YA Fantasy Web Novel Series
In this world, the spirits whispered about in myth are real—and they’ve betrayed the gods who created them. They prey on humankind, cursing mortals who mirror their wickedness by twisting them into monsters called WRATHS. When a spirit claims her mother, REBA KOTTER is helpless as a mob mauls the creature who was once her parent. She's left obsessed with protecting wraths who are helpless against a world that would rather kill than understand them. That obsession leads her to CEN, a cute wrath girl with an untamable curse and a dangerous secret. Cen searches for a cure to her curse that lies at the end of a deadly trial through the spirit-infested IMMORTAL SPRING FOREST. Seeing that Cen only wants to be herself again, Reba agrees to smuggle her there—unaware the destructive power coiled inside Cen’s curse could doom everyone involved.
Archas Knights is released in episodic arcs, with new 5-chapter episodes posted every two weeks. You can read it free at ulyssessimon.com or follow along on Wattpad.
Click the “Read Here” button at the top of the page or see some art and learn more about the world down below.
MEDIA
Blog Posts
-
Archas Knights: The Immortal Spring Forest will release in bi-weekly episodic installments, beginning Saturday, [Nov 15th 2025] around noon. Each episode contains five connected chapters—around 20,000 words total—continuing the story where the last left off. New episodes will drop every other Saturday, running for a full thirteen-episode cycle across twenty-six weeks. This format lets readers experience the saga as an unfolding season—complete with cliffhangers, revelations, and character arcs that evolve in real time. Readers can follow along here, social media, or through my newsletter for early updates, teaser art, and behind-the-scenes commentary as the series progresses.
-
This world is currently at war with the divine.
In the beginning, there was chaos and the All Mother came to contain the chaos. She then gave birth to other 12 gods of archaea and together they formed the world with each of their individual essences: Fire, Ice, Water, Earth, Wind, Lightning, Nature, Creation, Archaea, Transformation, Darkness, Space, and Healing.
When the world was fit for life, each god molded life out of their essence which was given birth through the All mother. Those living things were blessed with the element underneath the god for whom they were created. They could use the elements using special movements in their body, all controlled by an energy known as Archaea, created by the god, Attimus, who was seen as the strongest of them all.
Archaea is the central energy flowing through all life and even the earth itself. With the archaea flowing through the people, they were able to manipulate the archaea within other elements even to the point of conjuring the elements themselves. The current world is made up of the descendants of these peoples giving everyone the archaea of their ancestor god.
The spirits were the connection between the gods and the land. When the gods wanted a good harvest, the water goddess would send a weather spirit to make water from the sky. When the gods wanted praise, they would send a spirit to perform a miracle in front of many eyes. And for years there was a perfect harmony among all beings of the world, under the caring love of the All Mother. She kept them safe. She filled the world with her warmth.
But the gods couldn’t stay in this world. For they were not immortal. Not free of sin, pride, or death. One day they all disappeared. Then the spirits attacked.
People had no defenses for the spirits were closer to gods in strength and without unity or the gods, the world began to crumble. That was until one man was born with a strange mutation to wield all 13 archaeas. He had a dream. To unite the world under one single banner and restore the peace the All Mother left behind. He created the capital of the world—The kingdom of Armonia. That man’s name was Osher Strongbow. Under the Armonia sigil he leads a group of elite warriors charged to protect the world from the spirit-attacks and maintain peace between realms in these troubling times. These warriors are known as Archas Knights.
-
Archaea is the lifeblood of the world — a natural energy that flows through every living thing. Each person and creature is born with an inner system designed to channel this force, granting abilities tied to one of thirteen divine archetypes, as determined by the gods. These archetypes are hereditary, passed through bloodlines like ancient sigils etched into the body. When two different archaeas mix, one always dominates — except in the rare case of the Strongbow bloodline, whose heirs alone can wield multiple forms of Archaea.
An Archad’s strength depends not only on their mastery but on environment and circumstance — fire weakens in rain, ice thrives in storm, and earth endures where all else fails. Certain archetypes clash or complement one another, shaping how wars are fought and alliances formed. Because Archaea is bound to one’s life force, overexertion can cause exhaustion, collapse, or death. True mastery lies not in raw power, but in balance — knowing when to burn and when to breathe.
The Thirteen Archaea are as follows:
Fire (The Ishai) — Harnesses flame and heat. Fire Archads can ignite from anywhere on their body or raise temperatures around them. Commonly found in forges, bathhouses, and battlefields alike.
Ice (The Esmerai) — The mirror of fire, Ice Archads draw frost from the air and freeze the world around them. They are patient, enduring, and lethal in stillness.
Lightning (The Fanains) — Volatile and explosive, Lightning Archads channel currents through the sharp points of their bodies, striking with speed faster than thought.
Water (The Osa) — Often underestimated, Water Archads control the flow of liquids, shaping currents or bending the tide itself when mastered.
Earth (The Magmen) — Grounded and enduring, Earth Archads command stone and soil. They shape the battlefield itself but rely heavily on their surroundings.
Wind (The Reneyans) — Masters of motion, Wind Archads manipulate the air, using invisible pressure to unbalance foes or unleash powerful gales.
Nature (The Delise) — The voice of the wild. These Archads commune with flora and fauna, conjuring vines, poisons, or healing herbs to restore or destroy.
Meta (The Myri) — The Archaea of transformation. Meta Archads can alter parts of their bodies with claws, wings, hardened skin, etc. — though full metamorphosis remains the realm of Spirits and Wraths.
Healing (The Havi)— Restorers of flesh and life. Healing Archads accelerate natural recovery and numb pain but cannot regrow what is lost.
Shadow (The Piams) — Wielders of darkness and illusion. They manipulate fear, concealment, and perception, bending sight and sound more than substance.
Conjure (The Selplians) — Creators and craftsmen. Conjurers forge physical tools and weapons from raw Archaea, building wonders — though rarely suited for war.
Control (The Attians) — The art of pure Archaea manipulation. These Archads shape raw, white energy itself — the essence of life, neither solid nor fluid. With enough focus, they can create constructs of thought made real, echoing the divine creation of Attimus, the First Maker.
Space (The Subarians) —*MISSING ENTRY*
-
Spirits are ancient beings born from the same Archaea that flows through all life, yet they exist beyond mortal limits. Created by the thirteen gods to preserve balance and guide humanity, they were once revered as divine custodians of nature. But long ago, the spirits betrayed their purpose, turning against their creators and seizing dominion over the world. Now, they shape storms, stir mountains, and whisper curses into the hearts of humankind.
Spirits come in endless forms — from giants as tall as mountains to creatures no larger than a mouse — yet their strength is never determined by size. Each is bound to a single archaea, just as humans are, but their mastery of it is absolute. They do not bleed or decay, for their bodies are made of pure, undiluted energy. When a spirit is struck down, it does not die — it simply fades, retreating to the unseen realm where it slowly reforms. After some time, it will return, renewed and remembering.
Their greatest cruelty lies in their gift of corruption — the power to inflict mortals with curses that twist body and mind, transforming them into Wraths, monstrous beings caught between spirit and man. To most of the world, the spirits are both gods and devils — eternal, untouchable, and utterly beyond forgiveness.
-
Wraths are humans cursed by spirits, their bodies and souls reshaped by divine malice. It’s said that a spirit inflicts its wrath only upon those who mirror its own wickedness — as if punishing the world through reflections of itself. The form a Wrath takes always echoes the spirit that marked them: the Wrath of the Six-Armed Smith grows four new limbs of molten metal, while the Greed Spirit’s victims must carry a coin of gold at all times, lest their bodies turn to gold themselves. Each curse is both a brand and a sentence — a law they must obey until death.
A person can only be wrathed by a spirit that shares their Archaea, linking their fates like blood to bone. Many Wraths lose their will entirely, becoming vessels for the spirit’s control. Because of this, they are hunted without mercy by the kingdoms of men. To the living, Wraths are monsters — cursed echoes of humanity — and even those who resist their spirits’ command are feared all the same.
Art and Sketches
Reba Kotter (Immortal Spring Forest)
Naciere Strongbow (Immortal Spring Forest)
Reba Kotter - older concept
Digital illustration of Anastar Sunburst
Cen painted
Early concept designs for each of the 13 races of Archas Knights


Listen as an elder shares a scary tale of a girl's encounter with the Greed Spirit. A mysterious treasure. A haunting spirit. A girl driven by greed.... A lesson for all. Think before you steal. You don't know what mysterious forces you're taking from. A Tale from Archas Knights