Connect Obsidian vault notes with meaningful links

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[[The Kingdom of Etrea]]
[[The Divers]]
[[The Hive]]
## Related notes
- [[Core]]
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Publicly, the Authority claims its ultimate goal is to unite the Luminants against existential threats such as the Tides. In practice, stability is maintained through surveillance and intimidation. Inquisitors silence dissent, Shock Corps suppress unrest, and when probslems cannot be addressed openly, the Knives are quietly deployed.
The Authority’s ongoing war with [[The Kingdom of Etrea]] and [[The Ministry]] has grown beyond a simple territorial conflict. What began as a political struggle is now framed by the Authority as a fight for survival, a justification increasingly used to defend harsher policies.
The Authority’s ongoing war with [[The Kingdom of Etrea]] and [[The Ministry]] has grown beyond a simple territorial conflict. What began as a political struggle is now framed by the Authority as a fight for survival, a justification increasingly used to defend harsher policies.
## Related notes
- [[Factions/Factions|Factions]]
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Much of their early history is unclear, passed down through stories rather than written records. What _is_ known is that they created **The Way of Navae**, a unique martial art that blends frost, shadow, and unarmed combat into fluid, deliberate movements. The tribe has always wandered, following old routes through frozen lands. Recently, however, a group has settled on Meteor Isle. This decision has caused tension within the tribe, as many see permanent settlement as a rejection of their traditional way of life.
The Children of Navae avoid politics whenever possible, but the world has not left them alone. [[The Ministry]], [[The Knives of Eylis]], and [[The Central Authority]] all treat them as enemies. The Children themselves do not understand this hostility, viewing their attackers as ignorant outsiders who refuse to respect Navae’s path. On Meteor Isle, they have begun cooperating with [[The Hive]], hoping the jungle and its people will offer protection against forces that would see them wiped out.
The Children of Navae avoid politics whenever possible, but the world has not left them alone. [[The Ministry]], [[The Knives of Eylis]], and [[The Central Authority]] all treat them as enemies. The Children themselves do not understand this hostility, viewing their attackers as ignorant outsiders who refuse to respect Navae’s path. On Meteor Isle, they have begun cooperating with [[The Hive]], hoping the jungle and its people will offer protection against forces that would see them wiped out.
## Related notes
- [[Factions/Factions|Factions]]
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Black Divers are the organization’s most capable operatives. Some are renowned for their skill, others for their insight, and many for their ability to endure conditions that break most people. Figures such as Chaser, Klaris, and Carrion are well known, though far more Divers die without recognition. A small number manage to retire, including Sophodon Surad, who survived decades of exposure to the Depths before stepping away from active duty.
Divers rely on a mix of technology and dangerous magic. They make use of attunements like Ironsing and Flamecharm, adapted monster abilities, and mechanical systems such as elevators to move between layers. In some cases, young initiates are trained early, a practice that has drawn criticism but continues due to necessity.
Divers rely on a mix of technology and dangerous magic. They make use of attunements like Ironsing and Flamecharm, adapted monster abilities, and mechanical systems such as elevators to move between layers. In some cases, young initiates are trained early, a practice that has drawn criticism but continues due to necessity.
## Related notes
- [[Factions/Factions|Factions]]
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@@ -8,4 +8,7 @@ For a long time, the Hive maintained strict control over Ironsing, eliminating a
Hive society functions with extreme specialization. Drones handle labor and maintenance, Adjudicators resolve internal balance and disputes, and Tacticians coordinate warfare and large-scale operations. Their massive Hive Constructs, while outdated in Aratel, are still effective tools for defense and intimidation.
Currently, the Hive is engaged in a quiet conflict with [[The Kingdom of Etrea]], driven by the Lord Regent’s interest in Lifeweave artifacts. Greathive territory contains numerous green-lit structures and relics believed to be fragments of the Forge, which sustain the Hive’s core systems. Tensions with [[The Central Authority]] are also rising, with clashes becoming more frequent despite the lack of an official war declaration. At the same time, the Hive has begun reaching out to [[The Children of Navae]]. This move is not based on shared belief, but on strategic compatibility.
Currently, the Hive is engaged in a quiet conflict with [[The Kingdom of Etrea]], driven by the Lord Regent’s interest in Lifeweave artifacts. Greathive territory contains numerous green-lit structures and relics believed to be fragments of the Forge, which sustain the Hive’s core systems. Tensions with [[The Central Authority]] are also rising, with clashes becoming more frequent despite the lack of an official war declaration. At the same time, the Hive has begun reaching out to [[The Children of Navae]]. This move is not based on shared belief, but on strategic compatibility.
## Related notes
- [[Factions/Factions|Factions]]
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The Hundred Legions are known for their strict training and emphasis on martial skill. They developed **Legion Kata**, a close-combat fighting style focused on control, precision, and overwhelming pressure. Access to this technique is limited and must be earned through recognition by Centurions. The Legions rarely involve themselves directly in foreign wars, preferring to observe, evaluate, and intervene only when it serves their long-term interests.
Respect within the Legions is everything. Those who earn it are treated as equals, regardless of origin. Those who lose it are dismissed entirely, their word and presence carrying no weight. The Hundred Legions do not seek conquest or territory, they exist to be ready. When they move as one, it is because a decision has already been made.
Respect within the Legions is everything. Those who earn it are treated as equals, regardless of origin. Those who lose it are dismissed entirely, their word and presence carrying no weight. The Hundred Legions do not seek conquest or territory, they exist to be ready. When they move as one, it is because a decision has already been made.
## Related notes
- [[Factions/Factions|Factions]]
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@@ -4,4 +4,7 @@ Union members are trained in Flamecharm, Thundercall, and the rare attunement kn
The Union presents itself as a workers’ movement built on unity and shared struggle, but reality is more complicated. Their conflict with [[The Summer Company]] has escalated into open violence, and their treatment of [[The Divers]] often contradicts their stated ideals. They are openly hostile toward [[The Ministry]], seeing them not just as enemies, but as a fundamental threat to the world. Internal writings and speeches emphasize collective strength and sacrifice, though those principles are not always applied evenly.
The Ignition Union has pushed deeper into the Depths than most groups, establishing outposts in the Second Layer ahead of rival factions. Their elite fighters, known as Deepdelvers, are chosen not only for combat skill but for acts of self-sacrifice and loyalty to the group.
The Ignition Union has pushed deeper into the Depths than most groups, establishing outposts in the Second Layer ahead of rival factions. Their elite fighters, known as Deepdelvers, are chosen not only for combat skill but for acts of self-sacrifice and loyalty to the group.
## Related notes
- [[Factions/Factions|Factions]]
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Two figures are widely associated with Etrea’s stability. The first is the **Lord Regent**, who rules from the palace in Etris and is rarely seen in public, delegating authority through trusted officials. His leadership is generally viewed as calm, decisive, and effective. The second is **Maestro Evengarde Rest**, the master of the Vigil Swordsmen on the Isle of Vigils. Known across the Luminants as one of the greatest living swordsmen, Evengarde is a symbol of Etrea’s martial tradition and discipline.
Etrea is currently engaged in open war with [[The Central Authority]] a conflict that has reinforced the kingdom’s inward focus and strict governance. Within Etrea, life continues under a strong sense of order and control. Records, traditions, and public narratives present the current era as one of continuity rather than change, and most citizens regard the kingdom as stable, if tightly governed.
Etrea is currently engaged in open war with [[The Central Authority]] a conflict that has reinforced the kingdom’s inward focus and strict governance. Within Etrea, life continues under a strong sense of order and control. Records, traditions, and public narratives present the current era as one of continuity rather than change, and most citizens regard the kingdom as stable, if tightly governed.
## Related notes
- [[Factions/Factions|Factions]]
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The Knives are known to work for [[The Central Authority]] in secret, disrupting Etrean movements and capturing members of [[The Children of Navae]] for transport to Fort Merit. Despite this cooperation, they are not truly loyal to the Authority and are treated more as disposable assets than allies. Rumors about their past vary, some claim they were once whalers in an earlier age, others believe their “hunt” has simply grown larger over time.
Whether they are guided by a higher power or driven by obsession is unclear. What _is_ clear is that encounters with the Knives of Eylis rarely leave witnesses behind.
Whether they are guided by a higher power or driven by obsession is unclear. What _is_ clear is that encounters with the Knives of Eylis rarely leave witnesses behind.
## Related notes
- [[Factions/Factions|Factions]]
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Rather than acting openly, the Ministry works through pressure and corruption. They destabilize regions, turn allies against each other, and let disasters unfold while guiding events from the shadows. Their leadership is said to consist of **Nine Prophets**, beings who wield immense influence and no longer think like ordinary mortals. Ministry operatives include Shadowcasters, blood cultists, and creatures altered beyond recognition. Their presence is often marked by the Krulian Knife, a weapon also found among abyssal entities such as the Ferryman, hinting at how deeply their reach extends. Some claim a Prophet has infiltrated leadership somewhere.
The Ministry is hostile to nearly every major power, but they do not wage war in the traditional sense. They collapse systems rather than confront them, offering power to the desperate and silence to the curious. Those who serve the Ministry are not celebrated or remembered. When they are no longer useful, they simply vanish, leaving behind no records, no graves, and no one willing to speak their names.
The Ministry is hostile to nearly every major power, but they do not wage war in the traditional sense. They collapse systems rather than confront them, offering power to the desperate and silence to the curious. Those who serve the Ministry are not celebrated or remembered. When they are no longer useful, they simply vanish, leaving behind no records, no graves, and no one willing to speak their names.
## Related notes
- [[Factions/Factions|Factions]]
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Internally, patience is wearing thin. Scope, one of the Company’s senior officers, has made it clear that their cooperation with the Authority has limits. If the contracts stop being worth the cost, the Summer Company will look elsewhere for allies and buyers.
They are not a nation, and they do not claim moral authority. The Summer Company exists to build weapons, sell them, and stay alive in a world that is quickly learning how dangerous those weapons can be.
They are not a nation, and they do not claim moral authority. The Summer Company exists to build weapons, sell them, and stay alive in a world that is quickly learning how dangerous those weapons can be.
## Related notes
- [[Factions/Factions|Factions]]