned back by Ghost Hunter women armed with bows, with a warning that the hunters will return soon. |
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