Fates Demand Worldbuilding Part 1
The Spire and the Divine Contest
Every ten years, the Spire appears.
It pierces the boundaries between realms, drawing them into a divine contest whose consequences extend far beyond the people who enter it. For those competing, it is a place of danger and opportunity. For the communities they leave behind, its outcome can mark the beginning of a golden age—or the arrival of something much darker.
That is the central premise of Fates Demand, the tabletop skirmish game I’m developing alongside Stonefang’s miniature range.
While worldbuilding for the Stonefang universe, I wanted a setting that could bring very different characters together without their meeting feeling arbitrary. There needed to be a reason for them to fight, a reason for them to cooperate, and something at stake beyond whatever treasure they might carry home.
The Spire became the centre of that idea.
The setting is still developing, but its recurring contest provides a foundation for the cultures, characters and conflicts that will grow around it.
More Than a Place to Fight
At its simplest, the Spire is the place where the realms meet.
But I don’t want it to function merely as a convenient location for unrelated characters to have a battle. Its presence needs to explain something fundamental about the setting.
The image at the heart of the concept is a structure piercing multiple realms, threading otherwise separate places into a shared event. It is not simply a tall building on the horizon of one kingdom. Its significance extends beyond any single landscape, culture or people.
Physically, the Spire brings the setting together. It provides a common point around which the game’s encounters can take place.
Culturally, it gives the inhabitants of different realms something they must all reckon with—even when they understand it differently.
One of the directions I want to explore is how dramatically those interpretations might vary. A people who associate the last contest with prosperity could regard its return as a sacred opportunity. Those who remember suffering might see the same structure as a threat. Someone preparing to enter it might feel both things at once.
The structure can be shared without its meaning being universal.
That leaves room for conflicting beliefs, histories and motives. Everyone may know that it returns. That does not mean everyone agrees about what it deserves from them.
Why the Ten-Year Cycle Matters
Having the Spire appear every ten years gives the setting a rhythm.
The contest is not a distant catastrophe remembered only in ancient stories. Its consequences remain within living memory. People can remember the previous appearance, carry its scars and prepare for the next.
A child who watched a party leave might be old enough to join one when the Spire returns. A survivor could face the decision to enter again. Someone celebrated for an earlier victory might have to watch a younger generation take their place.
These are the kinds of stories that make the interval interesting.
Ten years is long enough for a community to change, but not long enough for everyone involved to forget what happened. It creates room for recovery and preparation without allowing the contest to become safely historical.
It also introduces a distinction between knowing that something will happen and being ready for it.
A society might anticipate the Spire’s return and still disagree about how to respond. Preparation could be shaped by political rivalry, religious conviction, competing priorities or simple exhaustion. Knowing that another contest is approaching does not automatically produce unity.
For worldbuilding, that means the setting does not have to become interesting only when the Spire appears.
The years between appearances can contain their own conflicts: who receives support, who is expected to compete, what lessons are taken from the last contest, and whose account of it becomes accepted history.
I want the cycle to accumulate consequences rather than wipe them away. A new appearance should offer the possibility of change, not make everything that happened before it irrelevant.
Divine Purpose and Mortal Responsibility
The contest is divine in origin and significance, but the people entering the Spire are the ones who make its consequences tangible.
That relationship sits at the centre of Fates Demand.
There is a difference between a god pursuing an outcome and a mortal living with it. What might be a contest of influence or conviction on a divine scale can become a matter of survival for the people below.
The early setting concepts explored gods acting through chosen followers. As that idea develops, the important question is not simply which god is stronger. It is what serving a divine purpose means to the person being asked to do it.
A character might be devoted to their patron. They might understand participation as a responsibility to their community. They might be motivated by the promise of change rather than by faith itself.
Those motives can overlap, but they do not have to be identical.
I want room for a character to believe in a god without understanding every divine intention. Equally, a character should be able to care deeply about the people affected by the contest without treating the contest itself as fair.
The gods may establish the larger struggle, but the people entering the Spire still need personalities, loyalties and decisions of their own.
The setting becomes more compelling when divine purpose and mortal responsibility do not align perfectly. A command can be clear while its consequences remain difficult.
What a Golden or Dark Age Actually Means
The possibility of golden and dark ages gives the contest its scale.
Victory is not simply a personal achievement. Defeat is not simply an unsuccessful expedition. The outcome can shape the fortunes of people who never approach the Spire at all.
But those terms need substance.
A golden age cannot remain an abstract reward written at the end of a contest. As the setting develops, I want to explore what prosperity would mean in ordinary life: the ability to rebuild, plan ahead, preserve knowledge or create something that is not immediately consumed by survival.
Likewise, a dark age needs to mean more than ruined buildings and a darker colour palette. Its weight comes from what becomes difficult or impossible for the people living through it.
This is where the larger premise becomes personal.
One character might enter the Spire because their home has something worth protecting. Another might enter because there is very little left to lose. They can be fighting for equally understandable reasons while pursuing incompatible outcomes.
That creates conflict without requiring one side to be obviously wicked.
There is also an important distinction between a realm’s circumstances and the character of its inhabitants. I don’t want prosperity to act as proof of moral virtue, or hardship to make an entire people inherently cruel. A fortunate society can still contain injustice. A struggling society can still produce generosity, courage and beauty.
The circumstances create pressure. They do not replace personality.
The contest may produce an outcome, but the people affected by it will still disagree about what that outcome means.
Entering the Spire
The Spire’s exterior establishes scale. Its interior needs to establish experience.
There is a danger in making it feel like an ordinary sequence of rooms with an extraordinary name. Its connection to multiple realms should matter to how it is imagined, not just explain why different characters have arrived.
The exact architecture and nature of its interior are still being developed. What I want to preserve is the sense that entering the Spire means entering something larger than any participant’s understanding of it.
That does not require every surface to be covered in decoration or every space to be visually chaotic.
A recognisable passage leading somewhere it should not, or an architectural form whose scale makes its intended use uncertain, can raise more questions than a room filled with unrelated spectacle.
The relationship between familiarity and uncertainty is what interests me. Characters need enough understanding to make meaningful decisions, but also reasons to question whether their knowledge is complete.
That balance matters for the game as well.
The setting should support encounters with different priorities, rather than making every confrontation an identical fight to eliminate the other side. Reaching a location, securing an objective, protecting someone or preventing another group from progressing can express conflict in different ways.
The environment should contribute to the story of an encounter. Where a fight happens, and what the participants are trying to achieve there, should matter.
The Foundation of the Setting
The Spire gives Fates Demand a meeting point, a recurring conflict and consequences that reach beyond the battlefield.
It also gives the setting questions worth returning to. How do people prepare for something they cannot avoid? What do they believe the contest asks of them? What are they willing to risk for a better future?
Those questions establish the larger framework, but they are only the beginning.
Next, I’ll look beyond the Spire itself: at the realms it connects, the people living between its appearances, and how those ideas begin to shape Stonefang’s characters.
The Spire returns every ten years. What happens within it matters for all the years between.

