vault backup: 2026-03-12 12:16:42
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[[The Ministry]]
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[[The Ignition Union]]
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[[The Summer Company]]
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[[The Knives of Eylis]]
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[[The Hundred Legions]]
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[[The Central Authority]]
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[[The Children of Navae]]
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[[The Kingdom of Etrea]]
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[[The Divers]]
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[[The Hive]]
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The Central Authority is a vast imperial power that governs through strict law, military force, and an entrenched bureaucracy. Its soldiers are recognized by their crimson coats, a symbol meant to represent unity and order across the Luminants. The state is ruled by **Drallis Ehr**, the Grand Sovereign, a distant and carefully managed public figure credited with holding the empire together. Beneath him, the Authority is enforced through a rigid hierarchy of Wardens, Inquisitors, and Shock Corps officers, each tasked with preventing unrest before it can spread.
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The Authority’s influence stretches across much of the known world, from Fort Merit in the East to the plains of Markor. Its military draws heavily from [[Adret]] ranks and is structured around clear divisions of status and privilege. Lower-ranking soldiers are typically trained in basic Flamecharm, while elite units make use of Thundercall interrogation methods and Frostdraw commanders. Rank within the Authority is more than a battlefield distinction, it determines legal protection, access to resources, and political safety.
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Among the Authority’s most visible commanders in the East is **Warden Jericho**, a high-ranking officer publicly associated with the war effort against Etrea. To citizens and soldiers alike, figures like Jericho represent the Authority’s belief that peace must be enforced decisively, even at great cost.
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Rather than relying solely on its own forces, the Authority contracts outside groups to handle dangerous or deniable operations. These include [[The Ignition Union]], [[The Summer Company]], [[The Divers]] and [[The Knives of Eylis]]. These relationships are transactional, not loyal. The Authority funds them, allows rivalry between them, and intervenes only when its own interests are directly threatened.
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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.
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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.
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The Children of Navae are a nomadic people who live in cold, remote regions far from most settlements. They are quiet, spiritual, and deeply connected to Frostdraw. The tribe worships Navae, a goddess associated with ice and shadow, whom they believe protects those who endure hardship in silence. Most Children of Navae are [[Gremor]]s, though outsiders are not unheard of. Their culture revolves around rituals, oral tradition, and strict respect for their beliefs.
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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.
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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.
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The Divers are an organization dedicated to exploring and surviving the Depths. They were formed after the Tides, when it became clear that understanding what lay below was necessary for survival. More than any other group, the Divers specialize in navigating hostile environments, documenting what they find, and finding ways to return alive.
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Their main headquarters is the Markor Citadel in the Central Luminant. Active operations are run out of Castle Light, a heavily fortified structure located in the First Layer of the Depths. From there, Diver teams descend into deeper layers, often with little support and no guarantee of return.
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Although funded by [[The Central Authority]], the Divers operate with a high degree of independence. Their relationship with the Authority is tense and transactional. Other factions often dismiss them as loyalists or expendable assets, but the Divers largely ignore political disputes. Their focus is survival, knowledge, and preparation for what may come next.
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Joining the Divers is extremely dangerous. The majority of recruits do not survive long enough to complete training. Those who do must pass the Citadel Trials, which are designed to test physical endurance, mental resilience, and the ability to function under constant pressure. Advancement within the organization is earned through survival, progressing from Apprentice to Journeyman and, in rare cases, to Black Diver.
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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.
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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.
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The Hive is a collection of highly advanced societies organized around enormous living structures known as Greathives. These Greathives function as cities, laboratories, and command centers all at once. Greathive Aratel is the most familiar example to outsiders. While considered unremarkable by Hive standards, it still surpasses most nations in technology, coordination, and long-term planning.
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Hive society is overseen by Hivelords, who in turn answer to the Greatlord whose roles and intentions are not fully understood. The population consists mainly of Vesperians and Ganymedes, with a smaller number of Chrysids. Chrysids once played a central spiritual role within the Hive, but many left to follow the Moonlit Faith. Those who stayed did so out of commitment to the Hive’s goals rather than belief.
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The Hive does not worship gods or rulers. Its loyalty is to structure, efficiency, and growth. Central to this is the **Song**, a force they manipulate through Lifeweave. Lifeweave allows trained individuals to alter and redistribute living essence, blurring the line between biological science and magic. This capability underpins much of the Hive’s power and influence.
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For a long time, the Hive maintained strict control over Ironsing, eliminating anyone who attempted to spread its use outside their domain. That monopoly was broken by Adar, Master of Metal, whose actions allowed Ironsing to reach the wider world. The loss of that control remains a point of resentment within Hive leadership, though any response has been careful and calculated.
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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.
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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.
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The Hundred Legions are a massive military force originating from the West Luminant, made up of one hundred individual legions trained under the same rigid doctrine. Only the **11th Scouting Legion** currently operates in the East. Once allies of [[The Central Authority]], the Legions severed that relationship after an unknown breakdown in trust. Since then, they have acted independently, following their own codes rather than any external command.
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Legionnaires wear bronze armor inspired by ancient western empires, designed for both discipline and intimidation. Most of their ranks are made up of Khans, warriors marked by ceremonial crowns that signify rank, heritage, and earned authority. These crowns are not decorative; they are symbols of status, worn only by those who have proven themselves in service and combat.
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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.
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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.
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The Ignition Union began as a mining collective working in some of the most dangerous regions of the Luminants, including the tunnels beneath Summer Isle, the ruins of Celtor, and the Frontier Furnace. Over time, constant exposure to the Depths forced them to become something more than laborers. Today, the Union operates as a heavily armed industrial force, equipped to mine, fight, and survive in places where most factions refuse to go.
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Union members are trained in Flamecharm, Thundercall, and the rare attunement known as Ironsing. Their weapons are built for durability and raw force rather than elegance. Originally hired to extract resources, they gradually took on the role of Depth-hunters, clearing monsters and securing territory through sheer numbers and coordination. The Central Authority funds much of their work, using the Union as a blunt instrument to deal with threats it does not want to face directly.
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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.
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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.
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The Kingdom of Etrea lies within the Etrean Luminant, a windswept region known for its harsh weather and strict borders. Centered around the capital city of Etris and the Isle of Vigils, Etrea is a long-standing monarchy shaped by tradition, discipline, and isolation. Leadership of the kingdom rests with the **Lord Regent**, who governs from Etris and is recognized as the rightful authority of the realm.
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[[Etrean]] soldiers are easily identified by their white, green, or violet armor, curved blades, and use of wind-based [[Combat/Mantras]]. Etrean culture places strong emphasis on discipline, restraint, and loyalty to the state. Training is rigorous, formality is expected in all public life, and hierarchy is strictly enforced. Vigil Swordsmen are trained to fight with precision and composure, while Royal Guards adhere to exact protocol.
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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.
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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.
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The Knives of Eylis are a mercenary group that operates out of the Central Luminant’s criminal underworld. They are not a nation, a cult, or a formal army. They work for pay, contracts, or favors, and their loyalty rarely extends beyond the job in front of them. What sets them apart from other killers-for-hire is their devotion to Eylis, a being they call the Punished Dreamer, whom they believe guides their actions from a place known as the Voidheart.
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Their work is usually discovered after the fact. Ships disappear at sea. Supply convoys are found destroyed with no survivors. People vanish without witnesses. In many cases, the only sign left behind is a distinctive curved knife driven into the body of the target. This signature has made the Knives infamous, even among other criminal groups.
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Members of the Knives swear a strange Oath that grants them limited control over time, allowing them to slow their surroundings during combat. This makes them extremely dangerous despite their relatively small numbers. They wear worn, sea-stained armor and carry themselves like experienced hunters rather than soldiers. The group favors careful planning and ambushes, often tracking targets for long periods before striking.
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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.
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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.
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The Ministry operates out of hidden places like the frozen ruins of Minityrsa, but it would be a mistake to think of them as a normal faction. They have no borders, no banners, and no standing armies. Instead, they exist as a secretive cult whose influence spreads quietly through individuals, institutions, and fear. Their members move unseen, cloaked in black, using forbidden magic and speaking in coded language meant only for those already ensnared.
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The Ministry believes the world above is flawed and must be brought down into the Depths. They worship drowned gods and see past catastrophes not as tragedies, but as successes. Celtor’s fall is often cited in their teachings as proof that the Overworld can be offered up and remade. To achieve this, they rely on rituals, manipulation, and pacts that grant power at an extreme cost. Contractors are central to their plans, acting as both tools and sacrifices in service of a larger design. Some of these agents have risen to positions of great authority across the Luminants.
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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.
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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.
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The Summer Company operates out of Summer Isle, a harsh, sun-baked island where industry matters more than politics. They are a small but highly influential group, best known for inventing firearms in the New World. Revolvers, flintlocks, and early rifles all trace back to their workshops, and most of that progress is credited to Gunsmith Rosen, whose designs still shape modern combat.
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The Company was founded on invention and trade, not expansion. Summer Isle is their only territory, and they have little interest in ruling land or people. Their relationship with the Central Authority is strictly practical. Even after being cheated, exploited, and kept at arm’s length, they continue to supply weapons because it keeps their people fed and their forges running.
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That balance has started to fall apart. [[The Ignition Union]], once another contractor of [[The Central Authority]], openly broke ties and launched a violent raid on Summer Company workers, killing many of them. The Company responded with force, and fighting has since spread across Miner’s Landing. This conflict isn’t about ideology or conquest, it’s about survival and protecting their work.
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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.
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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.
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