Durrenhal (Remix)

FantasyLowHeroic
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Nov 2025

In the mist‑clad realm of Durrenhal, rare blood‑borne magic sparks in the hearts of a few, while steel‑clad warriors and shadowy shinobi vie for glory across kingdoms that blend feudal Japan with medieval Europe; here, guilds of knights, thieves, and mages rise to fame, each seeking to carve their legend into the annals of a land where honor and arcane power are as intertwined as blade and spirit.

World Overview

Magic : Magic is rare only those born with it carry it in their bloodlines but sometimes even orphans and bastards can be born with it never realizing their gift until a fateful interaction youll see battlemages and a very rare magic swordsman some hide it while others flaunt it With the ability to manifest and and manipulate mana comes a great many things bending the elements is seen as a beginner to intermediate skill level where telekinesis and enhancing items or even creatures and people is seen as masterful Aura: While Mages have their mana and magic warriors or even some commmon folk without realizing it have Developed Aura it can come from years of Rigorous training fighting countless battles many only obtain it in their later years of life its very rare to see a young person able to manifest Aura but for that not only from training but from an extremely strong desire or willpower can Aura Derive from hence why some common folk develop it accidentally A mother desperate to protect their children from bandits a father desperate to provide for his family so he turns to mercenary work but in those cases still it is very rare for the most part only seasoned veterans wield it the beginning level of unlocking Aura follows as having enhanced senses but limited some garnish an inhuman strength some speed some sight and smell it depends on what is demanded of the situation they find themselves and mastering aura grants them all such gifts and some even take it further specializing in one area Technology Level: 15th-18th century Feudal Japan mixed with Medieval Ages Development There are steel weapons and armor and crossbows but no firearms exist there is iron and steel along with other rare materials and variations of such one would find in Dungeons and Dragons lore there are lanterns and torches wagons buildings are made of wood and stone with reinforcements of iron One can find Samurai Armor Knight Armor as well as Rapiers Katanas Odachis Longsword Kusarigamas and many different bows and blowdarts there are siege weapons but mostly trebuchets and ballista's there may be cannons but they are in early development and recognized as entirely new technology Theme: There are Mages, thieves, Knights, Shinobi, Samurai, Rangers, and any and all other manners of people to find and Guilds along for the more Main Groups like Knights, Thieves, Shinobis, Samurais, Mages all aiming to be the most renowned and respected but even then there are Nations and Kingdoms one can travel to seeking fame fortune or even a new life all varying in the Races one will find and culture one will be surrounded by

Geography & Nations

The Mainland: All the Kingdoms Reside on a new Continent Durrenhal hence why some of the lines can be a little obscured. all the races rushed to claim the continent in its entirety but now each has dug down where they reside and struggle to find the fine line of coexisting with one another while still feeding into their desire of control Major Kingdoms: Alfheim the kingdom to the east Ruled by the Elves , Grimvale the kingdom to the west Ruled by humans , Ironwyrm the kingdom to the north ruled by the Dwarfs, Kharait the kingdom to the south better to say its dominated by the Orcs Trolls and Goblins than it is ruled by them and not a kingdom but a Unity of the four nations there is a Central City called Vermund in the center of all the realms where all the lands touch where all four kingdoms royals oversee and have place Aasmirr to overlook and maintain the city here you'll find any race once could think of the law is tight here but it works there are Guild Buildings for all the guilds and many merchants and traders many famous Artisans mages swordsman you name it have made it their home Geographic Features: -The North is heavily taken over by mountain ranges and tall cliffs that dwarves have made cities directly outside of even building into the cliffs and mountains building massive cities within but apart from that the north is dotted with low to medium populated towns where one can trade and resupply and where some even decide to call home -The East is full of forestry and grassy plains full with flower fields and lakes dotting the lands pressed against the coast the cities strung along the coastline are flourishing and full of opportunity culture is everywhere and travelers from all over visit you'll see many races and kinds of people and you'll even come to find the East and the human kingdom itself is home and the origin point of the thieves guild some even say the thieves guild has as much sway as the Royals themselves -The South is a harsh Land with small dotting's of forest but for the most part dry grass plains and small towns is what you'll find there are three major cities in the south better to be called strongholds on account they have to protect themselves from pillaging and raiders For the most part you'll come across the nomadic tribes of Orcs and Trolls and Goblins who Venture through the land and Of course traveling's merchants; many Merchants and Merchant guilds found their fortune their since there is always trading to be done whether it be for food weapons or clothing even building materials as the south is where some rare metals and fabrics come from as well as spices and herbs. the south is also known for being a lawless land if it wasn't for the Royal Orcs Trolls and Goblins families who rule the land. -The East is full of life, Lush Forests that go on forever Finding Tribes town and cities everywhere Hills that go on and on where some people make their homes into the hills themselves and some build massive cities in the tall tall trees that seem to touch the clouds themselves The East is Also home to the World tree which is revered and held dearly to the Elves most say it is their very lifeforce itself like the east Youll see many kinds of people and races and culture all the same here , under the Elven rule they've helped many of the races break off into their own communities and tribes consisting of their own not to say there arent interracial relations there exists many halfbloods of all races throught but in the east you'll find the Harengons Rabbit folk , Vulpins fox people, Leonins which are lionlike humanoids, Tabaxi Cat like humanoids, Centaurs half horse half humans, minotaurs, satyrs, and other fae creatures like fairies and some mischievous sylphs .

Races & Cultures

Races: All Races one would find in Dungeons and Dragons itself but some Rarer ones as well Humans- Fair haired and come in many shapes and sizes, cunning diplomatic some good some bad youll see a great variety of types of people within this Race They Dominate the East and hold the ruling power they have their own cultures and religions they follow; known to be hungry for more power and wealth at any chance gioven always looking out for themselves and their own. The ruling power only holds so much sway some vassals fight amongst themselves for more control of their nation yet the Royal family itself is near untouchable but attempts have been made nonetheless known to produce a fair amount of Warriors and mages but rarely an Aura user known more for a jack of all trade race many merchants many diplomatics and thieves and assassins but rarely is a human such a renopwned household name if one was they would be known through all the realms Halflings and Gnomes- On the smaller side of the races always short in stature but in most cases skinny leaner folk some refer to them as tricksters and mad men known for their alchemy and way with herbs they are renowned potion makers as well as poison and other tools like smokescreen and grappling hooks as well as tiny bombs. Shinobis and Rangers flock to them for their abilities they found their home among the Elves and Dwarfs youll find them in abundance to the north and west but still scattered through the south and east they are known to always be looking to make more money not a race to care for power and rarely produces a magic user or Aura user but known to produce Thiefs Diplomatics and Powerful Merchants Dragonborn- Contrary to popular belief a very to themselves race and more talented in other ways than some think a tall race adorned with scales but ranging some merely appear like a dragon walking on two feet some like half human and half dragon while some look entirely human but can change into a smaller form dragon the abilities of them range greatly but they are known to be peaceful to manys surprise but of course some have the old blood in them as some call and War calls to them so they make use of themselves fighting in armys or as Mercenarys they produce a moderate amount of mages and aura users but none to gasp out or are known far and wide many though find themselves as merchants on account of their scarier appearance and many others find themselves handy in sword or armor smithing youll find many of them in the north or south but still scattered through the East and West Elves- Long and Fair haired most fall into a taller stature Known for their Long Lifespans ranging to hundreds sometimes thousands years old Known through the realms for their Marksmanship and magic they produce many of mages and but also are capable of producing great aura users and warriors They Dominate the west and hold the ruling power as it is their home by birthright some say The elves once lived in all the land and you'll find remnants of that if you were to stumble across their tribes to the north east and south the World tree might be their everything but some simply couldn't abandon their homes in most cases the tribes are accepted and left to their own accord by the ruling powers they fall under but some locals show distaste to it also known for being vegetarians as to not wanting to take away life from the forest but some tribes to the north and south have turned to being a omnivores as to survive easier in now foreign lands many of great alchemists and armor and sword smiths surprisingly come from Elves as well they have their own techniques that are guarded and well-kept often referred to as Elven techniques Dwarfs- Short stout and full of confidence The Ruling power to the north, Although short in stature their confidence is brimming more than any other they arent the master of many but what they are known for they are unrivaled in Their Craftsmanship is only rivaled by the special techniques of the Elves and even than its argued the Dwarf craftsmanship is still superior They have made the North their home through perseverance building into the mountain themselves and just as the elves Dwarfs have a lifespan reaching the hundreds the men are bearded with long hair and men and women are both thick and sturdy they produce fine warriors but in very Rare cases have produced few capable of magic Apart from Legendary Craftsman they have also the most shrewd and successful Merchants It is a peaceful land and one where the last of the Elder Dragons have made their home atop their kingdoms nobody knows how the Dwarfs are able to coexist with the Dragons but many hold the utmost respect for their capabilities Goliaths- A tall Race standing high above others at an average of seven feet and two inches said to be distant relatives of Giants and showing that in their strength and height the nature of them varies they are like humans in that matter few become merchants due to the scary features some hold many find work in times of war or as Hired hands on shipyards or bustling merchants some even still follow their predecessors and move in nomadic tribes many awaken Aura and some awaken their mana abilities but none of any degree of a legend that you can look to their Aura Weidling warriors Orcs- Skin being a dark green many orcs only find their worth in blood and iron you'll see some very rarely but still some can be educated in the common tongue and other languages entirely suppressing their bloodline urges for war and blood they always stand tall and brooding some massive muscle monsters and some lean machines youll find few in the city and towns more likely youd find a half orc there as for pure blooded orcs most roam in nomadic tribes but alongside the goblins and trolls they have built a kingdom and a good one at that to the south Goblins- Most goblins are seen as an underwhelming weak race but after years some have begun to evolve and with some victims of goblin raids withholding their offspring and not informing the law Goblins have begun to stand as tall as humans and show the same level of intelligence as well still most if not all are shunned and seen as monsters you'll still find the common goblin to be slain in the wild but now some have half-bloods leading them or evolved goblins many of thius new type of goblin have found their work in alchemists shops due to living in the wild and many serve as guides for unknown areas but most work as assassins or lead brutal mercenary bands mixed with all races they stand some at the average height of a human and look alike apart from the light green skin tone they dont produce many magic or aura users as the race itself is going through an evolution itself but few Goblins can pull it off Trolls- Depending upon what region youll find yourself in some trolls are hulking masses of muscle to the east and west showing no signs of intelligence but strong as a goliath and holding a absurd healing factor through their blood but to the south and north where they've made their home they show characteristics closer to elves being mostly vegetarian in respect to nature and hold a long lifespan as well, being tall as a goliath but most are lean compact machines of muscle showing extreme endurance and strength most have very long hair as their cultures sees it as holding their life and memories the trolls to the east and west have a green pigmented skin while the northern and southern trolls will have a varying light to dark blue skin pigment and known to be heavily tattooed Vampires- Walkers of the night Vampires have roamed the realms for millennia The elder bloodlines consist of Elven and Human bloodlines but the affliction can fall onto any race other than trolls due to their healing factor as well as Goliaths for their resistance to diseases and sickness they can move at extreme speeds and show superhuman strength some have taken to fitting in with the new world and only dine on cattle and make their home within villages and towbs they arent all feared as they once were but of course not all of them have made the same change as others some still live in their old castles and feast and abduct humans for feeding they are known to be a contradiction to a contradiction they say you can never trust a vampire but they also say to the right person they will follow them through the seven realms of hell and back Lycanthrope - Werewolf is a simpler term coined to them but they look and walk among just anyone but they hold the ability to transform into a massive humanoid wolf standing on their back legs with massive clawed paws and the head of a wolf that can fit a grown man's head with ease some can transform at will some at night while some have no control there are even some who find pride in their form so maintain it constantly. unfortunately, the ones with no control find themselves Entering a near frenzy at the drop of a hat if enraged. Due to the Dangers they Lycanthropes themselves have built their own small towns and villages in the north and east few but still some to the west the 4 kingdoms sanction and have laws protecting them due to their almost unmatched battle prowess anyone would rather have them as an ally opposed to them being a foe.

Current Conflicts

Civil War: Civil war has broken out in the Western Continent Ruled by the Humans The guilds fight for power and the Crown can only control the skirmishes so much between them as it has even sparked bandits striking towns and villages and crime is high in most cities to where the Black Market does business in the open straying from their alleys and underground cities War is a nasty business and one within thy own kingdom can be the most devastating of all Political tensions: There is a constant game of tug of war between the four kingdoms in the neutral city for more control whether its planting spy's or buying of the guards they all want to hold the most power in case a war was to break out it would be a crucial piece to win if a war was to break out some citizens are aware of this and refer to the city as a wicker just waiting to meet its end in turn there has been some who have begun to prepare for the fallout and a resistance is slowly building within the city one without a banner or king but merely people who have called the neutral central city home and would rather see it razed than used as a means to an end Tensions rising: Between the north and east some say they are preparing for war and in turn the east and south have begun to coerce with one another behind closed doors and dark alleys nobody knows for sure when or if even a war will break but whispers carry weight and most would rather be safe than sorry its a difficult political world to step into and harder to get out one can pick a side but there always the option to refuse a banner and fight for the higher bidder Dungeon Breaking: "Dungeons" have begun popping into the realms in all four kingdoms some appearing under Historical battlegrounds some in more random locations in forests or plains and dunes some appear as Ruins leading into the earth itself revealing mineshafts full of creatures or skeleton or zombies some appear as Rifts tears in the fabric of space itself leading to villages or cities in what seems a different world there are many different types full of many different enemies nobody can explain the phenomena but The Tower mages and sorceress circles and even witches and warlocks are all trying to at least determine if these can become a resource for the realms as many who enter the dungeons find a variety of loot ranging from legendary items and trinkets to use and sell or even something as simple as a rusty sword or if these dungeons spell disaster and doom

Magic & Religion

Magic: Anyone capable of channeling and using mana has mana circuits that flow through their body some are incredibly gifted having mana circuits flow through every inch of their body but have no practical skill and vice versa few are blessed with the extreme of both some can be gifted and never know until a nosy or curious mage comes by to check and open their circuits there are many schools or Disciplines of Magic as well. Alteration- Alteration magic is a school or discipline of magic that entirely focuses on Altering the properties or in some mastery cases the state of items some Noble families that specialize in this school can take a lump of iron and transmute it into gold and take the gold and turn it into a diamond other examples of mastery would be freezing a whole lake in an instant or turning a wooden tree into iron the basic understanding of alteration magic will allow users to strengthen their armor or enhance their muscles for greater speed and strength or even making their footsteps more silent if a thief was to use it not saying another mage wouldn't be able to sense that magic if there so happens to be one and of course the potency all depends on the gift of the user whether they are blessed with mana circuits or the control of them thereof but no matter what there is consequences to such magic enhancing ones muscles too far can strain ones muscles organs and mana circuits to the point of overload which would call for days of rest in that case. You'll find masters of this discipline in large to the East of the realms Destruction- As it sounds Destruction Focuses on Destructive magic entirely it employs bending of the elements Fire, Wind, Water, Earth, in its Basic understanding when users grasp a deeper understanding they'll even be able to combine their understandings of the principles of the elements into something more combining Wind and Water to Bend lightning and thunder fire and earth for metal water and earth for even bending nature itself to ones will in some cases of Mastery some are able call upon thunderstorms themselves casts volcanic balls of magma and crush warriors in the very armor they wore to protect themselves. you'll find masters of the Destruction Discipline to the south of the realm but there is one Wandering Master in the North who's trained to such an extent he's rumored to bring out a fifth element entirely a Void Magic as some has come to call it, he refuses to take on an apprentice but maybe a special Adventurer can convince him Illusion- The Principle of illusion magic follows the goal to disorientate or remove one's senses once one is introduced and trained in the Basics of Illusion Magic they'll possess abilities like being able to copy ones voice to fool others change minor things about their appearance like hair color eye color even holding still entirely will allow one to blend into their surroundings camouflaged so long as they hold still theyll even be able to place anger making one quick to blow or cowardice making someone quick to turn tail and so on in matters of mastery one will be able to jump from shadow to shadow even turning invisible for a brief amount of time and entirely changing their facial structure becoming someone else entirely until it is dispelled they'll even be able to make people burst in fear or rage rampaging hurting whoever's near or running away as if the devil himself appeared some even branch off and take a supportive role being able to place an unwavering courage in their allies. Youll find masters of this discipline to the North Healing- There is only one place to go for training in this discipline which doesn't cause too much trouble due to how Healing magic is considered a shadow of a magic school due to its more popular brother and sister schools but one shouldn't overlook it. In the Basic grasp of this school of Magic one will be able to heal wounds bruises and even minor sickness like a cold or minor flu even being able to cast a Shielding Ward to defend against enemies magic and once one attains a deeper understanding they'll be able to block physical and spiritual attacks and being able to regenerate minor limbs on themselves or allies fingers toes nose and ears will be able to regenerated and deeper wounds will close with magical intent in forms of mastery one can regenerate a whole arm or leg or even bring together a man who was cut in half the only thing is in such causes it must be done immediately if too much time passes even a grandmaster wouldn't hold the power to do so. The one Master of this school can be found in The Central city Vermund and he is even spoken highly among his rival school only the grandmasters of each school know his true abilities but there are whispers he even used his healing magic offensively in the great war of claiming Durrenhal some whisper he can even stop time only one brave enough to try and learn his secrets will ever know the truth. Conjuration- A Complicated and Dangerous Matter of magic it enables one to summon familiars which vary person to person depending upon many factors there are spell knights who summon a bear or a wolf some Rangers Summon Ravens or owls Some Assassins Summon Mountain Lions or panthers apart from just summoning a familiar which is the first step to this school basic understanding will allow one to send out elemental birds who will divebomb and explode enemies or even conjure a rat to scout out a building once one reaches a deeper understanding although frowned and taboo one can be able to rise the dead or summon skeletons in a form of mastery one could even use dragons bones to summon a skeletal dragon and if they find a intact corpse of any monster or creature they can bind the undead creature to them many conjurers chase eternal life and run the risk of turning into a Lich due to their desire and while some may say its unfortunate most conjurers are blessed in their abilities simply due to their extreme desires youll find masters of this school to the west Religion: There are Four gods in the realm that the people follow doesn't matter the race or culture Goddess Ru- Goddess Ru is the Divine embodying love, Harvest, Chivalry and the Sun youll find many knights and Westerners Following her divinity as well as easterners she promotes Mercy and being Generous to all She doesn't write anything off as Sin or wrongdoing she accepts all and that might be why many find it so easy to follow her as people believe even if one was to create great crimes they can find forgiveness in Ru. She has Knights who fight in her name chivalrously and Clerics that Roam and spread her divinity she isnt as close to her followers as Selene but she does at times intervene some followers even say Goddess Ru has brought them back to life after theyve fallen in battle or even from famine or sickness she has no special followers or champion as she treats all as equal God Olugaros- Olugaros is a Warring god his divine Embodies Death, War, and Wealth he promotes Merciless behavior and the stronger always prevails and takes as they please it is said in the afterlife all go to the Hill of Swords to one day be called down again to fight a final battle he also has many Knights but more fitting to a Sorcerer or Shinobi he finds chivalry and mercy to be weakness and refuses the his ending to people he deems weak for his world a fickle and demeaning god he keeps a fair distance between his followers unless he finds them worthy as a candidate to become his champion Goddess Selene- Goddess Selene is the divine embodying the Moon, Hunting, Devotion and Shadows She promotes Loyalty and is a Spiteful yet forgiving goddess by all means she seems the most human or close to human as a divine can be many follow her for that reason she forgives many but also strikes down the unjust and uplifts the weak she is the most intertwined with her very few chosen follows Rumored to have a Trinity seven of Seven devout female followers all masters in seven different arts or skills many seek them out as masters or to find a way closer to their god Many Faced Goddess- The many faced god is a joke, a Jester which is meant literally they have followers but appear to them in many different ways some as the followers most loved one some as they one the follower hates more than anything but the most common appearance is that of a Jester with 4 different faces one smiling one laughing one crying and one stricken with rage they embraces the lost and the broken they embody Adaptability, Alchemy, Acceptance, and Sacrifice. They promote everchanging to adapt and overcome to pursure knowledge and accept life in all of its Brutality. Some Revere them as the best divine some loath them saying they are a trickster only in it for their own entertainment they are very intertwined in the mortal realm rumored to hide as a beggar just to feel the mortality and smallness people feel on the streets and will appear to any they find interesting

Historical Ages

Major Eras: These Eras Defined the very kingdoms and the realms of such kingdoms youll come to explore , they served to the refinement of the world itself setting stone upon stone on the foundation of the guilds and kingdoms those guilds serve Nobunaga Era- Nobunaga was a Half Human Half Troll who was the first to awaken as a Mage prior to that he was a failing Sword master coming from a line of Sword masters on his Mother's side where his father were renowned Mountain Troll Shamans after failing to fit in with either side of his family his home was torched his father killed by men bearing the banner of his Mothers kingdom. The Anguish and Resentment that followed led to the First Mage. He was trained in Warfare and understood the principles of a Warrior better than many and he used this to his advantage in leading his new age Revolution. The Stories say he roamed the lands for years recruiting others like him helping any and all he came across, which aided in how he and other mages were seen the kingdom originally tried to write them off as Evil Offspring but it didn't take Nobunaga long to show the world what the truth was which during that time led many to doubt and question the crown, ultimately forcing the crowns hand upon Nobunaga but they didn't expect a battle to ensue. The battle chugged on for 16 days until they reached an agreement during Christmas after a ceasefire was agreed upon giving Nobunaga rights and resources to build a guild and an estate to follow after that all the propoganda shadowing the mages ceased and they were welcomed into the fold of the realms now mages are scattered through the lands and major and minor guilds alike are given one of the highest regards of respect. Nobunaga even left a lineage behind some of his Great Grandchildren still show minor signs of the troll blood and his family is even recognized as nobility to the Western Kingdom. He pioneered the way for mages and even alchemists and brought sorcerers to the mix some that are born with magical powers due to their blood lineagage rather than through grit and desire he also brought upon development for Minka Like houses and taking to the trees for building homes you'll find many homes and building built into the tall tower like trees and the ones one ground are in most cases Minka style or Japanese if you will he taught others how to build magic staffs and staves and enchantments he truly laid out the foundation for magical purposes and paved the road for the furtherment of it Kobylat Era- Kobylat was a Half Dwarf Half Orc and He was the First to awaken Aura. He came after Nobunaga almost like the world was trying to maintain a balance in power his Father was a Blacksmith Known far in Dwarven lands and one of the first who came to Durrenhal while his mother was on of the first orcs to come to the land they met in a military camp and as Kobylats mother was the only female general she was facinated with his fathers work which led to the birth of Kobylat A man with an obscure understanding of both war and the tools that are used in it and like Nobunaga it was a moment of distress that led to his Awakening while his mother was away fighting a civil war that had sparked between some of the major families Assassins broke into his family home Killing his father all for some Sketches of weapons he had been designing this broke Kobylat and to the Assassins Surprise it was as if all the swords in the Smith had their own Souls hovering around Kobylat before it looked as if he commanded the swords to hack them to pieces which is exactly what he did he wasn't a strategist like Nobunaga but his power was all he needed and it wasn't long before their rival family conceded and was Absorbed by Kobylats Family After that he opened a Training hall teaching others both how to work the forge and how to wield a weapon how to treat them and gain their respect now his own lineage continues the tradition and is a Nobility to the North. He didnt just pave the path for warriors but gave them the necessary tolls to develop it even further he showed others how to harness and control Aura and showed other how to make strong weapons and armor alike he pioneered the Gothic Era Houses and cathedrals you'll find not only in the North but heavily in the East as well the full plate armors were built upon his designs decades ago Jager Era- Unlike the others Jager was Determined to not be a single Person but a Group of people but during this Era Nobody knew. Jager was an Enigma the first recording reporting her to be a Half Elf and Half Goblin the very mixing of those two races was enough for her to be shunned and criticized but she didn't care her parents both took care of her in a far away edge of the forest just the three of them until both the goblin shaman and Elf Rabbi decided they needed to bring an end to this farce. They burned down Her family home and didn't care to check for her body just wrote her off as dead. Jagers story isn't Noble Nor is it Just but it is something one can understand. After the brutalization of her family and their home she broke and the very spirits surrounding the forest came to her aid some say she could jump shadow to shadow some say she could fly other say she could shoot out webs and spit poison or fire even ice but she wasn't Some Goddess, She was the first shinobi and if that wasn't enough she was a spirit master. something in the grey area of a mage and warrior any can write a contract with a spirit but there's a limit; but not for her she communed with and commanded countless varieties and she terrorized the Elf's and Goblins for years for Revenge for her parents some say she still exists some say she became one of the very spirits one can commune and contract with but nobody has come up in all these years to confirm but her name does live on many Shinobis take on her name Jager but none come close to filling her shoes. she isn't recognized as nobility but she is recognized as someone who was necessary to the development of the Elven and southern coalition Kingdom and for that many see her as a hero even a Legend. Legacies: Grandell Legacy- Only Ruins Remain but along with that Treasured Items lay scattered throughout the Four Kingdoms The Armor of the Grandells was one thats said to be made from Shards of the Moon itself Coaxed with the Fire of the Dragons and Forged with the Souls of the Grandells Themselves once a Renowned Monster Hunting Family that was Reduced to Ruins During the First Demon Emergence they were the first to point their blade to the Monsters and the Last to leave the battle ensuring as many as possible lived on the side of the Living. The legend goes that the last four Grandells took a piece of the Headmasters Armor and each took a part out into the world to hide it away upon hiding away the armor they each took their life at the Altar of the armor they created feeding the armor one last soul to empower it further for the one the Armor deems Worthy, some say they found a piece but after leaving to claim it theyd never return and if they tried to speak or write where it was or if people tried to follow it was as if a higher power would intervene putting people to sleep or choking the very words for them a man who tried to write a map to sell was said to had died on the spot blood pouring from his eyes and ears some cant tell if its a curse some have deemed it pointless but there will always be someone who thinks themselves worthy and follows the hunt in hopes they can claim the armor for themselves just remember to watch your back she paved the one for a brutal way of war via subterfuge and Assassination using all manners of poisons and potions even using mana itself overloading someone's manas circuits she has many teachings written out and spread across the world she created the role of a shinobi and Advanced even the class of rangers Survival tactics wouldn't be where they were if not for Jager. Radyzyg Legacy- Reduced to Ruins once a renowned House Guard to Kobylats lineage the Radzyg House couldn't stand against time as well as others all men were renowned sword masters and the woman were Exquisite Sword and Armor smiths they served Kobylats Lineage starting with Kobylats First Born Daughter and there on until now there are only three people in the realms to carry the Radzyg name two Are together in the West A Mother and her son The mother is the last who knows all the Radzyg Techniques for their Armor and Swords while who they call The White Wolf Roams The 4 Realms Henry Radzyg hes known through all the lands as the pinnacle of sword mastery him and his horse Pebbles along with his dog Mutt Wander and help many who they can Released from their duty to the Kobylats they still make use of their skills for the betterment of the realms Ruthards Legacy- A legendary family that bred dogs to meet their masters purpose they bring out Dire wolves Mountain dogs that can take down a bear all manner of four legged friends and this legacy remains but alongside with a Legend ; There was once a Ranger and his dog named Scout that traveled almost like a Robin Hood Equivalent the Ranger wielded a godly bow that never ran out of arrows it was endowed with a forest spirits that allowed him to merely reach into the air and grab at it forming a magical arrow and a ring that allowed him to speak to all manners of creatures and beast but a man all this ranger was. Sickness struck the Ranger, and he tried to continue to help the common people as the war raged on food and coin was harder and harder to come by finally some laid a trap in hope to get his bow and ring regrettably the ranger was hit in the stomach by a misfired crossbow. His dog scout took the collar of his master and dragged him into a secluded cave along with his bow and ring some say they still hear scouts howls at night hoping for rescue, but it's been years too long for the badly wounded ranger and the old dog to hold out. but any who can bring the remains of the dog and Ranger along with his bow and ring will forever have the Ruthards forever in their service. Van Gogh Legacy- A sad tale of a family of artists and Gifted Mages. Following Nobunaga the Van Goghs Ran the realms alongside them but they were said to be cursed. A Viscious curse with no aid it was a severe depression that would overtake them in their early lifes and eat at them, most were driven to suicide very few live past 30 the family is done the last Van Gogh lives in the south with the nomads living out his final days. They were the family that brought alone numerous enchantments and enhancements via potion making and were renowned artists of the finer things , paintings all over the realms are now considered treasured relics and the last van Goghs wanders aimlessly its rumored he plans purposely to die with his knowledge refusing to teach an apprentice all the masterful ways in potion brewing and special mana techniques. as to not continue the curse that same say was the tradeoff for such gift.

Law & Society

Laws: Across all Realms there are the law given by the divine that all races and cultures follow some kingdoms have built upon them and have outlawed things not mentioned in the scriptures which is something that the scripts also give power to them in their last transcription and it goes as follows 1. Thou shall not kill unless in the Defense of yourself or another 2. Thou shall not steal or rob let alone pillage 3. Thou shall not Rape or take advantage of 4. Each kingdom is entitled to its own rights and wrongs and are given power to create their own to tailor their lands and people All Realms follow this baseline in the south all laws are followed much more loosely and as mentioned each realm has their own laws tailored for their kingdom for example in the north the selling and purchasing of slaves is outlawed but owning one is not outlawed. Nobles also find themselves dancing the line of the law due to their Noble Rights many abuse this and commit many crimes going unpunished due to their lineage. Punishments: In minor cases of any law breaking Branding along with a fine and jail time is the most common punishment Killing/Murder- In severe cases of a murder or killing criminals will but put in the pillory to allow townsfolk to vent their anger unto them some cut off their ears or cut them but killing the outlaw will only land a spot beside them after the decided upon time they will be taken to be lit aflame upon a pyre or to a guillotine or gallows in moderate cases of a murder the criminal will again face time in the pillory only nobody will be allowed to hurt him only throw food or shit at them afterwards the criminal will be fined and have either a hand or ear cut off along with receiving a branding showing them to be a murderer. Thievery- In severe cases criminals will be forced to fight in the fighting pits or can choose the gallows after serving time in the pillory in a thief's case none will be allowed even in a severe case to go up and harm them whilst in the pillory for a moderate case of thievery the criminal will face pillory time as well as a fine and having to lose a finger and receive a branding of a thief. Rape/taking advantage- in both severe and moderate cases Survival is not an option, torture will only lead to death in the end in severe cases the criminal will lose themselves bit by bit after spending a day in the pillory where people will be allowed to injure but not kill upon being take to prison they will endure torture for months sometimes even a year before being burnt upon the pyre in moderate cases they will only endure torture for months to meet their end at the gallows and in a minor case they will be turned into a Eunuch and forced into beggary and branded leaving their fate to the people who find them Guards- The Guards are employed by the crown and work for the crown and the people under the crown some can become corrupts and simply work for whoever is lining their coin purse so its recommended to always carry a heavy purse in the case of needing to tip off any guard although there are house guards for some Noble and or Renowned House names usually in a Noble Lineage or a Longstanding one they aren't loyal to the crown or people but entirely their house willing to live and die by the name they are sworn to they are the most loyal to their masters even if their masters can be twisted and evil. Views on adventurers/Vagabonds: Adventurers or Vagabonds considering what kingdom you're in are seen differently in different kingdoms Western kingdom- in the Western Kingdom they are seen alongside Nobility they bring large amounts of gold and good business to the kingdom as well as serve alongside the army in times of need proving to be an invaluable resource when needed as long as their coin purse is heavy South and Eastern Kingdom- Adventures are seen as troublesome and more issues than worth anything many find themselves shunned or even a target of harassment many in the southern kingdom wind up dead while to the east they are end up being ran out of town and in some bad cases also end up dead Northern kingdom- To the North they receive no special treatment whether it be good or bad as it always does in the north it only matters if you're a good or bad person at heart and soul

Monsters & Villains

Enemy Factions: There are some at large groups that only aim to wreak havoc and bring death some cases nobody knows if they even have a motif while some preach their reasoning The Pantheon- a group of crazed fanatic crusaders that are pressuring mainly from the East and North They wear heavy suits of armor like knights but their metal work is blackened creating what looks like apparitions to death people in all the kingdoms fear them as they are increasing their military pressure constantly its only a matter of time until Arms are taken in full against them but all are too afraid to be stabbed in the back and their kingdom reduced to ash which has led to a great wave of paranoia between the royals facing the Pantheon. they speak a different language than all of the kingdoms on the continent making to any attempt at making a alliance or parley with them or find a common ground near impossible and they aren't the kind to fight with honor; they fight like animal's guerillas warfare to such an extreme it strikes fears into the locals Mechanica Extrema: A group of crazed men and women originally from a different land but their views have now infected all races and people of Durrenhal They believe that metal and Mechanics are the next form of life preaching that flesh and blood is weak where fire and metal will grant power and eternal life they are twisted and maniacal taking prisoners only to amputate their arms and sometimes legs replacing them with bladed prosthetics burning them to their skin and leaving them to fall in despair which is what they do to themselves most cut off their own arm or both arms and replaced their limbs for weapons whether it be a Crossbow affixed to their nub or a long blade they speak the common tongue and preach of a god of fire and metal from a far away land called Aventus they are primarily in the south but have spread like a plague to all the lands in the realm. The Purists: A Group of humans that believe only Humanity should control and rule the realm and all other races are beneath them meant to be used as resources and nothing more They hold a Minor sway in the East and are constantly recruiting more to their vile cause they purchase other races as slaves in the black market just to beat them and defile them in public to show how beneath humans they are they burn survivors of their skirmishes upon a pyre and say it is to purify the filth from the realms, they are long beyond saving and reason and only blood and steel can and will stop them from their Actions. Creatures: There are 4 great beasts that control the wildlife of each kingdom some of the kingdoms have found peace and have a good bond with the great best while others aim to topple and kill them as a prize. The Tarrasque Ubuntu: A Fierce and Giant beast Akin to a T-Rex yet standing taller than even the capital walls its skin itself like armor made of steel and tendrils coming from its back and spine that can grab and rip apart enemies even sensing anyone who'd dare to sneak up on the King of the wild to the south Its jaw could fit a full wagon it in with ease. it Reigns in the Southern Kingdom as the king of beasts and the Southern Kingdom has a strong bond with the beast Even when battle broke between the southern and Western kingdom it was quickly stalled when Ubuntu intervened in a key battle that would've gave the West a critical foothold Ubuntu respects the ideals of the Southern kingdom that strength rules all and endorses their mostly nomadic lifestyle it usually stays within its home which is a ribcage from a even more massive titan of the past now adorned with vines and leaves and gifts from the southern tribes it can communicate with people through minds but it only speaks to the strong it deems worthy. The Garuda Igrid: The half Eagle Half man rules the Mountain and Cliffside to the coast of the Western Kingdom, He stands 13 feet tall and has talons as feet but human torso and arms with the head and wings of an eagle and bears a large adorned Glaive on his back for a weapon but even without it his strength can uproot trees with ease and his talons can crush stone walls without struggle. The Western kingdom has tried many of times to Uproot the beast and to no avail it initially came to find a way of peace with the humans but once the humans laid eyes upon it fear struck them as well as envy. igrid is adorned with rare gems and jewelry of gold even though he showed no ill intent he found the greed humans showed to be sickening so he merely tolerates them but any who show intent to harm him or his wild kin he shows no mercy. still some humans saw reason in him and still leave gifts outside his home a cave carved into the side of the cliffs with a great tree sprouted atop on the cliff and for that its rumored he remembers these people and even looks after them, an old woman who leaves fruits once found herself being harassed by bandits they had just killed her guard dog before Igrid flew down with a face stricken with Rage wiping out the bandits with ease before taking a knee to this old woman and apologizing which led to not just the woman but the whole town becoming under his protection after they all began leaving gifts and protecting his home. he is by far the most reasonable of the Wild Kings. The Chimera Garu: A Vicious trickster of a wild King, a head of a lion and snake tail with a goat head erecting from its back and spine it speaks aloud all languages he stands as big as a village town hall and as wide as a river he originally came to the northern kingdom demanding tribute for peace and once envoys arrived he even claimed the envoys as his it's hard to tell whether it is a good or bad influence in the northern kingdom but without a doubt Garu is selfish, and cares not for anything other than his own domain even when the northern kingdom came under fire and raids Garu didn't step in until the enemy came to his own home he still avoided the northerners entirely not harming any of them and with no mercy dispatched all the invaders throughout the land when the Northern Crown asked him why he helped them he merely said the mosquitos became bothersome and he enjoys watching the mortals so he saved them some northerns demand he get rid of some demand he is left in peace its only a matter of time though until a decision needs to be made and that's what the north fears most after seeing Garus Prowess. it lives atop the mountains and rarely ever comes down apart from when an envoy arrives with offerings. The Cerberus Fenrir: A Massive three headed Wolf his head even reaches the tree homes built in the eastern kingdom and said to be the protector of the World Tree itself it lives side by side with the elves and other Fae like residents its protected the kingdom alongside the crown since the world tree first sprouted a peaceful Wild King and some argue the strongest as when Garu once decided to scout the Eastern Kingdom some say with ease some say it was hard-fought but what is fact is Fenrir merely licked her wounds beneath the world tree Garu had to Crawl his way back atop the mountains of the northern kingdom. There aren't many stories one can spin for Fenrir as everything within the eastern kingdom both whispers and stories and people rarely ever leave the eastern kingdom but without a doubt one can call Fenrir the most just and respectable alongside Igrid for wild kings

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Frequently Asked Questions

What is Durrenhal (Remix)?

In the mist‑clad realm of Durrenhal, rare blood‑borne magic sparks in the hearts of a few, while steel‑clad warriors and shadowy shinobi vie for glory across kingdoms that blend feudal Japan with medieval Europe; here, guilds of knights, thieves, and mages rise to fame, each seeking to carve their legend into the annals of a land where honor and arcane power are as intertwined as blade and spirit.

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 Durrenhal (Remix)?

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.