Abyss

FantasyHighEpicPolitical
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Oct 2025

In Lignyia, the gods themselves are at war, pitting empire against empire in a cosmic proxy battle over whether mortals deserve order or chaos. As elemental catastrophes rage, forbidden relics of a forgotten magical age resurface, and the only neutral nation of science races to unearth them before faith-zealous armies ignite the world.

World Overview

A land where elemental forces clash, and civilization has deep religious roots, and science is still young. There is one small country where science is strongly accepted and progressing. There was an ancient era forgotten by history where ancient magic and artifacts ruled, but eventually got lost in time, and there's ancient magic lost around the world waiting to be found. Religious conflict prevails, and politics are mostly corrupt. There are elemental catastrophes that the races need to overcome As such the world came to a consensus that every city shall include an adventurers guild. So that folk with gifts of adventure and exploration shall uncover secrets and help out common folk. Every adventurers guild has a quest board where they can pick what missions to do, and each quest has its reward and difficulty of clearing. The grade of difficulty starts with lowest being "F" and rises with E, D, C, B, A and then finally S rank difficulty. S rank difficulty is rare in quests and almost always involves multiple high rank adventurers.

Geography & Nations

There are 3 major continents and hundreds of different-sized islands: The first continent is divided by the Kingdom of Cigis, the Republic of Methakes, the Chan Empire, the Kingdom of Combenlean, Grand Duchy of Khulran The second continent is divided by: - Lympish Empire (blue, northwest) - Kingdom of Keschwar (light green, southwest) - Mondurian Theocracy (green, south-central) - Geladrinian Empire (pink, northeast) - Kingdom of Lajek (orange, east-central) - Vieran Oligarch The 3º continent is divided by: - Kingdom of Ulann - Republican Empire - Kingdom of Alannia - Kingdom of Emor - The Republic - Principality of Salia

Races & Cultures

All races exist 7 major gods (the core deities, shaping the world and its destiny) and 7 minor gods (lesser but still powerful, often patrons of specific domains, cities, or professions) 7 major gods 1 - Aurelion, the Dawnfather Domain: Sun, light, justice, renewal Symbol: A golden rising sun with seven rays Personality: Stern but benevolent, protector of order and truth 2 - Nytheris, the Veiled Queen Domain: Moon, shadows, secrets, dreams Symbol: A silver crescent with a black veil Personality: Mysterious, alluring, keeper of forbidden knowledge 3 - Tharvos, the Stormlord Domain: Sky, storms, war, conquest Symbol: A jagged lightning bolt over crossed spears Personality: Fierce, tempestuous, patron of warriors and raiders 4 - Elandra, the Verdant Mother Domain: Nature, fertility, harvest, animals Symbol: A blooming tree with roots and branches intertwined Personality: Nurturing, protective, but wrathful when nature is defiled 5 - Kaelor, the Shaper Domain: Earth, mountains, craft, endurance Symbol: A hammer striking an anvil, sparks forming stars Personality: Patient, stoic, patron of builders, miners, and artisans 6 - Seraphyne, the Eternal Flame Domain: Fire, passion, inspiration, transformation Symbol: A phoenix rising from fire Personality: Radiant, unpredictable, muse of artists and revolutionaries 7 - Veythar, the Keeper of Tides Domain: Seas, rivers, fate, journeys Symbol: A spiral wave encircling a compass Personality: Calm yet unfathomable, guiding sailors and wanderers 7 minor gods - Liora, Lady of Mercy – Healing, compassion, childbirth - Droskar, Lord of Chains – Slavery, punishment, oaths - Myrris, the Trickster – Mischief, luck, thieves, gamblers - Orrun, the Silent Watcher – Death, graves, ancestors - Calith, the Singer of Winds – Music, poetry, festivals - Zerath, the Iron Fang – Beasts, the hunt, survival of the fittest - Ilyra, the Starweaver – Prophecy, astrology, fate’s patterns

Current Conflicts

The Tension: The world teeters on the edge of a Divine Proxy War. Mortals fight not only for land but for the very philosophy of existence: - Order vs. Chaos - Truth vs. Secrets - Stability vs. Change The gods themselves cannot directly destroy one another, so they act through their mortal nations, cults, and chosen champions.

Magic & Religion

Those not blessed with magic rely on the mysterious inner force known as Aura – a manifestation of willpower and battle-spirit that enhances physical prowess, lets warriors strike with supernatural speed and strength, and even lets masters perform feats like cutting through stone or deflecting spells. The power of Aura can only be weilded by those who focus on melee or ranged attacks that are not influenced by magic. Those who use magic, can not use aura. Those who use aura, can not use magic. The Seven Great Gods are divided over the destiny of mortals. - Aurelion (Sun, Justice) and Elandra (Nature, Fertility) believe mortals should be guided toward harmony, law, and prosperity. - Nytheris (Moon, Secrets) and Tharvos (Storms, War) argue that mortals thrive only through struggle, ambition, and hidden truths. - Kaelor (Earth, Craft) and Seraphyne (Fire, Passion) are torn—Kaelor favors stability, while Seraphyne pushes for constant change. - Veythar (Sea, Fate) remains neutral, claiming the tides of destiny cannot be controlled, only navigated. This ideological rift becomes known as The Schism of Dawn and Dusk. - Nyalain Empire (Blue, West) - Patron: Aurelion - Culture: Highly structured, with sunlit temples and a rigid code of law. They see themselves as the “chosen guardians of order.” - Politics: Expansionist but under the banner of “civilizing” others. - Toremian Empire (Green, Central) - Patron: Kaelor - Culture: Builders, miners, and artisans. Their society prizes endurance and craftsmanship. - Politics: Neutral mediators, but secretly resent Nyalain’s arrogance. - Tetrian Empire (Peach, East) - Patron: Tharvos - Culture: Militaristic, storm-worshipping, with warrior-kings who claim divine right through conquest. - Politics: Constantly raiding neighbors, seeking to prove strength. - Valachian Theocracy (Pink, Southeast) - Patron: Nytheris - Culture: Cloaked in mystery, with dream-oracles and shadow-priests. Knowledge is power, and secrets are currency. - Politics: Espionage-heavy, manipulating other nations through intrigue. - The Pale Republic (Pale Green, Southwest) - Patron: Seraphyne - Culture: Passionate, artistic, revolutionary. They believe in constant reinvention of society. - Politics: Democratic but unstable, prone to fiery uprisings. The Role of the Lesser Gods: The Seven Lesser Gods act as wild cards, shifting the balance: - Liora (Mercy) sides with Aurelion, healing the wounded of war. - Droskar (Chains) supports Tharvos, enforcing conquest through slavery. - Myrris (Trickster) plays both sides, sowing chaos for amusement. - Orrun (Death) remains impartial, reminding all that death claims both victor and vanquished. - Calith (Music) thrives in Seraphyne’s republic, fueling cultural revolutions. - Zerath (Hunt) aids Tetrian warriors, blessing their beast-like ferocity. - Ilyra (Stars) whispers prophecies that both sides interpret differently, fueling paranoia.

Economy & Trade

Standard DnD coinage (Copper, Silver, Gold, Platinum)

Law & Society

Society’s View of Adventurers Suspicion & Admiration: Adventurers are seen as both useful and dangerous. They are admired for their strength and bravery, but mistrusted as lawless, disloyal wanderers. Hired Blades & Arcane Agents: Noble houses often employ adventurers as mercenaries, spies, and troubleshooters. However, working for one house can make enemies of others. Legal Standing: Adventurers are technically “free folk” outside noble hierarchies. This gives them flexibility, but they lack protections of lineage. If they anger a noble, they have little recourse. Aura & Magic Users: Adventurers with exceptional achievement are especially noteworthy. Many nobles see them as wasted talent if they do not serve a House. Some are pressured into swearing oaths of loyalty or marriage to bring their gifts into a dynasty’s bloodline. The Adventurers' Accord and the Guild System: Each Adventurers' Guild is more than just a job board; it is a sanctuary, a proving ground, and a hub of identity. Guildhalls house not only quest boards, but training yards, libraries, magical archives, and arbitration chambers. Within each hall, a Guildmaster governs, serving as both administrator and mentor. Under their leadership, every adventurer must formally register as part of a confirmed party—a recognized group of no fewer than two, but no more than eight individuals. These parties are given a name, a sigil, and a formal classification known as a Party Rank. On Party Registration and Ranks To ensure accountability and proper challenge alignment, solo adventuring is discouraged outside of F-rank and E-rank jobs. Each adventurer is catalogued within the Continental Registry of Exceptional Persons (CREP), and must undergo a formal assessment before receiving their initial rank. Adventurers are ranked from F—the entry-level rank of novices and hopefuls—up through E, D, C, B, and A. S-rank, the highest and most dangerous level, is not assigned to individuals but rather to select missions and parties that have achieved legendary renown. Party Ranks are not fixed based on the highest individual member, but reflect a collective achievement rating. A party of B-ranked adventurers that successfully completes an A-ranked quest—after formal verification of their performance—may be elevated in rank as a unit. Promotions are granted by a regional Guildmaster’s council after the quest report is submitted, evaluated, and often peer-reviewed. This structured hierarchy ensures safety, challenges, and honor, while also acting as a political and economic stabilizer for realms that rely heavily on adventurers for external threats, ancient ruins, and crises. Quests and the Global Ranking System The quest board of each guild is divided by rank. F-rank missions may include retrieving lost pets, guarding a local caravan, or clearing out a goblin den. A-rank missions, by contrast, may involve diplomatic escort across war zones, slaying ancient dragons, or investigating world-altering magical anomalies. S-rank missions are never posted openly. They are delivered directly to the few parties trusted to handle them, often involving threats to entire nations, planes, or existence itself. To prevent exploitation or tragedy, under-ranked parties attempting quests beyond their capabilities are blocked at the request phase, unless they receive conditional approval through a guild-sponsored trial or sponsorship from a higher-ranking mentor. Similarly, high-ranking parties are not permitted to farm low-rank quests for easy coin—such behavior is seen as dishonorable and can lead to penalties or suspension. This system has birthed a new form of celebrity within society: Ranked Adventurers. Their exploits are documented in the Chronicles of Deeds, a continent-spanning publication read by nobles, commoners, and aspiring heroes alike. Guilds maintain a wall of portraits and plaques dedicated to ranked parties and their most notable accomplishments. This structure offers a strong narrative spine for any campaign: rising in fame, navigating guild politics, or challenging the rigid system itself.

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Frequently Asked Questions

What is Abyss?

In Lignyia, the gods themselves are at war, pitting empire against empire in a cosmic proxy battle over whether mortals deserve order or chaos. As elemental catastrophes rage, forbidden relics of a forgotten magical age resurface, and the only neutral nation of science races to unearth them before faith-zealous armies ignite the world.

What is Spindle?

Spindle is an interactive reading app where you become the main character in richly crafted story worlds. Think of it like stepping inside your favorite book—you make choices, shape relationships, and discover how the story unfolds around you. If you love series like Fourth Wing or A Court of Thorns and Roses, Spindle lets you live inside worlds with that same depth and drama.

How do I start a story in Abyss?

Tap "Create Story" and create your character—give them a name, a look, and a backstory. From there, the story opens around you and you guide it by choosing what your character says and does. There's no wrong way to read; every choice leads somewhere interesting, and the narrative adapts to you.

Can I write my own fiction?

Absolutely. Spindle gives storytellers the tools to build and publish their own worlds—craft the lore, the characters, the conflicts, and the magic. Once you publish, other readers can discover and experience your story. It's a beautiful way to share the worlds living in your imagination.

Is Spindle a game?

Spindle is more of an interactive reading experience than a traditional game. There are no scores to chase or levels to grind. The focus is on story, character, and the choices you make. Think of it as a novel where you're the protagonist—the pleasure is in the narrative, not the mechanics.

Can I read with friends?

Yes! You can invite friends into the same story. Each person plays their own character, and the narrative weaves everyone's choices together. It's like a book club where you're all inside the book at the same time—perfect for friends who love the same kinds of stories.