Arcane Origins

FantasyHighEpicPolitical
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Dec 2025

In Arcane Origins, soaring elven citadels harness wind and sky, while deep beneath the earth, bug‑folk wield soul‑magic and spider‑weavers spin silk‑powered technology, all vying for power against a ruthless orcish war‑machine and the looming abyss of Shades and Void. Amidst this clash, the Pale King, Elven Sun, and Goblin Trickster gods weave a tapestry of divine intrigue, as kingdoms trade geo, rosaries, and gold while the Far Fields whisper forgotten memories that could reshape the very fabric of magic and destiny.

World Overview

A balanced magic level and balanced technology level, both respective elements working along side each other or against one another

Geography & Nations

The High Kingdom, an entire kingdom set upon the tops of a great mountain range breaking through the clouds. Known for their technology based around wind power. Is mostly populated with Elves devoted to the sky. Deepnest, a kingdom set deep underground. Its population is mainly humanoid bugs but dwarfs are often trade partners with them. They practice Soul magic. Xyveria, a kingdom who uses magic and combines it with technology. Their technological advancements vastly outclasses the other kingdoms. Mainly populated by humans and other races. Hallownest, a neighbouring kingdom to Deepnest and built just under the surface and above Deepnest. It is a more magic focused kingdom who is also populated with humanoid bugs. Pharloom, a kingdom known for their technology based kingdom and use of silken thread comprised of Soul. The ruling race being a spider like race known as weavers. The Citadel, a huge mechanical structure that sits at the peak of Pharloom. Inside are mechanical creatures that mimic life and other creatures completely spun out of Soul materialised silk. Goblin town, a town filled completely with goblins. Goblin warlocks or shamans also practice Soul magic but are also known as tricksters and thieves. Valley tunnels, a small occupation full of Dwarfs who do nothing but happily mine away in the mountains. Far Fields, supposedly the edge of the world that in cases everything else. It’s ethereal plains opens ones mind to their deepest memories or greatest fears, it’s origin or magic is shrouded in mystery and thus is feared by many. The abyss, the deepest point anyone can reach. Below all underground and beyond even Deepnest is the abyss, housing terrifying ghostly creatures such as Shades and Void. The White Palace, a place ruled over by the Pale King. The White Palace is in control over Hallownest, Deepnest, and has ties with Pharloom. Dirtmouth, a small town within the valley filled with dwarfs who haven’t ventured into the mines yet. Hunters March, a stretch of land completely in Orc territory. It is a dreadful place full of dangers from the inhabitants, the wildlife, and even the plants themselves.

Races & Cultures

Humans. They inhabit most villages and are the leading race within the Kingdom of Xyveria. The human race spread far across the lands, their numbers many and plentiful. Their technology and magic are both balance equally Dwarfs. Any town found the mountains or caves is likely to be filled with dwarfs, the jolly mining race that loves nothing more than hard work and earned riches. Their technology is more advanced than most and magic is frowned upon in their culture. Elves. They believe they are higher beings made in their gods image, believed to be holy children and that the light from above is theirs alone. Their magic is beyond that of a normal mortal but their technology is primitive and ceased beyond the steel age. Goblins. These little critters are light, nimble, and agile. Using these traits specifically to thieve and pilfer. They love gold and wealth, using their great numbers and ambush tactics to steal from passing creatures and robbing them of their coin. Bugs. The Bugs of Deepnest, Hallownest, Pharloom, the White Palace, and the Citadel have all been granted the gift of intelligence and sentience by the God’s that rule over them. With these gifts, they grow and learn through magic and technology to further worship the God’s that gifted these things to them. Orcs. Ocrs are a war and conflict driven race that thrives on the battle field, bloodthirsty and fight hungry and trained to continue that tradition since birth. They develop their technology purely for both defence and offence.

Current Conflicts

Deepnest and Hallownest have always had a complicated relationship, seen as how Deepnest is full of beasts and creatures that now see Hallownest as a new hunting ground. The citizens of Deepnest do nothing to stop this and a small truce has been provided that if Deepnest controls the creatures hunting their way into Hallownest then war won’t break out. The Elves strictly forbid Dwarfs mine through the mountains they have built their kingdoms on despite Dwarfs were there first, causing complications between both the Elves and Dwarfs. Orcs want to fight everything and everyone and typically don’t care for any collateral damage their conflicts may cause, meaning all see them as the enemy. The gods within each region have complicated feelings for each other, while some gods maintain balance within the world or a respective element, stay out of the mortals lives and realms. However, others. Freely open themselves to the mortals of their respective region and often do so for worship.

Magic & Religion

Magic is mostly deprived from one’s Soul, meaning a stronger soul means stronger spells. There are many deities that mostly make up one kingdom or region all together. The Pale Beings are extremely powerful and influential divine beings that rule over the Bug related kingdoms. The Pale King rules over Hallownest, The White Lady rules over Deepnest, Grand Mother Silk rules over Pharloom and the Citadel, and the Lord of Shades rules over the abyss and lake of Void. The Radiance was the original God of Hallownest before The Pale King arrived and took over, it is now a vengeful god who hates the creatures of Hallownest who abandoned her, and she hates the Pale King. The Elven God Zim rules the sun and skies, acting as an avatar for the Elves of the High Kingdom. Skarr Singer Karmalita is the Orc Goddess who is known for her unbeatable status as a warrior and a beautiful singer with a voice that shames even the beauty of both nature and sky. She is draped in a beautiful blood red dress, and sings and dances her way to victory in any battle. She is the inspiration of the female orc warriors. The Goblin god Naknada is masterful thief with stretchy limbs and 6 arms, it is said that he has eyes that can see through walls and packaging, strong enough to lift any item it wants, and is faster than any creature to allow it to get away. The Dwarf God Null is a forge and blacksmith god and one of the smartest ones at that, he has the knowledge and plan to build any weapon or contraption out of natural resources, technological or magical.

Planar Influences

The Ethereal Plane is a space between the Mortal Realm and the Realm of Death, serving as a place for ghosts and spirits. It is a parallel place for ghosts or spirits to interact with the Mortal Realm without their presence ever being spotted by those still alive without magic or artifacts. The Real of Death is the place where the dead reside, their endless walk towards the place beyond. It is overseen by the giant hawk named Eris. The Mortal Realm. It is where all life begins and exists, everything the mortals know is within this plane of existence.

Historical Ages

All societies have a past and history. The Bugs of Hallownest are under threat due to the Radiance and how they abandoned her for the Pale King. The Dwarfs have carved their way through many mountains and actually came here from beyond the Far Fields, claiming they had mined everything they could from where they were originally. Each mountain they move from, they leave reminders and large totems as a way to say thanks for everything the mountain provided. The Elves have a rich history as they navigated the highest peaks of this realm, though maybe exaggerated, what they learned is still beneficial to all who traverse the mountain tops. Goblins mostly stick to one place their entire lives. Throughout the entire races history, they have only moved places a total of 2 times. Orcs have a rich history in warfare, their conquests through hunters march is what made it into the terrifying death of trap of a region.

Economy & Trade

The Bugs of Hallownest and Deepnest use Geo as their currency, coins made of fine metals only found in their region underground. Their economy is stable and rich with geo deposits siting everywhere throughout their kingdom. They are experiencing a great success economically. They often trade with dwarfs and Deepnest, through their alliance with Deepnest is complicated. The Bugs of Pharloom and the Citadel use Roseries as their currency, beads of faith and prayer that show their devotion to the holy Citadel and Grand Mother Silk. Beads can be carved and made by anyone, the richest bugs usually being the most devoted to what is holy or only collects to with greed. Roseries include normal red Roseries, gleaming Roseries, and Pale Roseries. Goblins use any and all currency, not picky when it comes to wealthy or coins. Their economy is strange as any and all goblins collect any wealth and share it among themselves and hold onto what is theirs extremely tight. They do not trade unless what is offered is valuable. Dwarfs, Elves, and Humans trade in gold, silver, a copper coins. In the standard coin for trade. They trade amongst themselves for various resources, such as a collection of metals, various wood types, and many others. Orcs have no use for wealth or currency, anything an orc has, he got himself by hunting and foraging.

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Frequently Asked Questions

What is Arcane Origins?

In Arcane Origins, soaring elven citadels harness wind and sky, while deep beneath the earth, bug‑folk wield soul‑magic and spider‑weavers spin silk‑powered technology, all vying for power against a ruthless orcish war‑machine and the looming abyss of Shades and Void. Amidst this clash, the Pale King, Elven Sun, and Goblin Trickster gods weave a tapestry of divine intrigue, as kingdoms trade geo, rosaries, and gold while the Far Fields whisper forgotten memories that could reshape the very fabric of magic and destiny.

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 Arcane Origins?

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.