Failed Conquest

FantasyHighGrittyPolitical
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Dec 2025

In the shattered bastion of Grensward, guilds carve survival from the abyss, sending volunteers into the ever-shifting Deep Cave to harvest monster essence that fuels the city’s living wards, while rivalries and corruption threaten to tear the fragile order apart; survivors emerge not only as hunters but as awakened wielders of raw, dangerous magic that blurs the line between divine reverence and perilous ambition.

World Overview

World Premise Long ago, mankind and other civilized species tried to conquer the world, expanding into lands that were never meant to be tamed. Their hubris awoke ancient forces, monstrous entities, and otherworldly invaders that overwhelmed civilization. Now, the known world lies in ruins, with only a handful of bastions of humanity and allied species holding out. These bastions are massive, fortified metropolises, walled off against the hordes of monsters. Civilization survives in isolated cities, each run by guilds who manage essential tasks that ordinary citizens cannot: hunting monsters, acquiring magical artifacts, and maintaining the protective wards that keep the cities safe. Core Mechanic: The Trials Each year, the cities send a number of volunteers into The Deep Cave, a massive, ever-shifting underground labyrinth filled with monsters, traps, and remnants of lost civilizations. Survival rate: Hundreds enter, only a handful (≈50) return. Reward: Survivors awaken latent magical potential, often gaining powers beyond normal mortal limits and the ability to wield or attune to magical artifacts. Purpose: This ensures that only the strongest, cleverest, and most resilient citizens become guild members. These guild members become the hunters, explorers, and magic-wielders that protect the city. They are also responsible for collecting monster essence, a magical substance that fuels protective wards around the city. Without it, the city’s defenses would fail, leaving it vulnerable to the monstrous hordes outside. City and Guild Structure The Guilds: Each guild specializes in a particular type of hunt or magic. For example: Beastmasters: Track and kill monstrous creatures. Artificers: Recover and craft magical artifacts from monsters. Wardens: Maintain the protective wards around the city. Shadow Guilds: Espionage and recon outside city walls. Guilds are autonomous, wealthy, and politically powerful—they often rival the city’s ruling council in influence. The Citizens: Depend on guilds for survival. Support guilds indirectly via resources, information, or tribute. Live under strict laws: everyone is expected to contribute to the city’s defense or economy. Politics and Conflict: Guilds sometimes fight among themselves for prestige, resources, or influence over city decisions. Corruption, espionage, and sabotage are common within and between guilds. Some guilds may attempt to manipulate the Trials to produce stronger members loyal only to th Monster Essence and the Protective Aura Mechanic: Essence harvested from monsters sustains a magical barrier around the city. Conflict Potential: What happens when essence runs low? What if guilds hoard essence or sell it for power? Are there forbidden ways to enhance the wards, risking corruption?

Geography & Nations

Grensward is one of the last bastions of civilization in a world overrun by monsters. Massive walls of stone and reinforced steel encircle the city, adorned with wards powered by harvested monster essence. The streets bustle with citizens, traders, and guild members, all aware that survival is a constant battle. The city has a tiered structure: Outer Districts: Crowded neighborhoods of ordinary citizens, markets, and artisans who supply resources to the guilds. Mid Districts: Administrative centers, mage towers, and workshops. Inner Districts: Guild halls, training grounds, and the city’s core wards. Only guild members and select personnel can enter freely. Culture Guild-Centric: Guilds control most aspects of city life that involve danger or magic. Citizens both fear and revere guild members. Trial Reverence: Surviving the Trials is seen as both a rite of passage and a spiritual achievement. Families often pray for the return of their kin. Essence Dependency: The city’s magic wards make citizens reliant on monster essence, creating tension between need and morality. Important Locations The Core Ward: A glowing, semi-visible barrier at the city center, maintained by Warden guilds. Its power is directly linked to the yearly monster essence harvest. Guild Quarter: Housing multiple guilds, each with its own training grounds, armories, libraries, and secret vaults. The Market of Shadows: A bazaar where dangerous artifacts and rare resources are traded. Some items are illegal but highly sought after. Hall of Trials Records: Archives containing maps, monster logs, and survivor records from past Trials. Essential for planning expeditions. Sanctum of Echoes: A mystic shrine where citizens pray for protection and the safe return of hunters from outside missions. City Politics Guild Rivalries: Each guild has its own agenda and often competes for influence over the city council. Council of Stewards: A governing body made up of city elders and select guild representatives. Decisions often balance survival needs against political power. Secret Factions: Rumors suggest some guilds may manipulate monster essence, smuggle forbidden magic, or even communicate with creatures outside the walls.

Races & Cultures

Races in Grensward 1. Humans Proportion: ~60% of the population. Culture: Humans dominate politics and most guilds due to their adaptability and ambition. Families often push their children into the Trials to ensure a guild place. Guild Roles: Leaders, strategists, hunters, artificers. 2. Dwarves Proportion: ~15% Culture: Dwarves live primarily in the lower, fortified districts. Renowned for craftsmanship, fortifications, and artifact recovery. They have a strong sense of honor and clan loyalty. Guild Roles: Artificers, Warden specialists, dungeon explorers in the Trials. Custom: Dwarves perform a ritual of “Stonebinding” when harvesting essence, symbolically linking it to the city’s foundation. 3. Elves (Mostly High & Wood Elves) Proportion: ~10% Culture: Fewer in number, elves are revered for their magical affinity and longevity. They often occupy advisory roles or serve as mages within the guilds. Guild Roles: Spellcasters, scouts, arcane researchers. Custom: Elves often meditate in the Sanctum of Echoes, seeking visions to guide hunters. 4. Half-Orcs Proportion: ~7% Culture: Seen as ideal hunters and warriors for the Trials due to physical prowess and resilience. Often face prejudice outside guild service but are highly respected within it. Guild Roles: Frontline hunters, bounty trackers, monster handlers. Custom: Half-orc guild members paint ritual war markings before entering the Trials. 5. Gnomes & Halflings Proportion: ~5% combined Culture: Mostly involved in technical or support roles. Gnomes specialize in trapcraft, artificing, and alchemical studies, while halflings manage logistics, supply lines, and espionage missions. Guild Roles: Engineers, alchemists, informants, reconnaissance. 6. Rare / Exotic Races Tieflings, Dragonborn, Aasimar: Present in small numbers, usually in guilds where their unique traits are an advantage. They may also be outsiders who survived the Trials and joined the city. Customs: Often face mistrust but their abilities make them invaluable in dangerous missions.

Magic & Religion

Core Concept Magic in Grensward is tied to survival and monster essence. It is not just an academic pursuit; it’s practical, dangerous, and often ritualized. Ordinary people cannot wield magic without undergoing the Trials or training under a guild. Sources of Magic Innate Potential – Activated by surviving the Trials: Those who survive the caves gain latent magical ability, often tied to their personality, race, or strengths. This potential may manifest as elemental control, combat enhancement, or supernatural senses. Monster Essence – The most valuable magical resource: Essence harvested from monsters can temporarily or permanently enhance spells, artifacts, or wards. Certain guild members specialize in extracting essence safely and turning it into usable magical power. Artifacts and Relics – Tools of power recovered from ancient ruins or fallen monsters: These artifacts can amplify magic, summon effects, or store essence. Some artifacts are sentient, cursed, or have their own agendas. Magic Mechanics Guild-Controlled Access: Ordinary citizens cannot wield magic without guild permission. Essence-Based Casting: Magic requires mana-like resources, often drawn from monster essence or the caster’s own life force. Rituals & Focus: Many spells are tied to rituals, gestures, and catalysts (like a monster fang, gemstone, or arcane ink). Risk & Corruption: Overuse of essence can cause corruption—physically, mentally, or morally. Guild Specializations Warden Guild: Focused on protective and warding magic for the city. Beastmaster Guild: Enhances combat and tracking abilities using essence-derived spells. Artificer Guild: Crafts magical weapons, armor, and artifacts. Shadow Guild: Specializes in illusion, stealth, and intelligence magic. Religion in Grensward Core Concept Religion is practical and survival-focused, rather than purely spiritual. Gods or spirits are viewed as sources of guidance, protection, and balance between humanity and the monstrous world. Major Beliefs The Wardens of Life and Death Deities representing protection, courage, and the cycle of life. Followers believe that monster essence is sacred, as it fuels the city’s survival. The Old Ones / Ancients Mysterious entities tied to the cave, ancient ruins, or the monsters themselves. Often feared rather than worshiped; some cults seek to commune with them for power. Ritualized Religion Daily Blessings: Citizens offer prayers or minor offerings at shrines to maintain the city wards. Trial Ceremonies: Survivors of the cave are ritually cleansed and blessed, sometimes marked with magical tattoos. Essence Festivals: Annual festivals celebrate the harvest of essence, blending religious reverence with civic duty. Religious Tension Guilds often integrate religion into their practices, creating power struggles between clerics and mages. Some citizens view reliance on monster essence as blasphemy, leading to secret sects and cults. Prophecies and visions sometimes hint that the essence-based wards are temporary, adding tension to the city’s faith. Magic-Religion Intersection Clerics and Paladins gain power directly from deities but may also draw on essence for combat rituals. Ritual Magic often involves a mix of arcane techniques and religious symbolism. Some magical artifacts are considered holy relics, while others are cursed abominations, blurring the line between divine and arcane. Summary: Magic in Grensward is dangerous, essence-driven, and guild-regulated. Religion is practical and survivalist, intertwined with city defense and the ethics of using monster essence. Both systems create moral dilemmas, tension, and plot hooks for your campaign.

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Frequently Asked Questions

What is Failed Conquest?

In the shattered bastion of Grensward, guilds carve survival from the abyss, sending volunteers into the ever-shifting Deep Cave to harvest monster essence that fuels the city’s living wards, while rivalries and corruption threaten to tear the fragile order apart; survivors emerge not only as hunters but as awakened wielders of raw, dangerous magic that blurs the line between divine reverence and perilous ambition.

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 Failed Conquest?

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.