Cruciata Tenebris

FantasyHighHeroicGritty
2plays
0remixes
Oct 2025

In 1150, the world lies shattered beneath Satan’s iron fist—Jerusalem, Rome, and Paris are blackened ruins, their saints defiled, while vampire legions and necromantic warlocks sweep the last free kingdoms. Only the icy north endures: Scotland’s clans, England’s warded shores, and Templar relic-bearers cling to a single, defiant truth—faith alone can wound the Devil, and the final war for every soul begins at the edge of the Highland mists.

World Overview

Eight years ago, the world cracked open. From the heartlands of Persia, a force unlike any seen since the dawn of time emerged: Satan, not as myth, but as conqueror. His legions—vampires, werewolves, demons, warlocks, and worse—swept across the known world in a tide of fire and shadow. The Christian kingdoms rallied, but their swords and prayers could not hold. Jerusalem fell first, its holy stones blackened by infernal flame. Constantinople followed, then Rome. Paris now burns, its cathedrals gutted, its saints defiled. The great empires of man are broken, their kings dead or enslaved, their relics twisted into tools of blasphemy. Only the far North holds. The kingdoms of Scotland, England, Norway, Sweden, and fragments of the Low Countries remain free—barely. Their survival is owed to harsh terrain, bitter winters, and the unyielding will of their people. In these last bastions, the Knights Templar fight not for glory, but for survival. They are no longer crusaders—they are guardians of the last light.

Geography & Nations

France: Fragmented and on the verge of colaps. Low Countries: Includes Flanders, Brabant, and Holland. Rich trade cities like Ghent, Bruges, and Utrecht are strategic and vulnerable. Some remain free due to marshes and fortified towns. Scotland stands proud and unbroken, a land of rugged defiance and ancient faith. Under the rule of King Alasdair mac Domhnaill, a warrior-king descended from both Gaelic and Pictish bloodlines, Scotland has become a fortress of resistance against the infernal tide. Capital: Edinburgh — a fortified citadel with holy wards and Templar command posts. The castle is said to house relics from Saint Columba and a sword blessed by the Archangel Michael. Major Strongholds: Stirling, Dunfermline, Aberdeen, and Inverness — each guarded by clans loyal to the crown and the Light. Terrain Advantage: The Highlands, lochs, and glens make invasion costly and slow. Infernal armies struggle to navigate the mists and mountains, where local warriors strike from hidden passes. Clans and Kinships: Scottish clans have united under the king’s banner, forming a loose but fierce alliance. Each clan maintains its own traditions, warriors, and sacred sites. Templar Presence: The Templars operate as elite advisors and relic-guardians. Their chapter in Stirling trains holy berserkers known as Cù Glas—“Grey Hounds”—who channel divine fury in battle. Faith and Lore: Christianity blends with older Celtic rites. Monasteries like Iona and Melrose preserve ancient texts and rituals that predate Rome. Scotland is not just surviving—it is striking back. Its warriors raid infernal supply lines in Northumbria, its druids shield the land with sacred circles, and its king calls for a Highland Crusade to reclaim the ruins of York and beyond. In this world, England stands firm as one of the last great Christian strongholds. The civil strife of The Anarchy never occurred; instead, a powerful and unifying monarch—King Richard IV—rules with clarity, discipline, and divine conviction. His reign began just before the rise of Satan’s forces, and his leadership has turned England into a fortress of resistance. Capital: London — fortified with holy wards, Templar bastions, and relics from Rome and Jerusalem. Major Cities: York, Winchester, Canterbury, and Durham — each a center of defense, faith, and logistics. Military Strength: England fields disciplined armies led by knight-commanders and bolstered by Templar war-priests. Longbowmen, heavy cavalry, and relic-bearing champions form the backbone of its defense. Templar Alliance: The Knights Templar operate openly, with full royal sanction. Their chapter houses are embedded in every major city, and their fleets patrol the Channel. Faith and Magic: England’s churches are sanctified strongholds. Monasteries produce holy texts and relics Geography as Shield: The English Channel and rugged northern terrain protect the realm from direct invasion. Coastal watchtowers and beacon networks allow rapid response to demonic incursions. England is not merely surviving—it is leading. Its king calls for a new crusade, not to reclaim Jerusalem, but to purge the world of darkness itself. The realm is a rallying point for refugees, warriors, and scholars seeking sanctuary and purpose. Norway & Sweden: Independent kingdoms with strong maritime cultures. Cities like Oslo, Bergen, and Uppsala are isolated but resilient. Fjords and forests make invasion costly. Denmark: Under King Sweyn III. Strategic location between the North Sea and Baltic. May be partially corrupted or divided. Persia (Seljuk Empire): The origin of Satan’s rise. Cities like Isfahan, Baghdad, and Rayy are now infernal capitals. The region is the heart of the Dominions, ruled by warlocks and demon princes. Levant: Former Crusader states (Jerusalem, Antioch, Tripoli) are fallen. Their ruins may house cursed relics or serve as infernal shrines.

Races & Cultures

The Forces of Light Humans Dominant race of the surviving kingdoms: England, Scotland, Norway, Sweden, and parts of the Low Countries. Culture: Medieval Christian societies hardened by war and siege. Faith is central, but tempered by pragmatism and grief. Leadership: Kings, nobles, and local lords lead the defense. The Knights Templar serve as elite defenders and relic guardians, but there are no warrior monks beyond them. Templars: Highly trained, disciplined, and equipped with relics and divine rites. They operate as mobile strike forces, relic hunters, and protectors of sacred sites. Faith: Churches and monasteries remain centers of hope, healing, and resistance. Priests and scholars preserve sacred texts and offer guidance, but few wield power. Blessed Humans (The Faded Legends) Status: Nearly extinct. Once chosen by God, they were miracle-workers, divine warriors, and seers. Now they are myth, remembered in songs and scripture. Legacy: Their relics—swords, scrolls, bones—are hunted by both sides. Some say one or two still walk the earth, hidden or asleep, waiting for the final hour. Belief: Common folk pray for their return. Templars search for signs. Satan’s forces fear them deeply and destroy any trace they find. The Forces of Darkness All evil races are united under the singular command of Satan, who rules as a supreme warlord and god-king. His dominion is organized like a vast military empire, with strict hierarchies and coordinated campaigns. Vampires Role: Commanders, governors, and aristocrats of the infernal empire. Culture: Ancient, calculating, and cruel. They rule cities, oversee feeding quotas, and maintain order through fear. Hierarchy: Bloodline determines rank. Elder vampires serve directly under Satan; lesser ones act as regional enforcers. Werewolves Role: Shock troops and scouts. Used for terror raids, forest control, and frontline assaults. Culture: Pack-based, loyal to Satan’s generals. Brutal and instinctive, but disciplined under infernal command. Behavior: Once wild, now militarized. Packs are assigned to regions and trained for siege warfare and night operations. Demons Role: Elite units, siege beasts, and ritual enforcers. Culture: Elemental and infernal. Some are summoned, others born from corrupted lands. Types: Hellknights: armored brutes with flaming weapons. Shades: spies and assassins. Abyssal Beasts: massive siege creatures. Whisperers: demonic advisors and ritualists. Incubi/succubi (temptation) Warlocks Role: Officers, summoners, and ritual commanders. Culture: Mortal sorcerers who pledged their souls to Satan. They command magic

Magic & Religion

1. Spellcasting — The Known Art Rarity: Uncommon Practitioners: Clerics, scholars, and a few Templars trained in ancient rites. Source: Drawn from divine texts, relics, and sacred rituals. Style: Traditional spellcasting — healing, protection, light, and banishment. Limitations: Requires years of study, unwavering faith, and access to holy sites or relics. Role in the War: Used to bless weapons, heal wounds, and ward off lesser demons. Not powerful enough to face Nightlords alone. 2. Spellcreating — The Marked Gift Rarity: Very rare Practitioners: The Blessed — humans touched by divine visions. Source: Visions of celestial runes, often received in dreams, prayer, or moments of crisis. Style: Runes are tattooed or carved into the skin, each one a unique spell. Mechanics: Once inscribed, the rune can be activated by will, emotion, or ritual. Effects: Can create shields of light, summon divine fire, or silence infernal magic. Risks: Each rune scars the soul. Too many marks can drive the bearer mad or burn them from within. Lore: Inspired by the Shadowhunters concept — but in your world, these spellcreators are hunted by Satan’s forces and remembered in legend. 3. Weaving — The Divine Thread Rarity: Near-extinct Practitioners: The Weavers — mythic figures, possibly only one or two remain. Source: They perceive the hidden threads of reality — elemental flows, soul strands, and divine currents. Style: Magic is not cast, but woven. They tie knots in the threads of fire, wind, water, and soul to shape miracles. Abilities: Bind a soul to objects or bind souls together. Weave a storm from air and grief. Untangle a curse from a dying child. Limitations: Requires immense focus, sacred, and irreversible. Role in the War: A single Weaver could turn the tide of a battle — if one still lives. 🧵 Cultural Impact Common Folk: Fear magic as much as they revere it. Most have never seen it, and stories of spellcreators and Weavers are told like saintly legends. Templars: Guard known spellcasters and seek out hidden Blessed. Some Templar relics are said to contain fragments of woven magic. Satan’s Forces: Hunt all magic users relentlessly. Warlocks especially seek to corrupt or destroy Weavers, fearing their power to unravel infernal bindings. now religion ✝️ The Church of the Last Light Catholic Christianity in the Age of Satan When Satan rose in Persia and cast his shadow across the world, the Church did not fall — it fractured, bled, and endured. The Vatican is lost, Rome desecrated, and the Pope martyred. But the faith survives in the north, where the last kingdoms of Christendom hold fast. 🕍 Structure & Survival The Remnant Church: No longer centralized, the Church now exists as scattered bishoprics, hidden monasteries, and mobile chapels. The High Synod: A council of surviving bishops and Templar Grandmasters, based in York, guides doctrine and resistance. Priests & Clergy: Serve as healers, confessors, and spiritual leaders in war camps and fortresses. Many are trained in relic lore and exorcism. Monasteries: Hidden in mountains and forests, they preserve sacred texts and shelter refugees. Some house relics or Blessed bloodlines. 📜 Beliefs in a Broken World God is Silent, but Present: Miracles are rare, but faith remains. The Church teaches that this is a time of trial, and the faithful must endure until the final reckoning. The Blessed: Once chosen by God, now nearly extinct. Their stories are sacred, their relics priceless. Saints of the Sword: New saints have emerged—martyrs who died fighting Satan’s forces. Their names are invoked in battle and prayer. Relics: Crucial to survival. Holy blades, saint bones, and preserved scripture are used to ward off evil, heal the wounded, and empower the Templars. 🛡️ Role in the War Templars: The Church’s sword. They are no longer crusaders—they are guardians of humanity. They wield relics, lead exorcisms, and train in divine combat. Holy Rites: Mass is held in secret or under guard. Confession and Last Rites are vital before battle. Exorcists & Relic-Bearers: Special clergy trained to confront warlocks, banish demons, and protect sacred ground. magic of satans forces Blood Magic — The Rite of Flesh and Will Source: Blood is the currency of power. Warlocks and demons use it to fuel spells, bind souls, and reshape bodies. Practitioners: Warlocks: Mortals who pledged their souls to Satan. Vampires: Use blood magic to dominate minds and enhance their strength. Priests of the Black Church: Perform sacrificial rites to empower armies or curse cities. Mechanics: Blood must be spilled — willingly or violently. The more sacred or powerful the blood, the stronger the magic. Ritual circles, altars, and branded flesh amplify effects. Abilities: Blood Binding: Control or enslave a victim through their spilled blood. Blood Surge: Temporarily enhance speed, strength, or regeneration. Blood Curse: Infect a target with pain, madness, or decay. Blood Gate: Open portals using sacrificial blood as a key. Risks: Blood magic corrodes the soul. Practitioners often become addicted to power, losing their humanity and becoming vessels of Satan’s will. ☠️ Necromancy — The Dominion of Death Source: Draws power from corrupted souls, desecrated corpses, and infernal energies tied to the underworld. Practitioners: Warlocks of the Grave: Specialists in soul manipulation and corpse animation. Demons of Rot: Entities that feed on death and spread undeath. Nightwardens: Some use necromancy to maintain control over conquered cities. Mechanics: Requires access to corpses, grave soil, or soul remnants. Often performed in desecrated churches, catacombs, or battlefields. Uses infernal sigils, bone relics, and soul chains. Abilities: Raise Dead: Animate corpses as soldiers, spies, or sentries. Soul Shackle: Trap a soul in an object or bind it to a location. Death Fog: Create zones of decay that weaken or kill living beings. Wailing Legion: Summon spectral warriors from mass graves. Risks: Necromancy destabilizes reality. Overuse can tear the veil between worlds, unleashing uncontrolled spirits or attracting divine wrath. 🧠 Cultural Role & Strategy Satan’s Army: Blood magic fuels the war machine — enhancing troops, opening portals, and weakening enemy morale. Necromancy provides endless reinforcements and psychological terror. The Black Church: Blends both arts into ritual worship. Their ceremonies often involve blood sacrifice followed by necromantic resurrection. Tactical Use: Blood magic is fast, brutal, and personal. Necromancy is strategic, slow, and overwhelming. Together, they allow Satan’s forces to fight without rest, fear, or mercy.

Planar Influences

no other interaction with other planets

Historical Ages

From the Age of Kings to the Reign of Night (1140–1150) ✝️ Before the Darkness (Before 1142) The early 12th century was an age of faith and ambition. Christendom stretched from the windswept shores of England to the golden domes of Constantinople. Kings ruled by divine right, the Pope held sway over souls and crowns, and the Knights Templar rode eastward to defend the Holy Land. Jerusalem stood as a beacon of Christian hope. Rome, seat of the Papacy, was the heart of doctrine and power. Constantinople, jewel of Byzantium, guarded the East. Though rivalries and wars flared between kingdoms, the world was held together by faith, trade, and the rhythm of the Church. But beneath this order, cracks had begun to form. Heresies stirred in secret. Sorcerers whispered in forgotten tongues. In the heartlands of Persia, ancient cults unearthed forbidden texts and performed rites not seen since the days of Babel. The Church dismissed these as local blasphemies. They were wrong. 🔥 The Emergence (1142–1144) In the spring of 1142, the sky over Persia turned black for three days. Witnesses spoke of a voice that echoed across the mountains, not heard but felt — a voice that bent wills and shattered reason. From the ruins of Rayy and the fire-swept plains of Isfahan, Satan emerged. He did not come alone. Vampires rose from ancient tombs. Werewolves howled across the Zagros Mountains. Warlocks, once scattered and secretive, formed covens under his banner. Demons tore through the veil between worlds, summoned by blood and bound by pact. The infernal army was born. By 1143, the Seljuk Empire had collapsed. Cities fell not by siege, but by corruption. Governors pledged allegiance to the Infernal Court. Churches were defiled, and the Black Church was founded — a twisted mirror of Catholicism, preaching obedience to the Dark Lord. ⚔️ The Conquest Begins (1144–1147) Satan’s forces moved west with terrifying speed. The Crusader States in the Levant were the first to fall. Jerusalem, once the holiest city, was taken in a single night of blood and fire. Its relics were shattered, its priests impaled, and its walls turned into altars of blasphemy. Constantinople resisted for months, but betrayal from within led to its fall. Rome followed, its Pope burned alive in St. Peter’s Square. The Holy Roman Empire fractured. France descended into chaos. By 1147, Paris was burning, and the Church was in exile. The Templars retreated north, carrying what relics they could. Survivors fled to the forests, mountains, and islands. The world was no longer ruled by kings and popes — it was ruled by Nightlords, warlocks, and beasts. 🛡️ The Last Bastions (1148–1150) By 1148, only the northern kingdoms remained free. England, under King Richard IV, fortified its shores and rallied the Templars. Scotland, led by King Alasdair, turned its highlands into a fortress. Norway and Sweden, protected by fjords and fierce warriors, held the line. The Low Countries fractured, but cities like Bruges and Ghent became sanctuaries. A sliver of Paris, protected by holy wards and Templar relics, remains contested ground — a battlefield of faith and flame. The Church, now called the Church of the Last Light, survives in scattered monasteries and hidden chapels. The Blessed are gone, remembered only in legend. But some say a Weaver still walks the earth, unseen, waiting. The year is 1150. The world is broken. But it is not yet lost.

Monsters & Villains

Satan, Lord of Ruin — and the Faith That Defies Him He is the shadow behind every curse, the architect of every horror. He is Satan, the Lord of Ruin, the Warlord of the Infernal Dominion. And yet, even he is not invincible. 🔥 The Rise of Satan In the year 1142, the world changed forever. From the scorched heart of Persia, Satan emerged — not as a whisper or a myth, but as a conqueror. Cloaked in living shadow, crowned in bone, and wielding a blade forged from the spine of a fallen archangel, he brought with him legions of vampires, werewolves, demons, and warlocks. He did not seduce the world — he devoured it. Jerusalem fell in a single night. Constantinople burned. Rome was desecrated. The Pope was martyred. The Black Church rose in mockery of the true faith, preaching obedience to the Dark Lord. Cities became feeding grounds. Souls became currency. The world became a battlefield of despair. Satan’s power is absolute. He commands the Infernal Court, binds souls with blood magic, and raises armies from the dead through necromancy. His presence warps reality. His voice silences prayer. His dominion is vast. But not complete. ✝️ The Light That Cannot Be Touched There is one force Satan cannot corrupt, cannot break, and cannot understand: Faith. Not magic. Not relics. Not swords. But the quiet, unshakable belief in God the Father Almighty, Creator of Heaven and Earth. Faith is the soul’s alignment with divine truth. It does not need miracles. It does not need victory. It endures in silence, suffering, and death. It is the breath of God in the hearts of mortals. A mother who prays over her child in a burning village. A priest who whispers the Lord’s Prayer as demons surround him. A knight who dies with a cross carved into his shield. These acts do not cast spells — they wound Satan’s dominion. 🛡️ Why Satan Fears Faith Satan can twist flesh, bind souls, and silence hope. But he cannot touch true faith. Faith repels his presence: In places where faith is strong, his power falters. Faith shields the soul: Those who die in faith cannot be consumed. Faith empowers relics: Holy objects respond to belief, not blood. Faith awakens miracles: Rare, unpredictable, but real — moments when God intervenes. Even the Weavers, who see the threads of reality, speak of one thread they cannot bind — the thread of faith. It is golden, untangled, and eternal. ⚔️ The Final War Satan rules the world. But he does not own it. The Church of the Last Light survives in ruins and whispers. The Knights Templar fight not for land, but for souls. The Blessed are gone — or hidden. And somewhere, perhaps, a Weaver still walks. The war will not be won by armies. It will be won by faith. And in the darkest hour, when all relics fail and all heroes fall, it is faith that will remain — the light that cannot be touched.

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Frequently Asked Questions

What is Cruciata Tenebris?

In 1150, the world lies shattered beneath Satan’s iron fist—Jerusalem, Rome, and Paris are blackened ruins, their saints defiled, while vampire legions and necromantic warlocks sweep the last free kingdoms. Only the icy north endures: Scotland’s clans, England’s warded shores, and Templar relic-bearers cling to a single, defiant truth—faith alone can wound the Devil, and the final war for every soul begins at the edge of the Highland mists.

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 Cruciata Tenebris?

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.