Dominions

FantasyHighEpicGritty
1plays
0remixes
Oct 2025

When the Supreme God vanished, His empty Throne of the Heavens ignited the Ascension Wars—an age where thirty rival Pretender Gods, their monstrous hosts, and dwindling magic clash to seize divinity. From undead Ermor’s ashen legions to Pangaea’s last wild satyrs, every kingdom breeds heroes or tyrants who must decide whether to serve, slay, or become the One True God.

World Overview

The Supreme God has suddenly disappeared. Prayers are left unanswered and the smoke of offerings rise in vain to the heavens. No one knows why He disappeared, but it is certain that the people of the worlds are once again left without direction, without guiding principle without order. Now is the time for beings of great power and ambition to try their strength. The Throne of the Heavens stands empty and only the strongest can rise to supremacy over all. Only the most powerful can ascend to take the place of He who Came Before. This is the time of great strife and suffering. This is the time of magic unequaled. This is - The Ascension Wars! Civilization is in the middle ages and continues to make progress. Modern Technologies like ironworking are available to most nations. Mages have lost some of their former power and magic resources are not as abundant as they were in the past.

Geography & Nations

Arcoscephale is and old kingdom. Although its glory days are long past, the ancient astrologers who aided past kings in building Arcoscephale into a mighty empure have recently emerged from their centuries-old seclusion, to restore the Old Kingdom to world domination once more. Priestesses with great knowledge of healing are trained in ancient temples builting during the peak of th Old Kingdome. The priestesses are able to scry upon enemy troops and provinces that are located within their God's dominion. The war machine of ancient Acroscephale has not changed over the past centuries. Cumbersome plate hauberks and long spears in phalanx formation are still used and cavalry is primitive. Elephants and chariots, unpredictable bit devastating are sill popular. The nation is a race of humans. Their mages have knowledge of Astral, Fire, Earth, Water and some Nature magic. They worship Agastrophos the Oracle who powerful spirit that inhabits a sacred spring who has the ability of preventing bad things from happening. Agastrophos is a Pretender God trying to banish all other Pretenders and become a true God. Phlegra is a kingdom of giants who have enslaved the more more numerous human population. The Gigantes of Phelgra are the descendants of the Gigantes of Mekone, who makre war upon the gods of men. Punished for their sins by the Supreme God, the descendants of Mekone no longer appear as proud hoplites in gleaming armor.Instead they are deformed and cursed with a violent temper. Since the fall of Mekone, the Gigantes resent any pretending gods religious faiths, and only the human population of the kingdom devote themselves to their awakening God. Phlegra is also home to the sheep herding Cyclopes, another tribe of giants. Like their predecessors the Gigantes of Phlegra have enslaved their neighbors and formed and kingdom under the rule of theri Tyrants. Unscrupulous human mages have developed way to serves the Tyrants by dominating less fortunate magically adept humans. Now human taskmasters and oppressors cause more fear in the populace than the Tyrants themselves. The nation is a mixed race of Humans, Cyclopes and Gigantes. Their military consists of few Gigante Warriors and mostly human slave soldiers. Their mages have knowledge of Fire, Earth some Water, Death and Nature. They worship Brontes, the Eldest Cyclops and the first of his kin who has great knowledge in metal crafting. Brontes is a Pretender God trying to banish all other Pretenders and become a true God. Pangaea is a woodland nation inhabited by wild being connected with nature. Halfmen such as satyrs, centaurs and minotaurs serve the lords of the Sacred Groves deep in the forests. In ancient times the woods covered much of the world, but that has changed. The world of the wild is disappearing. Centaurs have developed civilized societies and donned armor. The Panii, guardians of the Groves, have decided that it is time to act to preserve their dwindling habitat. They are a mixed race of forest being, stealthy beings and beings that heal battle afflictions. Their military consists of Satyr and Minotaur infantry, Satyr hoplites, Centaur cataphracts, warriors and archers. Their mages are magically attuned, possess nature, earth, blood and some water and glamour magic. They worship Pelops the Lord of the Wild who practices the old arts and is the master of nature and blood magic. Pelops is a Pretender God trying to banish all other Pretenders and become a true God. Asphodel was once part of Pangaea. However, in response to the destruction of the wild forests a dark and hungry God arose. The Panii of the sacred groves could not prevent the destruction of the wilderness and so some halfmen revolted and stuck back with dark fury upon the civilized world. The Panic Apostates and their followers have been touched by their God and their hides are now colored as black as the mood of the vengeful forest. Asphodel is slowly turning into a cursed forest realm haunted by the living carrion. They are a mixed race of forest beings, reanimated carrion beings, stealthy beings, beings that heal battle afflictions and undead carrion beasts. The nations military is satyr and minotaur infantry, centaur warriors and archers, harpies, hordes of living carrion beasts. The mages of the realm have knowledge of Nature, Death and some Glamour, Earth and Water magic. They worship Pytho the Spirit of Bones a great pile of bones of various animals that has become sentient. Pytho is a Pretender God trying to banish all other Pretenders and become a true God. Ermor was once a great empire that had conquered most of the known world. The realm crumbled as the great mages of the Empire studied dark magic under the Sauromancers of C'tis. Unaware of the dangers of dark sorcery, the priests preformed unholy rites in the capital city of Eldregate. But there were voices who demanded the foul practices to stop. Some mages and priests foresaw the cataclysm and advised generals and governors to revolt. When the Emperor marched on Ermor itself, the corrupt mages were forced to act in haste. In one cataclysmic event, Death was let loose and the empire was shattered. The Cataclysm attracted the attention from an ancient God, a dark and hungry God. The vast power of this Awakening God erased the boundaries between the land of the living and the land of the dead. Ermor is now a cursed land of ashes and darkness where nothing grows. The bones of the long-dead inhabitants reassemble to form legions of undead under the leadership of the cursed priests of the old Ermorian faith. Undead legions march forth to reconquer a world once theirs. Their Gods dominions reanimates the dead without aid of a unholy priest. It also destroys the land, turning crops and forest to ashes and people and livestock to bones. They are a race of undead. Their military consists of Undead legionaries, banshees, unholy knights, wights and the newly dead. Mages are strong in Death and Fire with some knowledge of Astral and Earth magic. They worship Hopevoid the banefire king who is a spirit of unholy fire capable of turning its worshipers into banefire servants. Hopevoid is a Pretender God trying to banish all other Pretenders and become a true God. Sceleria is a splinter empire of the great Empire of Ermor. As dark arts were practiced in the heart of the Empire, a new order of Thaumaturgs emerged. Guided by the stars and the knowledge of the Underworld, they foresaw the Cataclysm that would destroy the empire and led the emperor's twin brother in rebellion. The great empire was torn apart in a civil war that ended with the siege of Ermor. In desperation the Augurs and Bishops let Death loose, and everything went still. The great city of Eldregate and everything within leagues became an ashen waste. Ermor was no more, and the provinces of the old empire formed into new kingdoms and lesser empires. The twin brother of the last Ermorian emperor claimed the imperial crown. With the aid of the Thaumaturgs he reformed the empire and built a new capital named to always be a reminder of the wickedness that brought the great empire down. Now Sceleria is an empire permeated with the Death Cult of the Thaumaturgs. While the young kingdom of Marignon uses fire and faith to hold Death at bay, Sceleria trusts in the Laws of Death itself to persevere. The Thaumaturgs of Sceleria regard themselves as defenders of the living world and the last hope for mankind. With litanies and masses for the dead, they prevent the spread of the shadow by reanimating the dead under strict control. Now the dead serve the living and fight their wars. The war machine of Sceleria is based on the old legionnaire army of Ermor with the added might of the walking dead. The nation consists of mixed race of humans and undead. Their military are human legionnaires and undead hordes of lesser quality. Their mages have knowledge of Astral and Death and some Water and Air magic. They worship Hippolochos the Statue of the Underworld who as the ability to summon the undead from the Underworld. Hippolochos is a Pretender God trying to banish all other Pretenders and become a true God. The Emerald Empire of Pythium is a splinter empire of the great Empire of Ermor. As dark arts were practiced in the heart of the Empire, the stars warned the Theurgs of Pythia to flee the impending doom. They led Pythia away from the falling Empire and formed an imperial theocracy under their wise rule. But this was not enough to save them. As Ermor crumbled, the provinces of Pythium rebelled and broke away from their old masters. The Emperor of Pythium could not reclaim the rebelling lands and the power of the Emerald Empire diminished over the centuries. The war machine of Pythium is based on the old legionnaire army of Ermor with some minor modifications. During Ermorian times, part of the Pythian lands were under the sway of the Sauromatian tribes. The Androphags used hydras of the Pythian Marshes in warfare. For a long time hydras were only used in the Pythian arenas, but now the old practice has been adopted along with the usage of serpent mounts. They are a race of humans. Their military consist of legionnaires, serpent cataphracts, gladiators and hydras. Their mages have knowledge of Astral, Air, Water and some Fire magic. They worship Aurelius the Divine Emperor who is not a good warrior but a powerful mage who has fanatical followers willing to protect him for any harm. Aurelius is a Pretender God trying to banish all other Pretenders and become a true God. The realm of Man is a Feudal kingdom. Their kingdom was established by conquering the race of tall and magically powerful beings known as the Tuatha. When the Tuatha were destroyed, their greatest treasure was found: the magical Forest of Avalon. Hidden deep within was great magic. The Witches of Man entered the forest, learned the old lore and helped Man to grow in power and influence. The Infantry of Man is limited and lacks heavy troops. Their regular armies most often consist of powerful knight and skilled longbowmen. The witches trade their own special troops, the wardens and Knights of Avalon. These troops are very skilled and are also magically enchanted by the witches. The monks who serve the God of Man a divinely inspired scholars who gather and record knowledge in the monasteries scattered throughout the land. The descendants Of the Logrian People displaced by the witches and their servants dwell outside the fortified castles of nobility. They are a race of humans. Their military consists of infantry, longbowmen and knights. Their mages have knowledge of Nature, Glamour, some Water, Earth, Air and Fire magic. They Worship Arturus the Once and Future King who was the first and greatest ruler of Man. He is a very prowess men with Tuathas blood granting him great magical powers as well. Arturus is a Pretender God trying to banish all other Pretenders and become a true God. The nation of Eriu was once the land of Tuatha and the Fir Bolg. There was a drawn out battle with the nation of Man which ended with the defeat and total withdrawal of the Tuatha. The Land of the Ever Young was forever lost to this world and Avalon was taken by the Witches of Man. The Sidhe, descendants of the Tuatha, retreated into strange twilight realms with entrances hidden in ancient mounds. The land of the Fir Bolg was split by the invading forces: Man and their Witches, and the Milesians. The Milesians named their land Eriu. Most of the Eriu population is composed of humans of Milesian ancestry, but a few Fir Bolg still survive in remote villages. With the coming of the New God, the Daoine Sidhe have re-emerged from their magical mounds to lead the Milesians. Eriu is now a nation of humans and Fir Bolg led by the awakening Sidhe. The nation is a mixed race of Milesian humans and Fir Bolg who are ruled by Sidhes and Tuathas who excel in illusion magic. Their military consists of slingers, chariots, light infantry and Sidhe guards who are masters of illusion. There mages have knowledge of Glamour, Air, Nature, Water, Earth and some Fire magic. They worship Danu the Mother of all Tuathas who is a demigoddess of immense size with powerful magic skills and a master of illusion. Agartha is a nation of dark caverns under the earth. One-eyed humanoids rule here. Untouched by the sun, they have become known to humans as the Pale Ones. When humans first met these pale giants, it was in war. With the destruction of the false god of the Pale Ones, an ancient Seal was broken and vast powers of destruction were released. The Pale Ones were almost wiped out of existence and humans could move down into the caverns of Agartha. Here they found fabulous riches and ancient secrets. The humans replaced the Pale Ones and now most of Agartha's inhabitants are pale-skinned humans with large eyes. Everything left by the Ancient Ones has become subject to worship by the humans. Ancient statues are enchanted and given life by Golem Crafters, priest-mages of the Agarthan Golem Cult. A few surviving Oracles lead the Cult and keep the memories of past ages alive. The nation is a mixed race of Humans and Pale ones. Their military consists of light and heavy infantry and huge one-eyed humanoids. Their mages have knowledge of Earth and some Fire, Water and Death magic. They worship Pillarbone the Ageless Olm who is a giant, blind serpent like being who can drain the lifeforce from others and paralyze them with his mind. Pillarbone is a Pretender God trying to banish all other Pretenders and become a true God. Ulm is a young kingdom, risen from the Ulmic tribes conquered by the fallen Empire of Ermor. From the ashes of Ermor emerged a new kingdom true to its ancient legacy, the Enigma of Steel. Where Marignon relied on religion to build a kingdom, Ulm relied on steel. The mines of Ulm are famous for their riches and the smiths of Ulm work the iron into the blacksteel armor used by the knights and infantry of Ulm. The people of Ulm are heavily built by human standards. Their infantry use full chain or plate armor made of blacksteel. The feared Black Knights of Ulm are the most heavily armored troops known to man. The leaders of Ulm have never approved of magic and only the Master Smiths are allowed to use it. The smiths are used to working in conditions that are magically unfavorable and are therefore not adversely affected by provinces that have a strong Drain dominion. The smiths craft armor and weaponry for lords and kings, but the strength of steel is preferred over magic. Even religion is of secondary importance in Ulm, though an Iron Cult that worships steel in a more devout fashion has emerged in recent times. The nation is a race of very stocky humans. Their military consists of heavy infantry, crossbowmen and knights all with very superior armor. Their mages have knowledge of Earth, Fire and some Air and Astral magic. They are also master forgers. They worship Hephasteos the Titan of the Forge who is a crippled but has extraordinary forging skills. Hephasteos is a Pretender God trying to banish all other Pretenders and become a true God. Marignon is a feudal theocracy. The Inquisition controls all aspects of the country, including warfare. The feudal lords pay tithes and tax the peasants, but all political decisions are made solely by the Church. Marignon rose out of the ashes of Ermor and has succeeded in holding the shadow of the fallen empire at bay through religious zeal and austerity. The widespread fanaticism in Marignon has done wonders for its survival thus far. The heavy infantry of Marignon is armed with large weapons such as great swords and halberds. All units carry the bright red-and-orange livery of Marignon. The Inquisitors of Marignon are trained in the House of Fiery Justice together with Witch Hunters. The Witch Hunters are mage-priests who use Astral magic. They are a race of humans. Their military consists if heavy infantry, crossbowmen, flagellants and knights. Their mages have knowledge of Fire, Astral and some Air and Earth magic. They worship Perpetiel the Virtuous who is an winged angelic being of divine power. Perpetiel is a Pretender God trying to banish all other Pretenders and become a true God. Pyrène was once a kingdom of cavern dwelling humans and their allies, the Sorginak witches and the Jentilak giants. Now the humans have more or less abandoned their cavernous realm and established a feudal kingdom in the surrounding mountains. The young kingdom was drawn into a long lasting war with Abysia and suffered heavy losses. The last of the Jentilak and Basajaunak died in the defense of the Pyrène caves, but the Abysians were defeated. With the loss of their mightiest mages and warriors new powers established themselves. Lasting exposure to Abysian blood magic had prepared the nation for a sinister reshaping. From some dark woodland came the Akerbeltz, the Black Goats. Their influence slowly transformed the kingdom into a nation of dark rituals and bloody ceremonies. The Akerbeltz seduced the Sorginak and made them abandon their former mistress and embrace blood magic. Now even the priesthood have adopted blood magic and sacrifice humans to further the goals of the nation. Recently the dark practices has drawn the attention of Marignon and its inquisitors. They are a race of human with cave-man descent who have good magic resistance. Their military consists of medium to light infantry, crossbowmen, and knights who mount a massive horned ram. Their mages have knowledge of Blood, Nature, Air and some Earth and Fire magic. They worship Klytomedes the Fountain of Blood who is a horrible spirit that inhabits an unholy fountain that spews forth blood instead of water. Klytomedes is a Pretender God trying to banish all other Pretenders and become a true God. Abysia is a nation in a hot wasteland, at the center of which lies a great volcano whose lava-lit caverns are inhabited by magma-born humanoids. Their flesh radiates heat and they are not harmed by flames. Abysians are stronger than humans and prefer heavy armor and weaponry. Bows are not used, as they would burn to cinders in the glowing hands of the Abysians. The war machine of Abysia also includes salamanders, lizard-like beings composed of the same hot lava-born flesh as the Abysians. Abysian Warlocks are very powerful Blood mages and skilled crossbreeders. The Anathemant Priests of the Flame Cult practice blood sacrifice to strengthen the power of the Awakening God. Their military consists of heavy infantry, no missile weapons and fire breathing salamanders. Their mages habe knowledge of Fire, Blood, Astral and some Earth magic. They worship Negarsanel the Firstborn who is a giant manifestation of molten rock constantly surrounded by heat and flames. Negarsanel is a Pretender God trying to banish all other Pretenders and become a true God. Ashdod is a nation existing in the dry wasteland inhabited by the Rephaim, giants descended from the Nephilim of primordial times. The Rephaim have degenerated and lost the prodigal powers of their predecessors, but they are still mighty in comparison to other beings. While not as mighty as they once were, there are still a few Rephaim with pure blood. In the Twin Cities of Ashdod and Ashkelon live the Anakim, mightiest of the Rephaim, and the Anakite priest-kings. With the disappearance of the Nephilim and the pureblooded Rephaim, the Nephilim Cult has been replaced by ancestor worship. Malikum, Rephaite kings of old, are worshiped at sacred banquets for the dead. The Kohanim of earlier times have been replaced by the Zamzummim, priest-mages and shepherds of the dead, who fulfill their purpose in life by being devoured at the funerary banquets. They are a race of Giants. There military consists of giant infantry and human slaves. Their mages have knowledge of Fire, Earth, Astral and Death magic. They worship Mot the Son of the Fallen who is last of the Nephilim, ancient giants of godlike power. This happened because he bested all other Nephilim and consumed their flesh. Mot is a Pretender God trying to banish all other Pretenders and become a true God. Na’Ba is a desert queendom ruled by Jiniri descendants of the Lords of Ubar. The capital of the queendom is carved out of the rocks of Ubar where the ancient magic of the Jinn still lingers. From this hidden abode, traders with silver tongues travel far and wide with luxurious wares imbued with ancient magic. The hidden paradise with its enchanted springs is long since lost, but the craftsmen of Na’Ba have erected a great dam that supplies the hidden city and the surrounding lands with water. In ancient times Ubar was a nation of men and Jinn, but magic waned and the Jinn slowly disappeared from the world. With the arrival of refugees from Hinnom, a new era began. The Avvites, a race of giants that with an inclination to intermingle with supernatural beings, formed an alliance with the few remaining Jinn and a new ruling class was born. The last of the Jinni Sultans took Avvite wives and their daughters became the first queens of Na’Ba. Now the Nabaean population is made up of humans ruled by Jinni-blooded half-giants and their Jiniri Queens. The nation is a mixed race of humans, Adite giants and Jann. Their military consists of basic human infantry, giant infantry and Jann warriors who are masters of illusion. Their mages have knowledge of Fire, Air, Glamour, Earth and some Astral and Nature magic. They worship Wadd the Ilah of the Sky who is a giant that can control the sands of the desert and whose bow can pierce the sky. Wadd is a Pretender God trying to banish all other Pretenders and become a true God. Ind is a fabled kingdom of marvelous riches hidden beyond heathen lands. Led by righteous kings of unequaled piety, rumors of the kingdom have attracted the attention of other lords. But even the most ambitious expeditions have yet failed to find magnificent Ind. Ind is a theocratic empire with subservient heathen petty kings and tribes of wild men. Only Ind itself is a bastion of piety and marvelous riches. Every important official in Ind is also a priest, bishop or archbishop, and every noble is a king. The armies are righteous and every soldier fulfills a sacred task. But it is not the soldiers of the land that wage the wars of Ind. Instead it is the subservient tribes of heathens, flesh-eaters and Cynocephalians that the righteous Prester King unleashes upon the enemies of the True Lord. Ind is hidden by the will of their Awakening God. The nation is a mixed race of humans and strange tribesmen. Their military consists of various halfmen slaves, tribesmen, cannibal warriors and holy warriors personally blessed by their God. They worship Benim the Icon, a colossal wheeled statue that is magically powerful and can trample just about anything. Benim is a Pretender God trying to banish all other Pretenders and become a true God. Uruk is nation in a warm plain inhabited by Enkidus, large, hairy wild men with horns and unkempt hair. Since the founding of Eridu, the First City, civilization has spread and the kingdom expanded. Other cities were founded in the image of Eridu, each with its own character. Administrators from the City of Scribes aided local rulers, while traders and merchants from the City of Trade improved the economic infrastructure of the kingdom. But the Ensi of Eridu lost power and petty kings of the new cities rose to power and claimed the Ensi title. Strife and turmoil tore the kingdom apart. One of the new cities, the City of Gods was blessed by the Awakening God and saw the first Entu of the Moon erect a great temple in the city. It soon replaced the First City as religious center and the Entu priestesses of the First City moved to the City of Gods, no longer bound in marriage to the ruling Ensi. With the coming of their Awakening God, the city states have set their differences aside and joined a common cause. In the plains of Uruk the First City still stands as a symbol of civilization, although its temporal and religious power has diminished. Now each city has its own Ensi ruler. The wild men are no longer wild, and the shamans and Bone Readers of old have been replaced by the priests and mages of the cities. Their military consists of light to heavy infantry and fearsome chariots that are carried by wingless dragons of the swamps. Their mages have knowledge of Astral, Nature, Earth, Water and some Air magic. They worship Huwawa the Enkidu Great Sage who is a scholar of such great power and knowledge that he has mastered his own mortality. Huwawa is a Pretender God trying to banish all other Pretenders and become a true God. Bandar Log is a nation of Primates. Surrounded by dense forests the apes have evolved with intelligence and developed a culture. A warlike, hierarchical society was formed with the large Bandar apes at the top. Blessed Primates with pure white fur called White Ones are gifted with higher intelligence and magical powers and have great influence and power in society. Bandar Log is a divided society with small Markatas at the bottom of it. Vanara apes of human size are the most common. Only the largest of the Bandar apes can rule society and form the military. The nation is a race of apes. Their military consists of a multitude of missile weapons, light and medium infantry, elephants and sacred tiger riders. Their mages have knowledge of Astral, Nature and some Water and Earth magic. They worship Bhumindra the immortal who is a Bandar high king with immense knowledge and immortality. Bhumindra is a Pretender God trying to banish all other Pretenders and become a true God. T'ien Ch'i is a ancient Celestial Empire. Since the founding of the Empire, peace has reigned and a Bureaucracy of great efficiency has evolved. Ministers and officials chosen by skill rather than birth govern the Empire. The Emperor and his family are considered divine, but are not involved in the administration. The cavalry of T'ien Ch'i is well known and the infantry is varied and versatile. The eunuchs who run the Bureaucracy are able to conscript troops for the defense of provinces as part of the taxes due to the Emperor. A magic tradition called The Way is practiced by hermits and scholars in the kingdom. Prominent Masters of the Way come to the Heavenly Gate in the capital to be ordained as Celestial Masters. The nation is a race of humans. Their military consists of cavalry, heavy infantry, crossbow men and conscripted troops. Their mages have knowledge of Water, Astral, Fire, Air, Earth, Nature and Glamour magic as well as summoning great Celestial Beings. They worship Dadagyne the Divine Sage Empress who is a powerful mage roaming her Domain with her Imperial Guard and has mastered immortality. Dadagyne is a Pretender Goddess trying to banish all other Pretenders and become a true God. Shinuyama is a nation of samurai Orcs (also known as Bakemono). Located in the swampy marshlands, Human smiths are enslaved and forced to reveal the secrets of metalcraft as the Bakemono conquer the neighboring provinces from the humans. The Bakemono still live in a tribal society ruled by the strongest and most powerful of their kin. The Bakemono are a diverse kind. Huge lumbering O-Bakemono, proud Dai-Bakemono, ghostly apparitions and shapeshifting animals of the enchanted forests all heed the call of the Bakemono Kings. The nation is a race of Bakemono both large and small. Their military consists of light infantry, medium infantry, heavy infantry and supernatural swamp creatures. Their mages have knowledge of Death, Fire, Earth, Water and Nature magic. They worship Katsumi the Oni Kunshu who is the king of kings of the Netherworld and now wishes to claim the mortal plane as his own. Katsumi is a Pretender God trying to banish all other Pretenders and become a true God. Caelum is a nation of winged humanoids who inhabit the highest mountain peaks. They are the offspring of the Yazatas, semi-divine beings of an earlier age. Three tribes served the Yazatas in ancient times, the Kavi, the Airyas and the Mairyas. But some were led astray by the wicked Mainyus and Daevas. With the corruption of the purifying flame the Daevas as well as the Yazatas were banished from this world. With the disappearance of the Yazatas the three tribes were dispersed and fled their homelands. But when some Yazatas reemerged from hiding, the three tribes gathered and settled in the high mountain range where the last of the Eagle Kings resided. The former tribes are now known as the Tempest Clan of Spire Horn Mountain, the Raptor Clan of Raven's Vale and the Airyas of High Caelum. The Spire Horn Caelians are partially resistant to cold and lightning. The Raptorians are stronger and attuned to the Earth, but lack the elemental resistance characteristic of the other clans. The Airya once lived in the land of the White Forest where winter lasts for ten months. They still live in the coldest mountain peaks and are unaffected by low temperatures. Their priestesses try to purify the taint of the daevas and are keepers of the sacred flame of the White Forest. The Airya Seraphs craft magical ice that the many Caelians use instead of regular metal. The ice tempers with lower temperatures and the heavy ice armor is more durable in cold climates than in warmer ones. All weapons crafted from the ice are magical and capable of harming magical beings. The Caelians are skilled archers and prefer hit-and-run tactics, even though they do have some heavy troops, such as huge Mammoths. Their mages have knowledge of Air, Water and some Astral and Death magic. They worship Ahura Mazda the Ahura of Wisdom who was granted great might and splendor by the previous ruling God. Ahura Mazda is a Pretender God trying to banish all other Pretenders and become a true God. Nazca is a mountain nation of winged humanoids who have adopted necrocracy. It was once a far off Caelian colony, but with the fall of the Raptors and the disappearance of the Eagle Kings contact with Caelum was broken and the descendants of the Eagle Kings became Nazcan Sun Kings, Incas. With the demise of the last Eagle Kings steps were taken to preserve the wisdom of the kings of old. The necromantic practices of the Raptor Clan were not banned in Nazca and the divine kings were mummified and preserved, should their advice be needed in the future. Priests of the dead began to mummify other influential members of society as well. Since old kings and queens were supposed to be wiser than the living, a council of mummies was formed to aid and guide the Incas. The priests would listen to the mummies and divine their will. Now Nazca has turned into a necrocracy, a kingdom ruled by mummies of the silent council. The Sun Kings rule in their name, but it is the mummies of ancient kings and their interpreters who have the true power in the kingdom. The mummies of nobles and priests are transported to and fro to decide in judicial matters as well as to attend feasts and ceremonies. The royal mummies are too valuable to disturb unless the matters at hand are of utmost importance. The ice crafting of Caelum has been lost and Nazca uses light armors of cloth and bronze. The Nazcans can field vast armies of unskilled soldiers. Commoners indebted to the mummies, allied soldiers from conquered human mountain kingdoms, and walking dead reanimated by the mummies of dead priests form most of the armies of the kingdom. Their mages have knowledge in Fire, Earth, Air, Death, Astral and some Nature magic. They worship Paullu Huascar the Sapa Inca who is an immortal that is the last surviving Eagle King and the co-founder of the Nazcan nation. Paullu Huascar is a Pretender God trying to banish all other Pretenders and become a true God. Mictlan is an ancient tribal empire that has been isolated for centuries. The foul practices of the priest kings of Mictlan have caused most of their neighbors to leave or face slavery and blood sacrifice. Since the dawn of the kingdom, blood has been spilled in the temples of the capital. Now a new era has dawned and the isolation is broken with the coming of their God. The Blood cult has been abolished and the priests now follow the will of their God. Isolation has made the Mictlan a backward nation and its warriors use archaic weaponry and armor. Their armies mainly compose of slaves from newly conquered lands. The nation is a race of humans. Their mages have knowledge of Air, Fire, Astral, Nature and Water magic. They worship Chicomecoatl the Idol of Sustenance who is the spirit of agriculture and growth. Chicomecoatl is a Pretender God trying to banish all other Pretenders and become a true God. Xibalba is a vast nation of dark water-filled caverns beneath the forests of Mictlan. According to legend, the sun and the moon passed through the cavernous realm on their daily journey to the eastern horizon. On this journey they were guarded by the bat people, Zotz, that dwelled in the dark reaches of the Xibalban underworld. But the cavernous realm was struck by a great disaster. A star fell into the ocean and a great deluge flooded the caves of Xibalba. The bat people drowned or fled the caves, but other inhabitants soon emerged. The Zotz were replaced by refugees from the shattered Atlantis. The fallen star, or possibly the dark magic of Xibalba, changed the Atlantians. The Atlantians of Xibalba developed more toadlike traits and different broods emerged. They called themselves Muuch, toad people. Their kings, the Bacabs, mighty mages of the deluge, conquered the last Xibalban city and built a Muuch kingdom in the caves underneath the forests of Mictlan. After a while the Muuch began to settle the forests above their caverns and a new brood of Muuch appeared. A brittle alliance of Muuch and Zotz has formed in the forests. Meanwhile the Bacabs hunted down the remaining Zotz hiding in dried-out caves and forced them into servitude. Now Xibalba is a Muuch kingdom with a small subjugated Zotz population. Their military consists of light to medium amphibious infantry and flying stealthy light infantry. Their mages have knowledge of Water, Earth, Death, Nature and some Blood and Air magic. They worship Tlaloc the Guardian of Rain who is a giant humanoid Lizard that can bring about rain and fertility. Tlaloc is a Pretender God trying to banish all other Pretenders and become a true god. C’tis is a nation by a swampy river valley surrounded by sandy deserts. In the fertile valley, a sacral kingdom of lizard-like humanoids has formed. The kingdom is ancient by human standards and its wisdom and magical knowledge is great. At the top of the society is the Lizard King and his Royal Heirs. The king is the highest priest of C’tis. Under the king are the High Priests with their sacred serpents, and the enigmatic Sauromancers, great mages of death and rebirth. The lizards are herbivores, but have enslaved a race of carnivorous lizardmen who serve as soldiers and workers. The C’tissians are somewhat slow in movement, but have thick hides that protect them from cuts and bruises. Both lizard races have partial resistance to poison, but they are also cold-blooded and become exhausted very quickly when fighting in cold provinces. The inhabitants of C’tis prefer to live in warm provinces. Their military consists of light, medium and heavy infantry, sacred serpants and mighty Sobek warriors. Their mages have knowledge of Death, Nature, Water and some Astral magic. They worship Ammit the Devourer of Souls who was once the pet of the previous God, commanded to hunt down sinners and devour their souls. Ammit is a Pretender God trying to banish all other Pretenders and become a true God. Machaka is an old sacral kingdom where the well-being of the land is thought to be dependent on the will of the king. The king is the highest priest of the kingdom, but should he fail in his duties, he is sacrificed and replaced by one of his numerous sons or brothers. The priests of the kingdom are the true rulers of the land. Religious ceremonies, judicial tasks and the gathering of intelligence are all performed by the Eyes, Ears, and Voices of the Lord. Only warfare is handed over to secular commanders. Machaka uses light infantry, archers and heavy hoplites second only to those of Arcoscephale. In the forests of Machaka, giant spiders are caught and used as mounts. One other area is left untouched by the priests: Magic. Simple witch doctors living outside villages grudgingly serve the priests. In the depths of the God Forest lies a lonely mountain filled with caves. Here resides the true power of Machaka, above even the priests - the Black Sorcerers, Sorceresses and their Spider Warriors. The nation is a race of dark-skinned humans. Their army consists of heavy hoplites, light infantry, spider riders and assassins. Their mages have knowledge of Fire, Earth, Death, Nature and Glamour magic. They worship Mkali the God Spider who is a colossal spider born at the dawn of time and was the first being to be worshiped by humans. Mkali is a Pretender Goddess trying to bansih all other Pretenders and become a true God. Phaeacia is an island queendom of dark-skinned men of great stature, the Colossi. Their fabled Dark Ships traverse the seas without oars or captains. Once a colony of Berytos, the island flourished and became rich and influential, known for its traders, craftsmen and marvelous shipwrights. When Berytos was destroyed by the armies of Arcoscephale the island of Phaeacia was able to stave off the conquerors thanks to ample tributes and its remote location. The queendom has since grown in power and influence. Their traders and explorers have traveled to the far reaches of the world and brought one of the world's greatest marvels back to Phaeacia, a sapling of the golden tree of the blessed gardens of the Hesperides. Now most inhabitants of Phaeacia live unnaturally long and blissful lives detached from the strife of the world beyond their island. Phaeacia is also the home of giants descendant of Mekone. When the Gigantes’ futile war upon gods came to a disastrous end, the Gigantes that did not join the armies of the God-slayer fled to Black Korkyra, an inhospitable island of the Phaeacian archipelago. The king of the Gigantes married the Colossi queen of Phaeacia and their daughters have ruled the island ever since. Most nobles of the island trace a legacy to the Berytian Colossi as well as to the Gigantes of Mekone. There are also a few of the pure blooded Gigantes remaining on Black Korkyra. Upholding the old bargain they arrive each spring to pledge the queen their allegiance. They are not cursed as their Phlegran kin and retain some of their former glory. The nation is a race of Humans and Colossi. Their military consists of light and heavy Human and Colossi infantry, sometimes giants join their ranks. Their mages have knowledge of Air, Water, Astral and some Earth magic. They worship Isis the Titan of Winds and Waves who is a colossal being that has power over the winds and waves of the sea. Isis is a Pretender Goddess trying to banish all other Pretenders and become a true God. Vanheim is a nation of misty moors and bitter forests. Humans compose most of the population, but the rulers of the land belong to a tall and innately magical race known as the Vanir. The Vanir once fought the giants of Jotunheim, but with the coming of man, they have turned their attention elsewhere. Now only a precious few of the Vanir remain and humans are no longer slaves. Humans compose the basic infantry units of Vanheim. The Vanir have blessed some loyal humans with superior fighting skills and the ability to enter a state of wild rage or wolven shape. The Vanir are masters of illusion who fight while mounted on exceptionally fast horses. Female Vanir are called Valkyries and have the ability to fly. This ability was a gift from a dead god who used them as messengers of death. During those days, blood was sacrificed. The old ways have not been used in ages, but still the oldest of the Vanir remember how to sate nature with blood. The Vanir are very skilled sailors and can sail the oceans. Their military consists of heavy infantry, shapeshifters, flying Valkyries and berserkers. Their mages have knowledge of Air, Glamour, Earth, Blood and some Fire and Death. They worship Ivalde the Asynja who is a colossal being who created the Valkyries and will always aid her in battle. Ivalde is a Pretender Goddess trying to banish all other Pretenders and become a true God. Vanarus is a nation of harsh winters and short summers. When the Vanir arrived the land was inhabited by humans and Chudes, an exalted race of great strength and beauty. The Chudes and the humans had intermingled and neither race dominated the other. The Vanir came as explorers and traders, but conflict over a sacred site led to war. The Vanir were victorious and founded the city of Novgård at the ancient site. The Chudes and the humans of Rus joined causes and tried to drive the Vanir out, but the humans were weak and easily tricked by the illusions and magic of the Vanir. Soon the Chudes found themselves at war with Vanir as well as their former human allies. Then arrived the Black Knights of Ulm. The former conflict between Vanir and Chudes ended as the three peoples of Rus rallied under Novgård to defend their land. When the Ulmic threat was averted, a kingdom had formed under the rulership of the Vanir. Humans comprise most of the Vanarusian population. A large portion are Chudes and a precious few are Vanir. Most of the Vanarusian armies are human infantry. The elites of the kingdom are mighty Chudes and Vanir. The peoples of Vanarus prefer a cold climate. The nation is a mixed race of Humans, Chudes and Vanir. Their military consists of medium human infantry and heavy chud infantry. Their mages have knowledge of Air and some knowledge of all the other paths of magic. They worship Odin the Allfather who is very wise, ancient colossal being mounted upon a divine stallion and a master of illusions. Odin is a Pretender God trying to banish all other Pretenders and become a true God. Jotunheim is a nation of bitter winters and cool summers, It is home to the Jotuns, a reace of giants decended from the Rimtursar, frost giants of like powers. These primordial giants were hunted and slain by a God of Thunder. Thunder and lightning still instills great fear into the Jotuns. They are stronger and tougher than other giant races and are almost impervious to the cold winter. Jotunheim has no king and is ruled by several Jarls who rarely join forces. In the heart of Jotunheim lies an ancient Forest of Iron and Ice. Here live the Jarnvidjur and Gygjas, monsterous beings with unequaled sorcerous power. They are served by the Vaettir, who are small and wicked goblins from the woodlands. Their military consists of light and heavy giant infantry, lightly armored Vaettir and Wolf Riders. Their mages have knowledge of Water, Blood, Death, Glamour, Astral and Nature magic. They worship Hamgunnar the Son of Fenrer who is a colossal primordial white wolf that leads a pack of monstrous white wolves. Hamgunnar is a Pretender God trying to banish all other Pretenders and become a true God. Nidavangr is a nation of windswept moors and frozen mountains. This cold and inhospitable land once belonged to the Jotuns or perhaps the Vanir, but it was conquered and settled by strong and fierce men in ages past. Ever since they have fought bitter wars with the former inhabitants of the land. Centuries of war have tempered the will and the ways of the Nidings of Nidavangr. Men as well as women are taught to fight at an early age and failure to survive combat or the harsh climate is more prevalent than dying from disease or old age. To most Nidings, death in a bed is a failure of life as a whole. Nidavangr is composed of three clans, named after their totemic animals, the Bear, the Wolf and the Crow. The warriors of the clans adopt the battle tactics of their totem. The clans are ruled by Jarls, but it is the Seithberenders, the clan shamans, who are the true masters of Nidavangr and the ones who perform the Nidalögning, Nidbath, on the sacred warriors of the Jarldom. The Nidbathed are ghastly warriors who are not even stopped by death. Should a Nidbathed be killed he rises again, and continues to fight, for he has several lives. Out of necessity, the perpetual conflict with the Vanir has made the Nidings search for ways to avoid the effects of glamour in their lands. And so their God taught the clan shamans the art of seith and how to scry their lands for that which cannot be seen. The nation is a race of human barbarians. Their military consists of stealthy raiding infantry, berserking infantry and some semi-immortal elite guards. Their mages have knowledge of Death, Astral, Air, Nature, Water and some Earth and Blood magic. They worship Roskva the Wolf Queen who is a female werewolf enchantress of tremendous magical power. She usually takes the form of an old hag, but when angered, she transforms into werewolf. Roskva is a Pretender God trying to banish all other Pretenders and become a true God.

Races & Cultures

There are many races in the Mortal plane. Humans are part of the following nations: Arcoscephale, Phlegra, Sceleria, Pythium, Man, Eriu, Agartha, Ulm, Marignon, Pyrène, Na'Ba, Ind, T'ien Ch'i, Shinyuama, Machaka, Phaecia, Vanheim, Vanarus, Nidavangr. Undead are part of the following nations: Asphodel, Ermor, Sceleria, Nazca, Jotunheim. Giants are part of the following nations: Ashdod, Phaeacia. Bakemono-sho (Goblins), Dai Bakemono (Orcs) and O-Bakemono (Trolls) are part of the following nations: Shinuyama. Seraphim (Winged Humanoids) are part of the following nations: Caelum, Nazca. Abysians (Lava-born Humanoids) are part of the following nations: Abysia. Tuatha (Elves) and Sidhe (Half-elf) are part of the following nations: Eriu. Pale Ones (Huge ones eyed humanoids) are part of the following nations: Agartha. Markata (small and not very intelligent monkey), Vanara (a monkey about as big and strong as a human), Bandar ( Large black apes, taller and stronger than a human) and White Ones (pure white fur, very intelligent and wise) are all part of the following nations: Bandar. Halfmen (Satyrs, Centaurs and Minotaurs) are all part of the following nations: Pangaea, Asphodel. Enkidu ( Large troll like humanoids but intelligent) are part of the following nations: Uruk. Zotz ( Winged humanoid beasts with horns) and Muuch (Humanoid frogs) are part of the following nations: Xibalba Ctissian( Humanoid lizards of average size) and Sobek ( Giant carnivorous humanoid lizards) are part of the following nations: Ctis. Colossi(Dark-skinned humans, larger than a normal human) are part of the following nations: Phaeacia. Vanir(tall, magically adept humans who excel at illusions) are part of the following nations: Vanheim, Vanarus. Chudes(humans with stronger physical strength) are part of the following nations: Vanarus. Jotun( Stronger and tougher giants with cold resistance but are afraid of lightning.) and Vaettir( frost goblins) are part of the following nations: Jotunheim. Gigantes( Cursed giants with scaley skin that are larger and stronger than any race of giant but are quick to rage and not very intelligent) are part of the following nations: Phlegra.

Current Conflicts

All Pretender Gods and their nations are hostile to one another and are constantly at war. It is up to adventurers to navigate through this world and decide how they wish to proceed, whether it is to pledge to a God, form their own nation or become a God themselves.

Magic & Religion

There are 7 schools of magic: Conjuration, Alteration, Evocation, Construction, Enchantment, Thaumaturgy and Blood Magic. Conjuration is the magic of summons Alteration is the magic of changing the physical properties Evocation is the magic of changing magic energy into a physical form Construction is the magic of item crafting Enchantment is the magic of imbuing objects with magic power Thaumaturgy is the magic of the Holy or Unholy spells Blood Magic is the magic of sacrificing the living to harness their essence There exists 9 different types of magic paths: Fire, Air, Water, Earth, Astral, Death, Nature, Glamour and Blood. Each path has magic gems associated to them. These gems are formed when the energy of a particular path is so great that it forms into a gem. Gems are needed to cast more complex spells and to gain more knowledge in a magic path to which the gems are then consumed. Those born magically attuned can use magic. Most are born with one to two types of magic paths, very rarely is there a third Those who are gifted with magic at birth can learn it through gaining magic gems of the various paths of magic although a lot are required and only the very wealthy or skilled can gather enough. Agastrophos is the Pretender God of Arcoscephale Brontes is the Pretender God of Phlegra Pelops is the Pretender God of Pangaea Pytho is the Pretender God of Asphodel Hopevoid is the Pretender God of Ermor Hippolochos is the Pretender God of Sceleria Aurelius is the Pretender God of Pythium Arturus is the Pretender God of Man Danu is the Pretender God of Eriu Pillarbone is the Pretender God of Agartha Hephansteos is the Pretender God of Ulm Perpetiel is the Pretender God of Marignon Klytomedes is the Pretender God of Pyrène Negarsanel is the Pretender God of Abysia Mot is the Pretender God of Ashdod Wadd is the Pretender God of Na'Ba Huwawa is the Pretender God of Uruk Benim is the Pretender God of Ind Bhumindra is the Pretender God of Bandar Log Dadagyne is the Pretender God of T'ien Ch'i Katsumi is the Pretender God of Shinuyama Ahura Mazda is the Pretender God of Caelum Paullu Huascar is the Pretender God of Nazca Chicomecoatl is the Pretender God of Mictlan Tlaloc is the Pretender God of Xibalba Ammit is the Pretender God of C'tis Mkali is the Pretender God of Machaka Isis is the Pretender God of Phaecia Ivalde is the Pretender God of Vanheim Odin is the Pretender God of Vanarus Hamgunnar is the Pretender God of Jotunheim Roskva is the Pretender God of Nidavangr All Pretender Gods are fighting amongst one another to try and become the One True God.

Planar Influences

There exists 4 planes: the Mortal plane, where most being reside in. The Underworld, where the dead roam. The Netherworld, where demons exist. The Void, an endless and seemingly empty plane with vile and watchful monsters. The Heavens, were holy and virtuous magical beings live. Every realm can be interacted with in theory but requires a lot of work and magical knowledge. Very few are able to go to different planes. As of right now, the barrier between the Mortal plane and the Underworld has fractured, allowing many undead to pour in. Mortals can bind demons through blood magic and some beings can gaze into the Void plane and try to bind a creature to their will, although it is very dangerous. The Heavens is the only realm that cannot be accessed by a mortal or Pretender God. Only the One True God of the mortal plane can ascend to the Heavens.

Historical Ages

In the beginning, there was Chaos. Out of the Chaos rose world populated with multitudes of being. War were fought, king and emperors rose and fell and civilizations were built and crumbled as millennia passed. Gods, dark and strange, were worshiped in pagan temples. Still there was Chaos. The gods fought among themselves, brining even greater ruin to those who served them. At last there was One, a being of great power and enlightenment, who rose above His immortal peers and cast them out of the Heavens into Oblivion. From the Chaos came Order, and with Order came peace, and the creature of the worlds flourished. The Age of Chaos had ended.

Economy & Trade

The main currency spread throughout the various nations is gold. The second type of currency is magic gems, which allow mages to increase their magical knowledge and to cast complex spells. Nations do not trade with one another but merchants are free to buy and sell to whomever they please so long as the nation is not hostile to them.

Law & Society

The nation of Arcoscephale welcome adventurers. The nation of Phlegra will enslave adventurers if they do not pay a toll. The nation of Pangaea is weary of adventurers. The nation of Asphodel is hostile to adventurers. Undead are welcome. The nation of Ermor is hostile to adventures. Undead are welcome. The nation of Sceleria welcome adventures and undead The nation of Pythium welcome adventurers The nation of Man welcome adventurers The nation of Eriu welcome adventurers The nation of Agartha are weary of adventurers The nation of Ulm welcome adventurers The nation of Marignon welcome adventurers. Are hostile to undead, blood mages and death mages The nation of Pyrène welcome adventurers The nation of Abysia are hostile to adventurers The nation of God of Ashdod will enslave adventurers if they do not pay a toll The nation of Na'Ba welcome adventurers The nation of Uruk welcome adventurers The nation of God of Ind welcome adventurers The nation of Bandar Log welcome adventurers The nation of T'ien Ch'i will be hostile adventurers if they do not pay a toll The nation of Shinuyama will be hostile adventurers if they do not pay a toll The nation of Caelum welcome adventurers The nation of Nazca will enslave adventurers if they do not pay a toll The nation of Mictlan will enslave adventurers if they do not pay a toll The nation of Xibalba are weary of adventurers The nation of C'tis are weary of adventurers The nation of Machaka welcome adventurers The nation of Phaecia welcome adventurers The nation of Vanheim welcome adventurers The nation of Vanarus welcome adventurers The nation of Jotunheim are weary of adventurers. Use of lightning spells is strictly prohibited The nation of Nidavangr are weary of adventurers

Monsters & Villains

All Pretender Gods and their nations are hostile to one another as they try to become the one True God. Hopevoid is the Pretender God of Ermor seeks to destroy civilization and turn everything into a dead wasteland. Pytho is the Pretender God of Asphodel seeks to destroy civilization and return to world back to the wild. Negarsanel is the Pretender God of Abysia who seeks to enslave and experiment on humanity.

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Frequently Asked Questions

What is Dominions?

When the Supreme God vanished, His empty Throne of the Heavens ignited the Ascension Wars—an age where thirty rival Pretender Gods, their monstrous hosts, and dwindling magic clash to seize divinity. From undead Ermor’s ashen legions to Pangaea’s last wild satyrs, every kingdom breeds heroes or tyrants who must decide whether to serve, slay, or become the One True God.

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 Dominions?

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.