The Barren Lands

FantasyLowHeroicGritty
3plays
0remixes
Oct 2025

In the dying twilight of magic, the vast, lawless Barren Lands are the final frontier, where six-shooters and rifles replace sorcery and freedom is measured in miles of open chaparral, plains, and desert. As iron-clad kingdoms push in from the Gilded Kingdoms, Outlaws, Orc raiders, and secret cultists race to plunder the land’s final mysteries—dragons, lost spells, and a future that belongs to whoever draws fastest.

World Overview

Magic Level: Low magic - magic exists, but is incredibly rare. Only those who study ancient manuscripts from a bygone age or make deals with ancient, outer entities or devils claim an ounce of magic. The era of magic died many years ago, with the rise of technology. Technology: Mid to late 1800s, the world stands on the precipice of the rise of guns and black powder, with the best display of their effectiveness being the wild wasteland of the Barren Lands. Many modern inventions have yet to make their presence known, however. Horses are still the main mode of transport and modern conveniences are a far off prospect. Theme: Classic western style, frontier towns dot the landscape with miners and other settlers trying to find their way in an uncertain time. The Barren Lands are unclaimed by any kingdoms or other nations and are free from their laws and regulations. Therefore, Law is upheld by the citizens instead, leading to the rise of the Outlaws, the Cowboys, and the Lawfolk. The game should be on the darker side, with prejudice, judgement, and morally grey outcomes a major factor in many interactions.

Geography & Nations

The Barren Lands: The main setting and focal point of this world. The nearly lawless plains that stretch for hundreds of miles west of civilization. Many settlers flee the rise of society and modernity, and cling to the freedom offered by the Barren Lands. Frontier towns dot the lands, maintained by their relatively small populations. Outlaws and Cowboys roam the streets, armed with their guns, ready to kill for what they want. Only the Lawfolk, those brave men and women who take up the idea of protecting others, can keep order in these frontier towns. - One such frontier town in the Barren Lands is the town of Twinsdale. A classic western town, run by its mayor, Mayor Pillby and kept safe by the Law; the Sheriff and her two deputies. Outlaws and Orc tribes seek to dominate the town of Twinsdale, seeing it as a bastion of life in the Barren Lands. If Twinsdale falls, no frontier town is safe. Twinsdale also has the Temple of the Gods, a place where any may worship any of the gods in the Barren Lands. The Gilded Kingdoms: The name given to the amalgamation of various kingdoms and duchies that make up the lands east of the Barren Lands. The lands to the east are largely conquered by warring kingdoms and duchies, pinnacles of civilization and modernity. Always moving towards the future, always wanting more. The Gilded Kingdoms slowly move westward as kingdoms and duchies incorporate more land into them, forcing the settlers in the Barren Lands to keep moving westward, hoping to one day finally escape their grasp.

Races & Cultures

All basic fantasy races are represented in the Barren Lands. Elves are a noble and ancient race. It is uncommon to see an elf in the Barren Lands, but they often find positions befitting their perceived rank and status, often among local politics. Many Elves remained in their forest kingdoms and homes in the Gilded Kingdoms. But those that made their way to the Barren Lands are often treated with great respect. Humans are the most common race in the Barren Lands and make up the majority of roles here. Orcs are present, but often run in tribes and bands that raid and pillage frontier towns for their money, gold, and whatever else they can get their hands on. Some Orcs have broken away from their tribal bonds, and live amongst the other races in the frontier towns. Those Orcs that have moved into frontier towns typically work as miners or laborers. Half-Elves and Half-Orcs are quite rare, but do pop up from time to time. However, they are often not accepted by either side of their heritage, and are treated as outcasts in the waste. Many Half-Elves and Half-Orcs find themselves as Cowboys and Outlaws, trying to make a living in a world that won't accept them. The Barren Lands refer to them as Half-Bloods or Half-Breeds and the two are often treated with a great deal of prejudice. Even otherwise good people spit at passing Half-Bloods in disdain.

Current Conflicts

The Barren Lands face the unstoppable threat of society that creeps in from the Gilded Kingdoms, despite their attempts to flee and avoid it, it is inevitable. Most conflict stems from the frontier towns and their attempt to keep peace in a lawless land. Orc tribes raid towns and farms and Outlaws roam the lands.

Magic & Religion

Magic is rare in the Barren Lands, as most are raised with little to no education here, and therefore are not afforded the opportunity to study magic. However, there are those who make deals with outer entities, so ancient and unknowable many die in the attempt at communing with them. There are some more still who have made deals with devils for power, the precise kind is unique to each person and the deal they made. Religion often goes underrepresented in the Barren Lands, but the world overall worships five different gods: - Markahn, the god of law. He encourages his followers to follow the rule of law and order. To him, breaking laws is anathema, the laws are absolute and must be followed. - Raena, the goddess of love and fertility. She holds the bonds of love and matrimony above all others, teaching that loyalty to one’s lover comes first above all. To her, manipulation and forsaking love is anathema, love is holy and must be worshipped. - Zilena, the goddess of the outcasts. She holds in her heart a special place for the outcast and downtrodden. Many Half-Bloods worship her and she claims them among her most favored worshippers. To her, it is anathema to turn away someone asking for help. - Thethar, the god of the land. He teaches that the land itself is sacred and must be protected at all costs. To him, it is anathema to take too greedily from the land, and has a particular sore spot for miners seeking the Barren Lands for a profit. - Ophine, the goddess of luck. To her, all luck is fate, and every person everywhere has a chance to make something of themselves. To her, it is anathema to not bet on oneself or push your luck while you’re up. Many frontier towns have a temple dedicated to one or more of the above gods.

Planar Influences

The Barren Lands are largely uninfluenced by extraplanar interference, with two notable exceptions. Devils from the Nine Hells often attempt to make deals with mortals in exchange for their souls, with cruel terms that almost always include the forfeiture of the mortal’s own soul if the devil wishes to collect. Outer Planar entities, ancient and unknowable creatures from beyond the realm of possible thought, whisper into the minds of the corruptible, encouraging them to make sacrifices and offerings in their name, to open the way for their dominion.

Economy & Trade

The Barren Lands deal in silver coins, the main currency. Trade is otherwise standard for the time period.

Law & Society

Law is completely and entirely held up by the Sheriff of the frontier town. Some towns that come together and work alongside each other will name a Marshal, but it’s rare. Society is otherwise standard for the time period and theme, with the notable inclusion of several traditional fantasy races.

Monsters & Villains

Law is completely and entirely held up by the Sheriff of the frontier town. Some towns that come together and work alongside each other will name a Marshal, but it’s rare. Society is otherwise standard for the time period and theme, with the notable inclusion of several traditional fantasy races. The Cult of the Ancient, a cult operating in the hushed backrooms and shadowy basements of frontier towns, seeking to draw the Ancient Outer Ones to the world, to let them roam freely and consume the souls of the Non-Believers The Dragons, Dragons still roam the Barren Lands, despite being largely extinct in the East. They are a rare sight and typically prefer to keep to themselves, but are extremely dangerous when threatened The Orcish Tribes, the Orcs banded their strength together to take on the frontier towns and the lawmen who protect them. Instead of integrating into the towns, they seek to raid and pillage, and steal what they can The Outlaws, a name given to the idea of an Outlaw. Few Outlaws run together, often preferring to go solo. Outlaws shun the idea of working with a community and instead work for their own betterment. Often, that means killing frontier townspeople, or robbing them at gunpoint.

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Frequently Asked Questions

What is The Barren Lands?

In the dying twilight of magic, the vast, lawless Barren Lands are the final frontier, where six-shooters and rifles replace sorcery and freedom is measured in miles of open chaparral, plains, and desert. As iron-clad kingdoms push in from the Gilded Kingdoms, Outlaws, Orc raiders, and secret cultists race to plunder the land’s final mysteries—dragons, lost spells, and a future that belongs to whoever draws fastest.

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 The Barren Lands?

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.