The Big Earth

FantasyHighEpicPolitical
3plays
0remixes
Oct 2025

On the Big Earth, a colossal world locked in medieval twilight, every peasant knows a cantrip and every leyline is a battlefield where jarls, dragonborn, and demon cultists clash for reality-bending power. Take on monster contracts, mutate with forbidden alchemy, and decide whether to save or sabotage the planet as its living magic awakens to purge the civilizations feeding on it.

World Overview

This world is 20 times bigger then the normal earth Eryndor is a temperate continent split between a harsh northern archipelago of jarldoms (Skeldrheim), a chivalric central kingdom with crowded cities and knightly orders (Aeldorn), mercantile free cities on the western coast, and wild eastern wastes where leylines and older magics leak out. Magic is everyday at the smallest levels (cantrips, charms, small rituals), competent adventurers, paladins, and hedge-witches use it routinely — but true grand sorcery and world-shaping rites are rare and dangerous. Tiers of magic • Tier 0 — Common magic (cantrips, charms, small wards): taught by village hedge-wise, priests, or found in “common manuals.” Everyday uses: hearth wards, minor healing poultices, weather charms (farmers), signet blessings. Most citizens can learn very basic rites. • Tier 1 — Adventuring magic (1st–4th level): used by adventurers, paladins, experienced hedge-witches, many knights employ minor wards. Common in towns and in the hands of professionals. • Tier 2 — High magic (5th–9th level / grand rituals): requires study, access to ley nodes, or rare artifacts. Dangerous, often regulated by guilds/temples. • Tier 3 — World-shaping rites & lost arts: almost mythic — blood magic rituals, binding of elementals, large leyline manipulations. Carried out rarely, at great cost (corruption, sacrifice, or cataclysm). And the world always stays in medieval times How magic is learned & controlled • Collegia & Temples: Aeldorn’s Argent Collegium licenses and taxes high spellwork. The Church of the Morning Star controls large swathes of divine practice. • Household hedgecraft: Common, passed down; heals, charms, and small wards. • Guilds & Secrecy: Certain guilds hoard recipes (alchemy, mutagens). Illegal practices exist (mutagens, raising undead). Mechanical suggestions for D&D • Give commoners access to 1 universal cantrip (like light or minor illusion) as a cultural background trait, not class magic. • Create a background/feat: Hedge-Touched — gain one cantrip and one herbal alchemy recipe. • Rituals are important — use the D&D ritual tag but add material costs and corruption risk for higher rituals. • Ley nodes function as campaign macros: they reduce casting costs, allow unusual spells, but attract factions. • Add a Corruption / Strain mechanic for repeatedly casting high magic: accumulate stress that causes permanent mutations or social stigma at thresholds. tone • Monster Contract Economy: towns post contracts (gold + items + reputation). Contracts scale difficulty and give XP. Make the Hunters’ Lodge rate contracts with moral meters (is the monster genuinely vicious or displaced?). • Corruption mechanic: each time a player uses high magic or mutagenic alchemy, add a small corruption token. At thresholds, apply roleplayable mutations, social suspicion, or mechanical penalties/benefits. • Alchemy & Mutagens: craftable potions exist but are dangerous; mutagens give benefits at the cost of permanent side effects. • Reputation & Consequences: track reputation with factions; doing a favor for one often angers another. • Ley Nodes as Set Pieces: nodes create local hazards/boons — let players utilize them tactically but make them contested.

Geography & Nations

Big picture & geography (how the map should feel) • The North — Skeldrheim: jagged fjords, permafrost plateaus, longhouses and smokehalls, clans under jarls. Coastal raiding, ironworks, amber & whale oil are the big exports. Monster-heavy—frost trolls, ice wyrms, wendigo spirits. • The Central Lowlands — The High Crown of Aeldorn: fertile river valleys, fortified market towns, castles and knightly orders. Aeldorn claims cultural leadership and hosts the capital (the Argent Keep) and the largest Collegium of mages. • The Western Coast / Free Cities (Merinth & trade hubs): port cities, guild merchants, smugglers, diverse populations, lots of political intrigue. • The East Wilds (Ashmar/Veilwood): ancient forests, ruined elven citadels, leylines, secluded enclaves of elves and wild mages. • The South (khot desert and spice coasts): warm city-states, caravans, strange cults, exotic components for alchemy and magic. • Leyline dots: scattered across the map — small nodes common, large nodes (where strong magic is possible) are rare and fought over. ⸻ Major powers & short descriptions 1. Skeldrheim (the Nord Jarldoms) — independent jarldoms (Jarlholds) held together by blood oaths and the Sea Council. Fierce warriors, clan honor, rune-smithing, and monster hunters. 2. The High Crown of Aeldorn — feudal monarchy with knights, paladins, the Argent Collegium (licensed magic), and the Royal Council. Officially civilizing the borderlands — often heavy-handed. 3. Merinth & the Free Cities — merchant leagues, spies, banks, private companies of mercenaries. Neutral ground for deals with both jarls and lords. 4. The Veilward Enclaves (elves & hedgeclans) — older, isolationist, guardians of ancient leylines and old pacts. 5. The Marches and Borderlands — a patchwork of baronies, ruined keeps, and bandit/monster havens where most adventuring starts. Key factions & institutions • Argent Collegium (Aeldorn): university/guild of licensed mages. Political power, enforces arcane law. • Church of the Morning Star: dominant faith, order of paladins (Knights of the Dawn). Rivalries with Collegium over jurisdiction. • Knights of the Iron Oath: secular martial order sworn to protect trade routes (knightly code, houses often corrupt). • Hunters’ Lodges (Monster Contracts): professional monster-hunters who take contracts from towns/nobles. Think: licensed, regulated (but many operate in gray). • The Veilward Circle: elven guardians and hedge witches protecting leylines. • Black Amber Syndicate: a clandestine guild trafficking rare components and artifacts. There Are 10000 factions in total to give more creativity

Races & Cultures

• Humans — dominant and culturally diverse. Many subcultures (Nordic jarls, Aeldornian knights, Merinth traders). • Elves — reclusive, fey-tinged, guardians of ancient groves; not necessarily noble — they have inscrutable politics. • Dwarves — mountain clans, smiths and rune-carvers integrated into trade with the North, some independent Holds. • Halflings — riverine farmers and merchants, often in Central Lowlands. • Half-bloods / Outsider lines — scattered, often stigmatized (sources of story conflict). •Angels (an own race you can get born as but they are rare but Like Devils not trustworthy Not always) •Demons (These creatures have an own Land and an Ruler an Demon Lord he isnt the strongest Monster in the world but strong and a few Demons are Scatterd over the world) •Devils: Devils get actually born in the hells there there are lower/normal Devils and there are Special ones that can choose their own name and Act on their own they can when they are strong enough get Control over hell) • Tieflings (are looking Like Devils but they are not as strong atleast most) •snake people half snake half human (snake tail as legs and poisen teath can swallow you whole if you dont watch yourself at night and their tail is Long* •Orcs orcs are found in more stone Terrains or caves or something Like Deserts but and Orc Lord has built up an kingdom in one of many deserts) Uruk-hai: from lord of the rings (they follow the orc lord and are not as many as the orcs but they are strong only a few groups life somewhere else even as mercenaries) (If you want other racial variants or new playable races that fit the tone — I can design them.) And many other races Monsters & threats (flavor) • Frost Trolls & Hrimzheil: northern behemoths vulnerable to iron and certain runes. • Barghest / Nightwolf spirits: manifest during famine/winter; associated with corrupted villages. • Leyspawn: creatures born from leylines — unpredictable, can twist minds. • Human threats: mercenary companies, necromancer cabals, corrupt lords. And much more Halflings • Riverfolk & farmers. Warm-hearted, curious, but surprisingly brave. • Small trade barge communities drift along major rivers, acting as messengers and traders. • Some are hedge-mages or alchemists (brewing and charm magic specialties). ⸻ Gnomes • Tinkerers and illusionists. • Forest gnomes: live in hidden glades; herbalists and animal charmers. • Rock gnomes: build mechanical devices, arcane trinkets; live among dwarves or in Free Cities. ⸻ 🐉 Uncommon & Regional Races (seen less often) Orcs • Once raiders from the eastern wilds, now fragmented tribes. • Strong sense of honor; many hire out as mercenaries. • Ash Orcs: gray-skinned, volcanic homeland. • Frost Orcs: pale, Nord-aligned clans, mix with Skeldrheim jarls. • Iron Orcs: disciplined, city-dwelling orcs serving as smiths or soldiers. ⸻ Half-Orcs • Found mostly in frontier lands and mercenary bands. • Often mediators between cultures; physically imposing but emotionally nuanced. ⸻ Tieflings • Descendants of infernal pacts from an old war; rare but accepted in Free Cities. • Horn shapes and tail lengths vary widely; often treated as cursed but some serve as inquisitors or warlocks for the Church. ⸻ Dragonborn • Scattered remnants of ancient dragon cults. • Rare but respected; some Nord jarls trace ancestry to dragonbloods. • Scales and breath align with chromatic or metallic types. ⸻ Aasimar • Celestial-blooded mortals, often drawn to divine callings. • Revered by the Church of the Morning Star; sometimes serve as prophets or holy knights. • Usually rare births among humans or elves. ⸻ Shifters (Lycans / Skinwalkers) • Descendants of humans cursed or blessed with bestial traits. • Common in frontier and wild regions. • Subtypes: • Moonfang (wolf-like) — hunters, trackers. • Emberclaw (bear-like) — berserkers, guardians. • Swiftpaw (cat-like) — agile scouts. ⸻ Firbolgs • Gentle forest giants. • Dwell deep in Veilwood or northern forests, protect sacred groves. • Have nature-based druidic magic; ancient allies of elves. ⸻ Goliaths • Hardy, mountain-born. • Tribal, survivalist; dwell in high peaks of Frostspire or the north. • Some clans serve as bodyguards or mercenaries for jarls. ⸻ Kenku • Crow-like humanoids, exiled from sky gods. • Found in cities as spies, thieves, or scholars of mimicry. ⸻ Tabaxi • Catfolk explorers and traders from the southern deserts. • Exotic in northern lands; quick, curious, unpredictable. ⸻ Lizardfolk • Cold-blooded dwellers of southern marshes and deltas. • Pragmatic and alien-minded, often neutral in politics. ⸻ Tortles • Peaceful nomads of the southern coasts; spiritual wanderers. • Storytellers, keepers of oral histories, and shell carvers. ⸻ Genasi • Elemental-touched mortals (fire, air, earth, water). • Born near leylines or magical storms. • Often misunderstood but powerful adventurers. ⸻ Goblinoids (Playable subraces) • Goblins: clever scavengers, now integrated into trade cities. • Hobgoblins: disciplined, martial; some serve as knights or mercenary captains. • Bugbears: larger, stealthy, often bounty hunters or caravan guards. ⸻ 🧛 Rare / Mythic Races (with DM permission) Half-Fey (Feytouched) • Mortals with direct fey ancestry. • Unpredictable — may have minor glamour magic or emotional auras. ⸻ Dhampirs • Half-vampire mortals; cursed blood, nocturnal strength. • Distrusted but valuable monster-hunters. ⸻ Revenants • Souls returned by divine or magical means to finish unfinished business. • Bound to a purpose; physically decaying over time. ⸻ Constructborn (Awakened Golems / Warforged analog) • Created during the Old Wars. Few remain active. • Rarely accepted, often seen as relics or abominations. ⸻ Changeling • Shapeshifters born from fey or trickster spirits. • Found hiding among other races; often spies or entertainers. ⸻ Kobolds • Small dragonkin miners and trapmakers. • Some integrate into dwarven or dragonborn societies as craftsmen or miners. ⸻ Yuan-ti • Snakefolk; secretive cultists from the southern jungles. • Rarely seen; often villains or mysterious merchants. ⸻ Minotaurs • Nomadic, honor-driven; guard labyrinthine ruins or serve as mercenaries. ⸻ Satyrs • Fey-born revelers; musicians, diplomats, wanderers. • Often appear in the Veilwood and near leyline festivals. ⸻ Aarakocra • Birdfolk from the high peaks of Frostspire or southern skies. • Rare sightings; revered as omens of change. ⸻ Tritons • Aquatic humanoids from undersea kingdoms. • Appear in coastal cities as emissaries or guardians against deep-sea horrors. ⸻ Merfolk • Found in the southern and western seas; often neutral toward surface dwellers. • Amphibious merchants, explorers, or sometimes pirates. ⸻ Darkspawn (Shadowborn) • Descendants of mortals touched by leyline corruption. • Skin tones range from ash to pitch black; eyes glow faintly. • Often feared but gifted in darkvision, stealth, and shadow magic. ⸻ Fae-Kin (New custom option) • A hybrid template between humanoids and fey creatures (dryads, nymphs, etc.). • May manifest horns, glowing eyes, or bark-skin. • Excellent for druids, warlocks, or bards.

Current Conflicts

⚔️ Current Conflicts & World Crises of Eryndor Below are 9 major conflicts happening right now in the world. They can run simultaneously in different regions — and some are secretly connected. ⸻ 1. 🏜️ The War of Burning Sands (Desert Orcs & Uruk-hai vs. the Southland Kingdoms) Region: Southern deserts and the Shattered Basin. Factions: • The Khur-Zad Dominion – the orc/uruk-hai desert kingdom; ruled by Khan-Dread Vurok of the Black Sun. • The Free Emirates of Sulara – human trade cities, backed by rich merchant guilds. • Triton and Tabaxi Caravans – neutral traders, caught in between. Cause: The Khur-Zad Dominion demands control of ancient oasis ruins — said to hide “the Wells of Flame,” an old leyline source that could power mass ritual magic or weaponry. The human Emirates refuse, leading to open warfare. Status: Sieges rage around the cities of Sulara and Ashmir, while sandstorms (possibly magical) ravage both sides. Rumors suggest the orcs unearthed something beneath the dunes — an artifact that bleeds heat, tied to old demonic rituals. Adventure Hooks: • PCs escort a caravan through war-torn dunes. • Investigate the “Heat Plague” spreading in soldiers. • Negotiate peace — or sabotage an alliance. ⸻ 2. 🩸 The Silent Marches (Aeldorn vs. Undead resurgence in the eastern plains) Region: Borderlands east of Aeldorn. Factions: • Aeldorn High Crown – human knights, clerics, paladins. • The Pale Host – undead army led by The Marquis of Thorns, a revenant warlord. • The Collegium – secretive mages researching why necromancy is strengthening again. Cause: Ancient battlefields are “waking up.” Corpses long buried rise at the whisper of some unseen power. Divination spells reveal the veil between life and death thinning. Status: Fortresses along the border are falling. The Church claims it’s a divine test — but mages suspect the leylines are “bleeding energy into the Underveil.” Adventure Hooks: • PCs defend a fort through the night. • Retrieve a lost relic that can seal the breach. • Investigate a cursed cathedral — and discover who’s truly commanding the undead. ⸻ 3. 🕯️ The Leyline War (Magic Factions vs. Nations) (Collegium vs. Church vs. Hunters) Region: Central lowlands and Free Cities. Factions: • Argent Collegium – wants to regulate and monopolize leyline study. • Church of the Morning Star – claims magic should be divine, not academic. • Hunters’ Lodges – resent both, want independence. Cause: A new leyline node emerged beneath the city of Merinth — an unstable nexus of magical energy. Both the Church and the Collegium claim ownership. Status: Street riots, assassinations, and “arcane duels” have turned Merinth into a powder keg. Mercenaries, adventurers, and zealots flood the streets. Adventure Hooks: • PCs hired to guard a leyline laboratory. • Magic goes wild during a festival. • Discover a third faction secretly feeding the instability (perhaps demonic?). ⸻ 4. 🌑 The Demon Incursions (Low-grade but spreading demon activity) Region: Across multiple continents — particularly near leyline fractures. Factions: • The Crimson Court – the organized demon hierarchy. • Demon Lord Varkhul, the Ash-Eater – mid-tier demon lord, strong but not apocalyptic. • The Pactborn – mortal cults worshipping Varkhul, seeking transformation. Cause: Aeldorn’s mages accidentally opened weak “embers” of the Abyss through leyline experiments. Varkhul sensed the cracks and sends his kin — lesser demons — to expand footholds. Status: Small-scale but spreading — think Witcher-style localized chaos, not open apocalypse. Demons infiltrate politics and cults more than battlefields. Adventure Hooks: • Exorcise a noble’s manor haunted by an imp infiltration. • Hunt a “possession plague” in a village. • Track an Abyssal Gate before it stabilizes. ⸻ 5. ⚙️ The Iron Revolt (Dwarves vs. Aeldorn industrialists) Region: Stonefen Mountains & industrial lowlands. Factions: • Iron Dwarves – want independence from human taxation and control. • Aeldorn Guild Council – uses dwarven labor to fuel its war machines. • Runesmith Rebels – dwarves weaponizing rune magic in guerrilla war. Cause: Centuries of resource exploitation and labor control. When a dwarven prince was executed in Aeldorn for “treason,” the clans rose up. Status: Mountains aflame with rebellion; human caravans ambushed, mines seized. Rumors that dwarves found an ancient Worldforge — possibly sentient. Adventure Hooks: • PCs escort a diplomat or sabotage a mine. • Retrieve lost rune blueprints before rebels do. • Discover the truth of the “Worldforge” artifact. ⸻ 6. 🌲 The Veilwood Schism (Elves vs. themselves) Region: Eastern forests and fey glades. Factions: • Sylvani Council – traditional wood elves, isolationist. • Umbrin Elves – shadow elves embracing darker magics to “adapt.” • The Veilward Circle – druids trying to prevent civil war. Cause: The forest’s heart — an ancient tree linked to the oldest leyline — is dying. Some elves want to preserve it with blood magic; others forbid it. Status: Skirmishes, assassinations, and rogue spirits haunting the groves. Adventure Hooks: • PCs negotiate truce at an elven moot. • Hunt a corrupted dryad spirit. • Explore the dying heart-tree itself. ⸻ 7. 🐉 The Dragon Wakes (Ancient dragon stirring in the far north) Region: Skeldrheim and the Frostspire Peaks. Factions: • Nord Jarls – claim it’s a myth, fear panic. • Dragonborn Clans – feel a psychic pull to the mountain. • Varkhul’s Demons – trying to awaken or bind the creature. Cause: A leyline convergence beneath the mountains has disturbed the slumber of Ymrathar, a frost dragon godling. Status: Avalanches, frozen villages, strange weather. The dragon’s dreams already warping reality nearby. Adventure Hooks: • Hunt or ally with the dragon before cults reach it. • Retrieve “dragon songs” from ancient rune stones. • Uncover Nord prophecies tied to its awakening. ⸻ 8. 🌊 The War of the Shattered Coast (Free Cities vs. Sea Kingdoms) Region: Western coast & archipelagos. Factions: • Merinth & Free Cities League – human/goblin trade lords. • Triton Kingdoms – undersea powers enforcing maritime law. • Pirate fleets led by Captain Sova of the Gilded Tide. Cause: Dispute over trade routes, sunken treasures, and leyline storms damaging ships. Free Cities use experimental magic engines to power airships and dreadnoughts — Tritons see it as sacrilege. Status: Naval battles, sabotage, and elemental sea monsters unleashed. Adventure Hooks: • Boarding mission on a storming ship. • Diplomatic peace talks gone wrong. • Discover what’s actually causing the magical storms (hint: a demon rift at sea). ⸻ 9. 🔥 The Age of Reclamation (hidden meta-conflict) (World vs. Itself) Concept: The world, twenty times the size of Earth, is too old. Leylines themselves are beginning to “heal” — purging civilizations built on them. Earthquakes, mana-storms, and sudden magical dead zones appear at random. Theories: • The planet is alive and reacting to overuse of magic. • The ancient gods (long vanished) are awakening through the leylines. • Demons, leylines, and undead resurgence are all symptoms of this greater cycle. Adventure Hooks: • Scholars need samples from multiple leylines before they collapse. • Discover ruins of the First Age, which reveal the cycle of world resets. • Choose: aid the world’s purge or resist it to preserve civilization. ⸻ 🔥 Global Tension Web (How It All Connect Conflict Hidden Link Burning Sands Orcs unearthed an artifact linked to the demon lord Varkhul. Demon Incursions Strengthened by leyline instability (Leyline War + Veilwood Schism). Silent Marches Undead rising due to same leyline bleed affecting demon activity. Iron Revolt Worldforge may awaken — a lost weapon from the First Age. Dragon Wakes Dragon connected to world’s purification cycle. Age of Reclamation Root cause — the world’s “living magic” is trying to cleanse itself.

Magic & Religion

tone • Monster Contract Economy: towns post contracts (gold + items + reputation). Contracts scale difficulty and give XP. Make the Hunters’ Lodge rate contracts with moral meters (is the monster genuinely vicious or displaced?). • Corruption mechanic: each time a player uses high magic or mutagenic alchemy, add a small corruption token. At thresholds, apply roleplayable mutations, social suspicion, or mechanical penalties/benefits. • Alchemy & Mutagens: craftable potions exist but are dangerous; mutagens give benefits at the cost of permanent side effects. • Reputation & Consequences: track reputation with factions; doing a favor for one often angers another. • Ley Nodes as Set Pieces: nodes create local hazards/boons — let players utilize them tactically but make them contested. Tiers of magic • Tier 0 — Common magic (cantrips, charms, small wards): taught by village hedge-wise, priests, or found in “common manuals.” Everyday uses: hearth wards, minor healing poultices, weather charms (farmers), signet blessings. Most citizens can learn very basic rites. • Tier 1 — Adventuring magic (1st–4th level): used by adventurers, paladins, experienced hedge-witches, many knights employ minor wards. Common in towns and in the hands of professionals. • Tier 2 — High magic (5th–9th level / grand rituals): requires study, access to ley nodes, or rare artifacts. Dangerous, often regulated by guilds/temples. • Tier 3 — World-shaping rites & lost arts: almost mythic — blood magic rituals, binding of elementals, large leyline manipulations. Carried out rarely, at great cost (corruption, sacrifice, or cataclysm). How magic is learned & controlled • Collegia & Temples: Aeldorn’s Argent Collegium licenses and taxes high spellwork. The Church of the Morning Star controls large swathes of divine practice. • Household hedgecraft: Common, passed down; heals, charms, and small wards. • Guilds & Secrecy: Certain guilds hoard recipes (alchemy, mutagens). Illegal practices exist (mutagens, raising undead). Quick pitch Eryndor is a temperate continent split between a harsh northern archipelago of jarldoms (Skeldrheim), a chivalric central kingdom with crowded cities and knightly orders (Aeldorn), mercantile free cities on the western coast, and wild eastern wastes where leylines and older magics leak out. Magic is everyday at the smallest levels (cantrips, charms, small rituals), competent adventurers, paladins, and hedge-witches use it routinely — but true grand sorcery and world-shaping rites are rare and dangerous. And there are many new religions Like 100

Economy & Trade

They ps in coins gold is worth much Silver half as much Bronze half of silver and Copper half less then Bronze

Monsters & Villains

There are all Kinds of creatures

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Frequently Asked Questions

What is The Big Earth?

On the Big Earth, a colossal world locked in medieval twilight, every peasant knows a cantrip and every leyline is a battlefield where jarls, dragonborn, and demon cultists clash for reality-bending power. Take on monster contracts, mutate with forbidden alchemy, and decide whether to save or sabotage the planet as its living magic awakens to purge the civilizations feeding on it.

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 Big Earth?

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.