Harvest of Hollow Crowns

FantasyHighHeroicGritty
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Jan 2026

In Harvest of Hollow Crowns, two iron‑clad kingdoms wage a desperate, soul‑draining war over the last veins of Aether, turning every streetlamp, forge, and battlefield into a deadly, arcane furnace—while the sky itself weeps bruised purple, hinting at a looming void. Amidst this grim industrial apocalypse, awakened skeletons, enslaved elves, and rogue mages clash, all while a shadowy cabal of the Third Party harvests souls to summon Kharos, the god of oblivion, threatening to collapse the very veil that separates life from death.

World Overview

1. The Premise: "The Soul-Fuelled Standoff" Aethelgard is a world where magic is not a gift from the gods, but a finite resource being squeezed out of the earth and the people. The "High Magic" of the past is fading, replaced by "Magical Industry." Everything from the streetlights in the Hegemony to the war-forges in the Marches runs on Aether (refined soul-energy or magical essence). The tragedy? The world is running out of Aether, and the two kingdoms believe the only way to get more is to conquer the other. 2. Technology Level: "Arcane-Punk" This isn't your standard medieval setting. Think of it as Late-Medieval meets Early-Industrial, powered by magic instead of steam. The Iron Hegemony: Features "Clockwork Order." They have repeating crossbows, massive iron-plated walls, and "Cinder-Glow" lamps. Their technology is clean, uniform, and cold. The Sovereign Marches: Features "Arcane Industry." They have floating sky-barges (to transport slaves and ore), enchanted blast-furnaces, and complex prosthetic limbs for their elite (often powered by gems). Black Powder: Exists, but is rare and volatile. Cannons are used in sieges, but they are as likely to explode the user as they are the target. 3. Magic Level: "High Cost, High Stakes" Utility Magic: Common but regulated. Most people have seen a "Skeleton Worker" or a "Sending Stone," but these are expensive tools of the state. Powerful Magic: Extremely rare and dangerous. Casting high-level spells feels like "burning" something. When a Wizard casts a fireball, the air around them might turn grey as they sap the local life-force to fuel the flame. The Taboo: Necromancy is the most common school of magic, though it is "sanitized" by the governments as "Post-Mortem Resource Management." 4. Unique Elements (The X-Factors) The Weeping Sky: Because of the constant soul-harvesting by the Third Party, the sky often turns a bruised purple or sickly green during large battles. This is called "The Weep," where the barrier between the living world and the afterlife is thinning. The Bone Economy: Skeletons are the "Gold Standard." A kingdom's wealth is measured not just in coins, but in its "Unliving Labor Force." This makes grave-robbing the most profitable (and dangerous) crime in the world. The Silence of the Gods: No one has heard from a true Deity in a hundred years. People still pray, but the "Divine" magic Clerics use feels like they are reaching through a thick, dark veil—because the Third Party is literally intercepting the connection.

Geography & Nations

🏛️ The Major Nations 1. The Iron Hegemony (The North) A landscape of gray stone, geometric forests, and massive "Hive-Cities." The geography is dominated by the Great Bastion, a mountain range that has been carved into a singular, continent-spanning fortress wall. The Capital: Ferro-Civitas. A city of vertical towers and smokestacks where the sun is often blocked by soot. Everything is regulated, from the width of the streets to the hours of sleep. The Dead-Watch Coast: A freezing northern coastline where the Hegemony "grows" its skeletal navy, harvesting timber and bone from the icy depths. 2. The Sovereign Marches (The South) A beautiful but deceptive land of floating islands, tropical jungles, and opulent port cities. The geography is lush because the Marches use "Blood-Fertilizer" and slave-fed magic to keep the land unnaturally vibrant. The Capital: Orizon. A sprawling "Jewel City" built across several floating plateaus. The wealthy live in the sky, while the "undercity" on the ground is a massive slave-pen and industrial forge. The Mana-Veins: A series of deep canyons where the earth bleeds raw magical essence, worked day and night by enslaved Dwarves and Elves. 🌋 Key Geographic Features 1. The Rift-Fields (The "No-Man's-Land") The narrow center of the hourglass. This was once a fertile valley, but decades of war have turned it into a wasteland of trenches, mud, and unexploded magical ordnance. The Gray Fog: A permanent, magical mist that hangs over the fields. It is said that if you stay in the fog too long, your soul begins to "leak," making you easy prey for the Third Party. 2. The Spine of Silence A jagged mountain range that separates the two nations. It is home to the Order of the Hollow Pillar (the Skeleton Monks). These peaks are so high and the air so thin that "The Weep" (the thinning of the veil) is most visible here as aurora-like lights. 3. The Maw of the Void A massive whirlpool in the center of the eastern ocean. Rumors say this is where the Third Party is actually building their altar, pulling the souls of the drowned directly into the depths to feed their sleeping God.

Races & Cultures

1. The Humans: The Architects of Ruin Humans are the dominant political force in both nations, but their cultures are polar opposites. The Hegemony (North): Humans here are "State-First." They value uniformity, wearing dull grays and blacks. They view themselves as the only ones disciplined enough to save the world from chaos. The Marches (South): Humans here are "Self-First." They are flashy, wearing silks and gold, viewing other races as "lesser" beings meant to facilitate their pursuit of art and leisure. Relationship: Bitter rivals who see each other as "The Oppressor" vs. "The Degenerate." 2. The Elder Kin (Elves, Dwarves, & Gnomes): The Displaced Once the rulers of the world’s magic and mountains, they are now a broken diaspora. Territory: They have no sovereign land left. They live in "The Warrens" (slums) of the Hegemony or in the "Slave-Pens" of the Marches. Relationship: They are the backbone of the Silken Chain syndicate. There is a growing "Elder-First" movement that seeks to burn both kingdoms down to reclaim their ancestral forests and mines. 3. The Awakened (Skeletons & Reborn): The New Minority Skeletons are usually mindless tools, but an increasing number are "waking up" with their memories intact. Territory: The Spine of Silence. This is the only place they are truly free, gathered around the Skeleton Monks of the Hollow Pillar. Relationship: The Hegemony sees them as "Glitchy Equipment"; the Marches see them as "Stolen Goods." To the living, an Awakened Skeleton is a terrifying reminder that the soul is a fragile thing. 4. The Beast-Folk (Goliaths, Orcs, & Tabaxi): The Front-Liners Strong and hardy, these races are the primary "Heavy Infantry" for both sides. Territory: The Rift-Fields. Many have abandoned civilization to live in nomadic war-bands in the No-Man's-Land, refusing to die for a human king. Relationship: They are respected for their strength but feared for their ferocity. They are often the most common members of the Marrow-Merchant syndicate, as they are the only ones tough enough to scavenge the battlefields. 5. The Draken (Dragonborn & Tieflings): The Outcasts Often associated with the "Old Gods," they are viewed with deep suspicion. Relationship: Both kingdoms view them as "Omen-Bringers." Tieflings are often used as the face of the Vellum Court because they are used to being outsiders and have a natural talent for navigating the shadows of human society.

Current Conflicts

1. The "Ghost-Strike" at Iron Bastion A high-ranking Hegemony General was assassinated in a room locked from the inside. The only evidence left behind was a pile of non-magical, sun-bleached bones. The Tension: The Hegemony is convinced the Sovereign Marches have developed a way to "hijack" their skeletal guards. They have started a brutal "Purge of the Bone-Piles," smashing thousands of loyal skeletal workers, which has paralyzed their own economy. Adventure Opportunity: The players are hired by a panicked official to find the real killer before the city’s defense system is completely dismantled. 2. The "Great Escape" of the Mana-Veins In the Sovereign Marches, a massive slave revolt led by an Elven "Soul-Seer" has successfully seized control of the primary mana-mines. Instead of fleeing, the rebels have fortified the mines and are threatening to "detonate" the mana-veins—which would wipe out the Marches' economy but also vaporize half the continent. The Tension: The Marches cannot attack without risking the explosion, and the Hegemony is moving troops to "liberate" (conquer) the mines. Adventure Opportunity: The players are sent as "neutral negotiators" by a crime syndicate, but they discover the rebel leader is actually being manipulated by the Third Party to trigger the "Soul-Blast." 3. The "Bleeding" of the Rift-Fields In the No-Man’s-Land, a strange phenomenon has begun: the ground is physically rejecting the dead. Thousands of bodies from decades of war are rising—not as commanded skeletons, but as "Hollows," mindless husks that scream with the voices of the living. The Tension: Both kingdoms are terrified. This "Third Army" is growing every day and attacking supply lines on both sides. Adventure Opportunity: The players are caught in a border town as a wave of Hollows hits. They must find the source—a "Soul-Siphon" tower built by the Third Party that is pulling souls out of the bodies too quickly, leaving the husks "glitched" and violent.

Magic & Religion

1. The Mechanics: Magic as "Soul-Fuel" Magic is not an infinite renewable resource. It is the residue of creation, and it is running out. The Toll: Every time a spell is cast, it draws from the Aether (the local atmosphere's magical density). In high-magic zones like the Sovereign Marches, this is easy. In the "bled-out" Rift-Fields, a caster might have to offer a drop of their own blood or a fragment of their own memory to "jumpstart" a spell. Arcane Pollution: Overuse of magic creates "Arcane Ash"—a physical gray soot that falls from the sky and prevents natural plants from growing. This is why the Hegemony is so gray and the Marches are so desperate for new mana-sources. 2. The Magic Users: Regulated vs. Wild The Licensed (Hegemony): Wizards and Artificers are state-trained. Their spellbooks are audited, and they are forbidden from "unauthorized" experimentation. They focus on Abjuration (defense) and Evocation (artillery). The Syphons (Marches): Magic is a private enterprise. Sorcerers are groomed like racehorses, and Wizards are corporate researchers finding more efficient ways to bind souls to machinery. The Heretics (Warlocks & Druids): Warlocks are hunted because their patrons are often "Outer Beings" or members of the Third Party. Druids are seen as "luddites" trying to stop the industrial progress that keeps the kingdoms alive. 3. Religion: The Silent Pantheon The gods are not dead, but they are deaf. A century ago, a "Static" filled the heavens, and direct communication ceased. The State Faiths: * The Hegemony worships The Great Architect, a god of law and gears who demands sacrifice for the "Greater Good." The Marches worship The Golden Muse, a goddess of beauty and excess who justifies their opulence as "divine inspiration." The Reality: These "Gods" may no longer be listening, and the Clerics are simply tapping into the "echoes" of their power left behind in the world. 4. The Influence of the "Big Bad" The deity being summoned by the Third Party is known as Oblivion’s Throat (or Kharos). The Concept: Kharos isn't a god of "Evil," but a god of The Void. It wants to "recycle" the world's souls back into nothingness to end the cycle of suffering and industrial exploitation. The Influence: As the ritual nears completion, The Weep (the purple sky) grows brighter. Skeletons begin to hear a low humming in their bones, and Clerics find that their healing spells occasionally produce "cold" energy instead of warmth.

Planar Influences

🌌 The Clamped Gates The "Static" that silenced the gods also sealed the traditional planar portals. Travel to the Feywild or the Shadowfell is nearly impossible through standard magic. The Shadowfell (The Source): In this world, the Shadowfell is being "mined." The Iron Hegemony has figured out how to tap into its bleak energy to keep their Skeletons animated for decades without decay. The Feywild (The Poisoned Dream): The Sovereign Marches have accidentally "bled" the Feywild into their tropical jungles. This makes their territory beautiful and lush, but the plants are predatory and the air is hallucinogenic—a "Gilded Nightmare" that the elite ignore while their slaves die in the brush. 🌀 The "Soul-Traffic" (The Ethereal Plane) The Ethereal Plane is no longer a ghostly mirror; it is the Grand Highway. The Clogged Border: Because the Third Party is harvesting souls, the "border" between the material world and the afterlife (The Fugue Plane) is backed up. Ghosts and "Hollows" are spilling back into the world because they have nowhere else to go. Planar Bleed: In areas of high slaughter, the veil is so thin that players can see the "Gears of the Universe" or the ghostly silhouettes of the Third Party’s soul-collecting towers standing right next to mundane buildings. 🏗️ The Astral Void (The God-Prison) The Third Party believes the gods didn't just go silent; they were quarantined. The Big Bad’s Origin: The "God" they are summoning, Kharos, is actually a being from the Far Realm (The Void). It isn't coming from another plane; it is trying to "digest" the Material Plane into the Void. The Ritual: The soul-harvest is being used to build a "Bridge of Screams" through the Astral Sea, bypassing the divine quarantine to let the Big Bad in. ⚡ Planar Effects on Gameplay Plane Influence on Aethelgard Gameplay Effect The Shadowfell Powering the Dead. Necromancy spells are 50% more effective but risk "withering" the caster's hand. The Feywild Overgrowth in the South. Natural environments are "sentient" and hostile to anyone not carrying a Marches Badge. The Astral Sea The "Static" or Silence. Long-distance teleportation (Level 5+ spells) has a chance to drop the party into the "Void" by mistake.

Historical Ages

🏛️ 1. The Age of Radiance (The Divine Era) The Legend: A time when the Gods walked the earth and magic was as common as breathing. There were no kingdoms, only sprawling city-states dedicated to various deities. The Fall: This era ended with The Great Silence. No one knows if the Gods left, were banished, or simply stopped caring, but the "Static" descended, and the world went cold. The Legacy: "God-Shards." Massive, indestructible white marble ruins and temples. They are magically "dead" zones where no magic works—not even the animation of Skeletons. Refugees often hide here to escape the Hegemony’s magical surveillance. ⚙️ 2. The Age of Iron & Aether (The Industrial Rise) The Legend: Following the Silence, humanity realized they could no longer rely on prayer. They began to dissect the world’s remaining magic, inventing the first soul-batteries and necromantic engines to fill the void. The Fall: This age led to the Resource Wars. The two major factions—the Hegemony and the Marches—formed during this time as they fought over the last "Natural Mana Wells." The Legacy: The Rust-Hills. Gigantic, abandoned war-machines the size of cathedrals litter the landscape. Some are still partially active, their "brain-cores" (trapped spirits) screaming in a language no one understands. They serve as dungeons for scavengers. 🌑 3. The Age of Attrition (The Current Era) The Legend: The last 50 years. The war has reached a stalemate where neither side can win, and both are cannibalizing their own people to keep the machines running. The Legacy: The Trench-Labyrinths. Continent-spanning networks of fortifications in the Rift-Fields. These aren't just ruins of the past; they are "living ruins" that are being built and destroyed every single day.

Economy & Trade

1. The Currency: Obols & Marrow-Chits As established, the Obol is the standard. However, the value fluctuates based on geography: The Iron Hegemony: Prices are fixed by the state. Carrying too much currency is seen as "hoarding state resources." They use Iron Obols (low value) for daily rations and Standard Obols for military pay. The Sovereign Marches: A hyper-capitalist nightmare. Inflation is rampant, and prices change hourly. They prefer Gilded Obols and Marrow-Chits (bone currency), which act as a "crypto-currency" because they hold actual necromantic energy. 2. The Primary Trade: "The Living and the Spent" Trade isn't just about grain and silk; it’s about Labor. The Slave Trade: The Marches' economy relies on the "Import" of non-human races. A healthy Dwarf is worth more than its weight in gold because of the decades of weapon-smithing it can provide. The Bone Trade: The Hegemony "Exports" peace by selling their older, malfunctioning skeleton models to neutral territories. This creates a secondary market for "Used Bones" that the Marrow-Merchant syndicate controls.

Law & Society

⚖️ The Administration of Justice The Iron Hegemony: The Law of the Cog In the North, justice is mathematical and absolute. There are no lawyers, only "Arbiters" who weigh your service to the state against your crime. The Method: Surveillance is constant. Magical "Sensor-Eyes" and skeletal guards provide 24/7 monitoring. If you steal bread, the Arbiter calculates the caloric loss to the state and sentences you to "Debt-Labor"—often involving cleaning toxic mana-leaks. Capital Punishment: Death is not the end. If you commit a high crime, you are executed and your skeleton is "Drafted" into the Eternal Guard. Your bones serve the law you broke for the next hundred years. The Sovereign Marches: The Law of the Contract In the South, justice is transactional. Everything has a price, including murder. The Method: If you commit a crime, you can pay a "Blood-Fine" to the victim’s family or the state. If you cannot pay, you are sold to the mines as a "Penal Slave." The Loophole: The wealthy are effectively immune to the law as long as they keep their "Corruption Tax" paid. However, "Contract-Breakers" (those who lie in business) are hunted by elite bounty hunters called Harvesters who take payment in body parts. 🛡️ The View of Adventurers: "Unregistered Assets" In most D&D worlds, adventurers are heroes. In Aethelgard, they are dangerous variables. The Hegemony’s View: Adventurers are seen as "Vagrants" or "Potential Terrorists." To travel through Hegemony lands, a party must have a Letter of Marque (a state license). Without it, you are hunted as an "unregistered weapon." The Marches’ View: Adventurers are seen as "Independent Contractors." They are welcomed as long as they are spending money or taking "Disposable Contracts" (suicide missions). However, if an adventuring party starts "liberating" slaves, they are treated as corporate saboteurs and a bounty is placed on their heads. The Common Folk's View: To a commoner, an adventurer is a sign of trouble. They are the "storm-petrels" of the war—wherever they go, violence and "The Weep" follow.

Monsters & Villains

🎭 The Primary Villains: The Ossuary (The Third Party) They are the "Bad Actors" mentioned in your summary. This is a nihilistic cabal of high-ranking officials from both kingdoms who have realized the world is dying and want to "end the cycle." The Soul-Weavers: Powerful mages who wear masks made of solidified "soul-glass." They don’t fight with swords; they use "Soul-Siphons" to rip the Ki and life force directly out of players. The Infiltrators: They are the "perfect citizens"—Hegemony Arbiters or Marches Merchants who secretly serve Kharos. They ensure the war continues by sabotaging peace talks. 👾 Unique Monsters of Aethelgard 1. The Hollowed (The "Glitched" Dead) When a soul is harvested too quickly or imperfectly by the Third Party, the body doesn't just die; it becomes a Hollow. Appearance: Gray, translucent skin with a gaping, dark hole where the heart should be. Behavior: They wander the Rift-Fields screaming the last words of their living selves. They are attracted to magic and will "eat" the spells cast by players to try and fill the void inside them. 2. Aether-Golems (War-Machines) These are the "Tanks" of the modern era, used by both kingdoms. Appearance: Massive suits of iron (Hegemony) or brass (Marches) powered by a trapped, tortured spirit in a crystal jar. The Threat: If the jar breaks, the spirit becomes a Poltergeist that attacks everyone nearby. They represent the "Industrial Horror" of the setting. 3. The Bone-Wrought Chimera Created by the Marrow-Merchants for high-end defense. Appearance: A terrifying fusion of various skeletons—imagine an Ogre’s ribcage with four Elven arms and a Dire Wolf’s skull. The Threat: They are faster and smarter than standard skeletons, capable of using basic tactics. 4. Mana-Leeches Pests that have evolved in the Mana-Veins of the Marches. Appearance: Mosquito-like creatures the size of a cat, glowing with a sickly violet light. The Threat: They don't want blood; they want spell slots. A swarm can leave a Wizard completely powerless in seconds. 👹 The Big Bad: Kharos, The Throat of Silence The "God" being summoned is not a being of fire or brimstone, but a cosmic vacuum. The Threat: Kharos represents the "Heat Death" of the universe. If summoned, it won't just rule the world; it will erase the concept of memory and life, leaving only a perfect, silent void. The Sign: When Kharos is near, sound begins to muffle, and colors fade to grayscale.

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Frequently Asked Questions

What is Harvest of Hollow Crowns?

In Harvest of Hollow Crowns, two iron‑clad kingdoms wage a desperate, soul‑draining war over the last veins of Aether, turning every streetlamp, forge, and battlefield into a deadly, arcane furnace—while the sky itself weeps bruised purple, hinting at a looming void. Amidst this grim industrial apocalypse, awakened skeletons, enslaved elves, and rogue mages clash, all while a shadowy cabal of the Third Party harvests souls to summon Kharos, the god of oblivion, threatening to collapse the very veil that separates life from death.

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 Harvest of Hollow Crowns?

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.