Content Warning: Crux Umbra explores themes of existential dread, as well as survival and psychological horror. Many articles contain depictions of violence and moral ambiguity.

The Revenants

Introduction

 
Yes... yes, my lord... anything you want..."
— Unknown Revenant
 

Step One

  Silent Temptation
"I asked for salvation."
...and I delivered
 

Step Two

 
Lethal Addiction
"Their blood... it tastes like home."
Drink. Obey. Serve.
 

Step Three

  Total Submission
"I thought it was my choice."
You never had one.
 

Step Four

 
Painful Regret
"... but by then, it was too late."
You’re mine. Forever.
 

Who are the Revenants?

The path of a Revenant is harsh and lonely.

Dark, painful, and shunned.

It is a life of endless struggle, fighting day after day to protect what little remains untainted by the Immortals.

Not all who walk this road chose it willingly. Some were forced, blackmailed, or broken. Yet all share one unbreakable truth:

They are slaves, and blood is their master.

Revenants are the desperate. The lost.

Bound by invisible chains.

Hunted by many.

And hated by all.

Why become a Revenant?

To walk the path of a Revenant is to surrender to shadows older than memory. It is to wear chains forged in blood and to bear a curse etched deep into the soul.

The Revenant’s road is seldom chosen freely. Most are tricked into it or driven by desperation. It is a life only a madman would seek willingly; a place where survival is a bleak bargain made with death’s whispering kin. Once forged, the bond becomes a second skin; one that tightens and never comes off.

You obey, or you suffer.

And you always need more.

Theme Soundrack
 
ARCHETYPE: Revenant  ROLE: Spies, Slaves, Forsaken, Bound  FUNCTION IN SOCIETY: They walk the line between two worlds; gathering secrets, enforcing commands, or surviving where others cannot. Tools of the Immortals. Scars of the old world.  TEMPERAMENT: Haunted. Obedient. Resentful. Waiting for a second chance.  COMBAT STYLE: Some strike with precision and silence, others with reckless brutality. A few wield charm like a weapon, infiltrating and deceiving. Their combat style is versatile, dictated by need, shaped by survival, and twisted by the hand that gifted their leash.  OPINION ON OTHERS  
  • Hollowed: "At least we know who owns us."
  • Reavers: "They fight like something already dead. That kind of rage either saves you or consumes you."
  • Scavengers: “They come and go as they please. No brands. No chains. Just shadows and silence. Must be nice.”
  • Relic Hunters: "They peer into the past, hoping to change what even death could not."
  • Immortals: “You don’t love the thing that owns you. You just hope it forgets you exist.”
  • Mages: “They vanished in fire and glory. We stayed behind and learned to rot quietly.”
‣ MARKS OF A REVENANT: Their wounds do not bleed as others do. Pale eyes or discolored sclera reveal the unnatural within. Their heartbeat is irregular - if it beats at all. Bound by bloodbrands beneath their skin, they obey an unbreakable compulsion when called by their master.

Before the Cataclysm

Long before the world cracked and burned, Revenants acted as secret sentinels caught between mortal realms and the dark dominion of the Immortals. They were the whispered link between life and unlife, the few mortals who knew the terrible truth: the Immortals' power was no myth.

These old Revenants bore burdens no living man or woman could fathom. Their blood tied them to the Immortals’ endless night, their servitude both prison and shield. They moved through mortal societies as spies, agents and keepers of forbidden knowledge; pawns in a game of gods and monsters.

Bound by blood and will, they guarded secrets, whispered warnings, and sometimes rebelled in silence. But their existence was always fragile, balanced on the edge of obliteration by the smallest mistake. They were a tenuous tether, keeping the Immortals linked to mortal affairs.

After the Cataclysm

The world after the Cataclysm has no room for ancient secrets. Many of the old Revenants were left without masters. They are walking scars. Relics of the Immortals' reign. Cursed to endure the end of an age they were never meant to outlive.

Their hunger for vampire blood is a gnawing, relentless ache; an addiction carved into their veins. Without the guiding hand of a master, they are prey and predator both, stalking ruins and hunting the monsters that once owned them. It's a twisted form of freedom, dictated by bitterness and need in equal measure.

New Revenants that arise in the ashes, are few and dangerous. They trade their lives for power, their freedom for strength and survival. TThe Immortals grow wary, sharing their blood less freely. Yet some still bind new servants as tools of espionage, weapons of war, or living shields against their foes.

Both old and new Revenants bear the same mark: a cursed existence lived in the liminal space between death and life, forever bound to blood and will. Their hearts may beat - faintly - but their souls are shackled to masters they may hate or seek to destroy.

The Crimson Chain

"The Chain does not break. It just rusts and sinks deeper. You don't feel it most days; until it pulls."
— Victor, Asunta's servant, zone-32
 

The bond between Revenant and Immortal is a sacrament written in blood; no mere pact but a living curse, forged in veins and sealed with the fire of surrender. It demands a gift given willingly, a crimson offering drawn directly from the master's pulse, from vein to mouth, binding heart to heart.

To drink the master's blood is to drink fate itself; an eternal servitude carved in marrow instead of stone. Once shared, it marks the Revenant forever, an unbreakable tether that twists freedom into servitude. The bond may shackle the body, but it also gifts terrible power, and a Revenant’s life is a fragile balance between both.

After the initial ritual, the Revenant’s sustenance no longer demands the same ritual intimacy. Blood drawn from any vampire can sustain their unnatural vitality and powers. This dependency drives many Revenants to hunt the undead relentlessly, seeking the precious vitae that prolongs their existence and fuels their abilities.

Most Revenants cling to their bond like a death sentence and a lifeline alike. The older ones wander the fractured world haunted by hunger, craving their master’s blood like poison and salvation intertwined. Their addiction is brutal: without it, strength fades, madness creeps, and death begins to whisper their name once more.

Powers of the Revenants

Revenants live beyond the reach of time’s decay. Their bodies resist aging and disease, walking the long road between mortality and the unnatural.

Their healing is swift, defying mortal limits. Deep wounds close in moments; broken bones knit with eerie precision. They require far less sustenance than mortals, though the hunger for vampire blood is a persistent torment.

Some older Revenants share fragments of their master’s dark gifts: uncanny reflexes, unnatural strength, heightened senses. But these powers deepen their dependency, tightening the bond they long to break.

Unlike true Immortals, Revenants are spared the full madness and curses of eternal life, yet their longevity is a slow, burning torment; a life marked by craving and servitude, walking a line between death and something far darker.

What the world thinks

 
  1. The Hollowed: "They don’t speak much. Don’t need to. We know hunger when we see it."
  2. The Reavers: "They serve monsters, but at least they fight. Some of them are still human under all that.”
  3. The Relic Hunters: "They make excellent spies, which is exactly why we don’t trust them. But no one knows the Immortals better.”
  4. The Scavengers: "If they were willing to sell their souls, guess what they'll do with your trust."
  5. Immortals: "A useful leash. Reliable until they start dreaming of freedom. Then you make another."
  6. Mages: "Kill the master, and the Revenant may heal. Kill them both, and the world surely does."

Notable Revenants

 

Not all Revenants are nameless shades skulking through ruins and blood-soaked contracts. Some carved their names into history with ash, blade or even rebellion.

Some are feared. Others remembered.

But a few... a few are even revered.

 

Sera, the Velvet Whisper

 

Sera was once the whisper behind empires, a last ghost of beauty that remains of the courtly halls of old. Her name is still whispered by survivors, Mages and Immortals alike. Some say she still serves Olga, one of the four Primordials, while others believe she outlived her mistress and now moves of her own accord, trading secrets for power. Wherever she walks, trust rots. Her words are poison dressed in perfume. Nations have fallen for less than her smile. Few know what she truly looks like. Fewer still survive meeting her twice.

Master: Olga, Primordial

Last Known Location: Ruins of Boston

Kael Dern, the Husk

 

Kael is loathed among mortals. A former nobody turned Revenant, he found purpose in cruelty. The survivors call him The Husk, for his empty eyes and hollow mercy. He drags dozens into the night to feed his master’s endless hunger and wears their names carved into his armor as trophies. His brand is fresh, his leash still tight. Kael believes in the system. In power. In choosing the leash rather than choking alone. And he wants everyone to understand: you can still kneel before you're forced to.

Master: Kassandra, Stephan's Bloodline

Last Known Location: Zone-17, old Berlin

 

Mr. X, the Broken Fang

 

Mr. X is a myth; the Revenant that others tell stories about. He is the one who escaped; the one who broke the unbreakable bond. No master claims him. No chain binds him. Yet, his powers remain. Some say he drank his master dry. Others claim he used ancient rites lost to time. Immortals hunt him, desperate to bleed the truth from his veins. Revenants idolize him; not as a savior, but as a symbol. Proof that freedom might still be possible. He does not call himself a hero. But he is a warning. And in a world that forgot mercy, warnings become legends.

Master: Unknown

Last Known Location: Unidentified

Helena, the Voiceless

 

Helena was no soldier. No spy. Just a woman who loved a mage; one of the last. When the Immortals came hunting him, they found her instead. They didn’t kill her. That would’ve been too kind. They broke her ribs, starved her mind and her body. Still, she said nothing. When the pain turned to fire and the questions never stopped, she bit through her own tongue to silence herself forever. But vampires are not sentimental. They made her drink. Bound her with the Chain. Now, they drag her like a bloodhound through ash and ruin, hoping her bond will betray the one she tried to protect.

Master: Hector, Christian's Bloodline

Last Know Location: Zone-32, old region of Greece

Chains

There have always been Revenants.

Long before the Cataclysm tore the veil from the sky, they stood in the shadow of the Immortals; watching, bleeding, learning. When others guessed at the old world’s horrors, the Revenants lived them.

Even the new ones drink memory with every drop of blood. Secrets hum in their bones, truths too dangerous to write, too heavy to carry, too costly to forget.

They are the only survivors who know the truths of the world before it ended.

And that memory is not trivial.

Revenants may be hated, but they are crucial.

They can connect the fractured dots.

And in doing so, they may be the only ones who know how to break the world for good,

 
or stop it from ending again.
 

Read Next

 

 

Tooltips were created with the help of the guide Styling Toolitips and Excerpts written by Annie Stein.


Comments

Author's Notes

I hope you enjoyed the read! I'm always looking to connect with all of you wonderful people, so I’d love to hear your thoughts. To make it easier, I’ve got a couple of questions for you:

  • How did the pacing feel? Was it smooth, or did it feel rushed or slow at any point?
  • Do you feel the Revenants could be a playable "class" if this was an RPG game?
  • Are there any specific characters you'd like to see developed more?


Please Login in order to comment!
May 30, 2025 20:45 by Asmod

Re-enacts feel like they'd be that class that needs constant tweaking.

Jun 1, 2025 07:43 by Imagica

Hmm.. I think they will indeed need a lot more work than others to make them balanced, that's true. Thanks for your answer!

I survived Summer Camp! Check out what I wrote in my Summer Camp Hub Article
 
Come visit my world of Kena'an for tales of fantasy and magic! Or, if you want something darker, Crux Umbra awaits.
Jun 2, 2025 20:16

Awesome article as always! Of all the survivors, I feel like they would be the most difficult to start as, with maybe the Immortals. However, being able to become a Revenant during a campaign is sure to bring some delicious drama!

Join Worlds you may also like, an initiative for a user-curated navigation between similar worlds!
Jun 4, 2025 18:52 by Imagica

Drama is good! What I am thinking is that yes it will be difficult to start as one, but that's somewhat balanced by the extra powers you receive as a reveTnant. It needs a lot of thinking though, to make it work. Thank you for indulging my question btw!

I survived Summer Camp! Check out what I wrote in my Summer Camp Hub Article
 
Come visit my world of Kena'an for tales of fantasy and magic! Or, if you want something darker, Crux Umbra awaits.
Jun 20, 2025 20:55 by Dr Emily Vair-Turnbull

Revenants scare me more than the other groups, I think.   I love the CSS at the very beginning of the article. Chilling.

Emy x
Explore Etrea | Summer Camp 2025
Jun 21, 2025 22:56 by Imagica

Good instict about them. Also, I am so happy you liked that css, I'm very proud of it :)

I survived Summer Camp! Check out what I wrote in my Summer Camp Hub Article
 
Come visit my world of Kena'an for tales of fantasy and magic! Or, if you want something darker, Crux Umbra awaits.
Jun 28, 2025 14:05

This was cool as hell. COOL AS HELL. And I'm telling you right now, I will PAY you for the code to that quote effect.... like, any amount.   Sooooooo cool.

Jun 29, 2025 16:16 by Imagica

Thank you so much Solomon! I appreciate these comments so much, they honestly make me smile all day!

I survived Summer Camp! Check out what I wrote in my Summer Camp Hub Article
 
Come visit my world of Kena'an for tales of fantasy and magic! Or, if you want something darker, Crux Umbra awaits.