Onnus, the Kingdom of Sil

FantasyHighEpicPolitical
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Jan 2026

In the world of Onnus, the Kingdom of Sil stands as a mercantile bastion amid a continent torn by rival powers, where wild, untamed magic surges from the shattered planes and fuels endless conflict over the northern wildlands. As mages, assassins, and storm‑borne peoples clash under the watchful gaze of three deities, adventurers must navigate treacherous politics, forbidden planes, and the looming threat of a world reshaped by the very forces they seek to master.

World Overview

Onnus is a world built and rebuilt from tragedy, power play, magic, and schemes. Magic, wild and untamed, feeds itself through various ways. All the while, each kingdom vies for power. And with power comes the responsibility to harness it.

Geography & Nations

Onnus is separated by a large gouge that runs north and south through it. Oceans and seas hold the ravine. The five Kingdoms share boundaries save for the most northern wild lands. The kingdom of Sil lies to the southwest, home to merchants, the Knights of the Heart, and others. The kingdom of Rava lies in the most eastern part of the world, home to the Mage's guild and the League of Murder, an assassin's guild who follow the Law of the Crow. The kingdom of Merszat and Royalwind lies to the south, home to druids, elves, and vagabonds. The kingdom of Prad lies central, home of the Noble houses of Purchase and Downwater, who both have an invested interest in the fight for the woodlands to the north.

Races & Cultures

High Elves. Once proud houses of the fae and fen, high elves now vary in heritage and culture. Some high elves excel in magic and the arcane arts. Some choose commerce and martial law. Though one thing remains the same; their pride. High elves in higher societies will remind everyone that they are "High born". Humans. Humans are one of the few races known for their tenacity, their willingness to adapt, and their common place in Onnus. They vary in skin color, attitude, and profession. Many humans have even taken other races as their lovers, resulting in a lineage that may lean towards one race over the other. As many specks of sand, then, so too are the same of humans. Plane-touched humans. Humans affected by the Downfall experienced the power of the planes differently. It became a part of them, fusing one of the five planes into their physical bodies. Some plane-touched humans may exhibit markings, different colored eyes, or as small as the way the see world around them. Others may show signs of a direct connection to the plane that warped their bodies. A very few and rare can channel the planes directly into the world around them. Many have tried, but very few survive to brag about such a feat. Wildlings. When the Downfall ended and nature itself recovered, a new race was born. Wildlings are smaller than normal humans, but their size should not fool anyone. Their bodies often show a combination of natural items such as trees, moss, stone, and other natural sources, and the fae folk of the northern wilds lands. Many races view them as distrustful, conniving, and mischievous, but to the wildlings, it is just them living the life given to them. Their culture is oftentimes free and free-flowing, careless, and driven by wanderlust. The wildling race is oftentimes tied to the natural world, taking up druidic magic, and some are known for trying to become citizens of cities. All wildlings have the same thing in common; a love, and a passion, for freedom. Stormborne humans and elves. Stormborne humans and elves are typically found in the northern wildlands. Many Stormborne humans tend to congregate in tribes, devoting themselves to hunting, reading the storms in the northern wilds, and handing down traditions. Stormborne humans resulted from the Great Storm itself, their ancestors seeking to merge themselves with the wild nature of the constant storms that make the northern wilds a feared area. Stormborne Elves, on the other hand, we're not so lucky. When the Downfall happened, elves close to the breaking away of the planes felt their bodies twist and change. The power released when the planes broke manifested itself in Elves similar to the way wildlings were affected. Their culture is one of strong determination, the pursuit of those who hunt Stormbornes, both humans and elves, while trying to calm other Stormborne and stop them from bringing about the Great Storm. They see it as a situation that would only further endanger an already precarious existence.

Current Conflicts

Each kingdom is vying for control of the harsh wild lands to the north. In it lays raw power, magic from the five planes.

Magic & Religion

Magic is affected by being "touched". Some are taught how to use it, others are born into it via lineage. Magic is spontaneous and learned by using it. This means that the way you roleplay affects the outcome of the spell. Do you want to call down lightning as a Stormborne? Then put it into detail. Are you a mage who is also plane-touched? Then roleplay your magic into your spell casting. Even the most educated must use it, as each person's magic is different based on their personality and the intent behind it's use. Religion is based on three major deities for those who are not nature followers. Satiys, the god of the Scales, is portrayed as a knight carrying two scales, one in each hand. He is often referred to as "He of Two". He is tied to justice, knightly duties, honoring oaths, and the keeper of balance. Laioa, the goddess of the Hearth and home, is portrayed as a woman carrying a lit flame in her hands. She is referred to as "She who Holds". She is tied to the healing arts, the farm and field, as well as the commoner's life. And Retuvul, the sometimes genderless or hermaphrodite, depending on the sect, God of endings. He is portrayed as a youthful, cloaked figure who carries a star in his hands. He is oftentimes referred to as "They of Nothings". He is tied to final moments, the ending of things, the dusk and the twilight, and the inevitable; the ending of life and the beginning of death. Some sects believe Retuvul is the bringer of the end times, but this is not spoken of in polite society. Nature followers and druids worship one of the four nature forces; the Green for those who are forest dwellers, the Decay for those who worship and enthuse the process of death within nature, the Great Storm for those who dwell in the northern parts of Onnus and who are Stormborne or storm druids, and finally the Fae and Fen which is oftentimes worshiped by wildlings and those who are plane touched.

Planar Influences

The five planes suffered a tragic lose 72 years ago during the Downfall. The plane of water, storm, light, darkness, and chaos often try to re-emerge through people who use magic.

Historical Ages

The Downfall started the current era, when the planes were broken away from Onnus. 25 years ago, the Gathering occurred, where the Mage's guild slaughtered the Stormborne druids. A few survived, but that was the turning point for a great deal of tension and open hostility between the natural world and the academic world of the mages. The assassin's guild brought about The Feast 18 years ago, where they founded the Law of the Crow. This was in reaction to the Gathering and to protect the interests of the Noble houses as well as the assassin's guild.

Economy & Trade

The majority of trade is both water-bound across the large ravine, bridges and wagons over land. Each kingdom has its own economic victories and exports. Kingdoms to the south export wood, holy objects needed for magic, as well as stone. The kingdoms to the west export minerals, livestock, and secretly export Stormborne needed items. Kingdoms to the center and the east export academic materials, magical items, and arms.

Law & Society

Each kingdom maintains its own laws. The Noble houses oftentimes try to push their interests in the central and eastern kingdoms. Wildlings are hunted by the western kingdoms, as they believe they are too close to causing destruction. The Stormborne are oftentimes in hiding along the northern area, very few making their way to the central and eastern kingdoms. Plane touched are forbidden from entering the eastern kingdom entirely and are still actively hunted and "collared" by the Mage's guild, meaning that they are seen as weapons and nothing more. Adventures are common in the world, but they are treated the same as anyone would treat someone they do not know; with caution.

Monsters & Villains

The assassin guild has spoken secretly about trying to find plane touched and Stormbornes to aid them. But the Law of the Crow, initially a neutral stance on the world, has progressed into a heated debate between the head of the assassin's guild, the Father of the Murder, and their archivist, Ren, who believes that aiding others was what was at the heart of the Law of the Crow. The Mages Guild's Archmage, Lady Yale, is seen as a tyrant after she orchestrated the mass murder of the storm druids and the Stormborne. But her power and hold over the Royal Houses and the Mage's guild is steadfast. Among the southern kingdoms, there lies a small but devout cult known as the Bringers of the Nothing, who seek to spread a fanatical view of Retuvul. They want to cause the world to fall into darkness. Stormborne and storm druids in the north are slowly regrouping quietly and secretly. The druids of the Green and druids of the Fae and Fen are currently trying to stop the druids of decay from spreading their decay and death, while the Stormborne and storm druids seek to bring about the Great Storm, where the planes rejoin the natural world and rebalance the forces of storm and nature.

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Frequently Asked Questions

What is Onnus, the Kingdom of Sil?

In the world of Onnus, the Kingdom of Sil stands as a mercantile bastion amid a continent torn by rival powers, where wild, untamed magic surges from the shattered planes and fuels endless conflict over the northern wildlands. As mages, assassins, and storm‑borne peoples clash under the watchful gaze of three deities, adventurers must navigate treacherous politics, forbidden planes, and the looming threat of a world reshaped by the very forces they seek to master.

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 Onnus, the Kingdom of Sil?

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.