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- “ so weep for ash, and weep for ruin -
for embers fade, and swells the sea.
hold on to hope, and in so doing
beware - the Tide comes too for thee. ” - ― To Sleep, Dreaming (Contour 4) Description
Contents
- 1 Description
- 2 Figures
- 2.1 The Lord Regent of Etrea, The Fourth Prophet of the Ministry, Zi'eer
- 2.2 Sovereign Drallis Ehr, Overseer of Epochs
- 2.3 The First Prophet
- 2.4 The Second Prophet
- 2.5 The 5th King of Etrea
- 2.6 Duke Ishamon of Erisia
- 2.7 "Maestro" Evengarde Rest
- 2.8 Akira, The Black Diver
- 2.9 Amorus Pleeksty
- 2.10 Chaser, Scholar of the Burning Blood
- 2.11 Colonel Hoffa
- 2.12 Venn Kaelhand
- 2.13 Dr. Carrion, Father of Evolution
- 2.14 Deukalion Akarad, the First Black Diver
- 2.15 Viqh, Lightkeeper of the Eastern Lighthouse
- 2.16 Klaris Llfiend, Mother of Lights
- 2.17 The Meat Lord
- 2.18 Warden Jericho
- 2.19 Gunsmith Rosen
- 2.20 The Dreadstar
- 2.21 Kaide, the Drowned Light
- 2.22 Mother Ku
- 2.23 Alsin
- 2.24 Navae
- 2.25 Yun'shul
- 2.26 Ethiron
- 2.27 Korilfiend
- 2.28 Drowned Gods
- 2.29 The Nestmind
- 2.30 The Ferryman
- 2.31 Haske Vantage
- 2.32 Sudaruska the Unbroken
- 2.33 Songmaster Tzaraan
- 3 Locations
- 3.1 The East Luminant
- 3.1.1 Eastern Interstitial Lighthouse (Eastern Luminant)
- 3.1.2 Erisia (Etrean Luminant)
- 3.1.3 Songseeker Wilds (Eastern Luminant)
- 3.1.4 Ancient Rotlands (Eastern Luminant)
- 3.1.5 Starswept Valley (Eastern Luminant)
- 3.2 Central Luminant
- 3.2.1 Markor
- 3.2.2 Markor Citadel
- 3.2.3 Lullaby Isles
- 3.2.4 The Stoneseye Range
- 3.3 Southern Luminant
- 3.4 Northern Luminant
- 3.5 Western Luminant
- 3.6 Voidsea
- 3.6.1 Boatman's Watch (Voidsea)
- 3.7 Constellia
- 3.8 The Depths
- 3.8.1 Scyphozia, The First Layer
- 3.8.1.1 The City of the Drowned (The Depths, First Layer)
- 3.8.1.2 Castle Light (The Depths, First Layer)
- 3.8.2 The Eternal Gale, The Second Layer
- 3.8.2.1 Ethironal Shrine (First floor)
- 3.8.2.2 New Kyrsa (Second Floor)
- 3.8.3 The Vents, The Third Layer
- 3.8.1 Scyphozia, The First Layer
- 3.1 The East Luminant
- 4 Factions
- 4.1 The Kingdom of Etrea
- 4.2 The Children of Navae
- 4.3 The Hundred Legions
- 4.4 The Summer Company
- 4.5 The Ministry
- 4.6 The Knives of Eylis
- 4.7 The Ignition Union
- 4.8 The Central Authority
- 4.9 The Hive
- 4.10 The Divers
- 5 Groups
- 5.1 The Vigils of Wind
- 5.2 Contractors
- 5.3 The Golden Rats
- 5.4 The Apothecary
- 5.5 Songseekers
- 5.6 Bandits
- 5.7 The Old Stewards
- 5.8 The Pathfinders
- 5.9 The Covenant of Flame
- 5.10 The Circle of Honor
- 5.11 Kyrsgarde
- 6 Race Lore
- 6.1 Etrean
- 6.2 Celtor
- 6.3 Adret
- 6.4 Canor
- 6.5 Gremor
- 6.6 Khan
- 6.7 Felinor
- 6.8 Vesperian
- 6.9 Capra
- 6.10 Ganymede
- 6.11 Chrysid
- 6.12 Tiran
- 6.13 Krulians
- 6.14 Lightborn
- 6.15 Celestials
- 6.16 Primal Vesperians
- 7 Attunement Lore
- 7.1 The Four Attunements of the Canticlysm
- 7.2 Flamecharm
- 7.3 Frostdraw
- 7.4 Thundercall
- 7.5 Galebreathe
- 7.6 Shadowcast
- 7.7 Lifeweavers
- 7.8 Ironsing
- 7.9 Water Magic
- 8 Oath Lore
- 8.1 Blindseer
- 8.2 Visionshaper
- 8.3 Oathless
- 8.4 Jetstriker
- 8.5 Linkstrider
- 8.6 Starkindred
- 8.7 Arcwarder
- 8.8 Dawnwalker
- 8.9 Silentheart
- 8.10 Fadetrimmers
- 8.11 Contractors
- 8.12 Warmasters
- 8.13 Deepwoken
- 8.14 Voidwalker/Void Oath
- 9 Murmur Lore
- 9.1 Whispers of Ardour
- 9.2 Whispers of Tacet
- 9.3 Whispers of Rhythm
- 10 Before the Tides: Before years were invented (Old World)
- 10.1 City of Celtor
- 10.2 Life before the Tides
- 10.3 The Old Texts
- 10.4 The Origin of Adrets
- 10.5 Currency
- 11 Deepwoken: 0000-1271 (New World)
- 11.1 The Song
- 11.2 The Canticlysm
- 11.3 The Tides
- 11.4 The Great Drowning of Celtor
- 11.5 The Depths
- 11.7 Kingdom of Etrea's Past Rulers
- 11.8 Driftlands
- 11.9 Resonance Bells
- 11.10 Voidfog
- 11.11 Timeline
- 11.12 Unknown Timeframe (Ordered Roughly)
- 11.13 Year 1180
- 12 Deepwoken: 1271-1363
- 12.1 Year 1272
- 12.2 Year 1277
- 12.3 Year 1291
- 12.4 Year 1293
- 12.5 Year 1296
- 12.6 Year 1350
- 13 Deepwoken: 1363
- 13.1 Year 1363
- 13.2 Year 1383
- 13.3 Year 1387
- 14 Monsters
- 14.1 Megalodaunts
- 14.2 Lionfish
- 14.3 Mudskippers
- 14.4 Primadon
- 14.5 Brainsuckers
- 14.6 Deep Widows
- 14.7 Bone Keepers
- 14.8 Bounders
- 14.9 Husks/Carbuncles/Parasites
- 14.10 The Enforcer(s)
- 14.11 Nautilodaunt
- 15 Player Lore
- 15.1 Castaway
- 15.2 Deepbound
- 15.3 Voidwalker
- 15.4 Power Level
- 15.5 Character Deaths
- 16 Miscellaneous
- 16.1 Lightkeepers
- 16.2 Materials
- 16.2.1 Metals
- 16.3 Lightkeeper Temple Glyphs
- 16.4 Tempest Eye
- 16.5 Animals
- 16.6 Guns
- 16.7 Mental Veils
- 16.8 Language
- 16.9 Motifs
- 17 Music
- 17.1 The Gideshu March
- 17.2 Masters of the House
- 17.3 Ascension (Interlude)
- 17.4 A Memory of Tides
- 18 Trivia
- 19 References
Description[]
The lore of Deepwoken is vast and scattered across the sea. Pieces of lore can be discovered in-game through dialogues, books, descriptions, landscapes, and places, such as the Towerstruck Lands, the City of the Drowned, and many more.
DISCLAIMER: Contributors of this page may input misinformation about lore either intentionally or by accident, as they all come from the Deepwoken player base, which could lead to misinterpretation by some individuals. This page is based on the game and the developers themselves (Arch_Mage, Naktigonis, ragoozer, etc.).
Figures[]
The Lord Regent of Etrea, The Fourth Prophet of the Ministry, Zi'eer[]
"Ah, perfect. All I needed was for you to secure the area. Your services will no longer be of use to me." - Lord Regent, after the player defeats Duke Erisia and returns back to him before he promptly kills them.
- The Lord Regent—true name "Zi'eer"—is a mysterious individual and contractor who rose to power and has absolute control over Etrea, staying exclusively within his palace in the capital city and secretly being the Fourth Prophet of the Ministry.
- Nobody in Etris is sure of where he originates, but they accept him for his formidable power, and his actions appear to be in the best interests of Etris.
- Lord Regent is the Fourth Prophet out of nine Ministry Prophets; a ranking system based on strength.[1]
- When speaking with the Bookworm about Etris' previous rulers, we learn all of their histories were recorded in books stored within the city's official history office, though the office was destroyed before the events of the game, when the current Lord Regent rose to power. It is believed that Zi'eer wanted to hide or seal Etris' history.
- Many locals believe that Lord Regent is stricken with some illness because he never leaves his palace even while remaining the ruler of Etrea.
- His strength and power come directly from the Depths, almost equivalent to the Krulians, though at the cost of movement.
- The Lord Regent is not a Krulian.
- In the book "Operation 'Puppet Master' Report," we learn that after shattering an Etrean guard's mental veil, an Authority inquisitor saw what he believed to be the Lord Regent's true form: "a horrible creature staring at me, its black tendrils flowing down its body like ribbons and its multiple emerald shaped eyes drilling straight into my consciousness." Breaking this veil also caused the guard's eyes to explode.
- Lord Regent's power is increased incredibly by sitting on his throne. He can go from barely defeating Akira to easily defeating Akira with "low difficulty." It also allows him to surpass the Ferryman when at full strength.[1]
- The Lord Regent's age is somewhere in his 40s, given that he has Tier 1 Wrinkles, but this may not indicate his actual age, as he is likely immortal.
- Based on Jericho's journal, the Kingdom of Etrea's current rulings may cause a great war; eventually leading to another Great Drowning.
- The Lord Regent's power is unique and is likely not associated with any attunement. Some of this power can be gained from the Contractor Oath.
- Though it is not Shadowcast,[2] it is similar in appearance to it, and in "God in the Machine," after an individual named Ryrda obtained Shadowcast, he witnessed a vision of himself dying via the Regent's signature Judgment attack.
- The Lord Regent is very secretive about where he obtained power and will exterminate anyone who attempts to uncover it. When Kennith had doubts about Lord Regent's actions, he was executed, and his mangled corpse was hung on a wall after he tried acquiring information about Lord Regent from the locals of the city. The Lord Regent even uses you as a pawn to fetch out an artifact by the name of "the Forge of Sin."
- If you enter the throne room without having permission from the Lord Regent, he pulls you into the air using threads with his contractor oath before instantly killing you, regardless of level. He will also do this after completing the Duke Erisia questline, but not if you are trying to obtain the Contractor Oath.
- He appears to hold a particular disdain towards Canor people. Schnitzel notes that the "new leader is very strange," suggesting that previous rulers of Etrea allowed the entry of Canor merchants into Etris and that the current Lord Regent does the opposite for reasons unknown.
- This may be because of the Canor's history with the Authority, with whom they are currently at war; however, considering that player Canors are met with little discrimination, it may be simply because Schnitzel appears to have rather little education.
- His goal is seemingly to manipulate Etris' prospects to seize the island to the Tides, as once happened to Celtor in the south thanks to their mysterious new leader.
- Considering it is unknown how long ago this event occurred, it is speculated that it may have been caused by the same person.
- The book "Stars Above, and the Blade Between" features a mysterious Shadowcaster, who may well be linked to the Ministry, orchestrating the assassination of the King of Etrea and thus clearing the way for the Lord Regent, Zi'eer, to ascend into power.
Sovereign Drallis Ehr, Overseer of Epochs[]
- Grand Sovereign of the Central Authority.[1]
- Often called "Lumen's Savior."
- Presumably an Adret, given the biases of the Authority.
- Gained this position after withstanding something known as the Godstorm.[1]
- The description of the Authority's helmet mentions that no one has seen the Sovereign's true face.
- Possibly the individual referred to in the Teacher's dialogue for a story of Fortitude.
- When asked, developer ragoozer simply stated that it is up to the interpretation of the reader.
- Even more powerful than the Lord Regent.[1]
- A theory stated to be "close to the actual lore" says that Drallis Ehr is controlled by the Celestials with the objective to unite all Lumen under one banner, so that they may fight off the Drowned Gods like the Celestials did in the past.[1]
- Both the Etrean Luminant and Eastern Luminant maps were commissioned under his name.
The First Prophet[]
- The strongest Ministry Prophet.[1]
- Surpasses all the world leaders, including the Lord Regent and Drallis Ehr.[1]
- On par with even the strongest/higher Krulians.[1]
- A Deepwoken, along with Pleeksty.[1]
- It is said that the First Prophet created the Ministry since the Tides came, suggesting he is as old as Pleeksty or even more.[1]
- It is speculated that he lost his humanity.[1]
- It is said that if the First Prophet and Pleeksty were to fight, the First Prophet would win in a difficult battle.[1]
The Second Prophet[]
- The second strongest of the nine Ministry Prophets.[1]
- Gave Chaser his hemokinetic abilities.[1][3]
- Master of Chaser and probably other apprentices.[1][3]
- His only known power is blood control, which is likely much more powerful than Chaser's blood powers.[1][3]
The 5th King of Etrea[]
- The previous ruler of the Kingdom of Etrea, before his rule was taken by the Lord Regent under his banner.
- Not much is known about the King of Etrea, but Theadre speaks of him.
- Theadre acts hostile to you, saying that the King of Etrea will "...Cast aside the aspirations fabricated by your kind.", though he refers to you as "kin" if you are Etrean. It is unclear if Theadre speaks true for the King- if so, what approach will The King of Etrea take?
- Theadre also calls the King a "god amongst men" and mentions that he "commanded the murmurs greater than any other" with his Murmur being able to "cut the seas themselves".
- The King of Etrea has a potent version of Ardour; a Murmur that has the ability to convert itself into raw strength.
- The teacher charisma dialogue refers to the King of Etrea, suggesting that he sacrificed himself for Etrea and could possibly be dead: "*The Pathfinder tells you a story of a great King who sacrificed himself for his people. You feel empowered by his sacrifice. Is this a story about the King of Etrea? *"
- The King of Etrea is rumored to be in The Depths, but further evidence is required.
- The King of Etrea wields the legendary "Splinterblade", which is what the Shattered Katana is fashioned after.
- Stars Above, and the Blade Between sheds some light on the situation, assuming that it's an autobiographical work.
- The King is said to have been cruel and caused the Etreans to suffer, but he kept such things a secret.
- The protagonist is tasked to assassinate the King during a voyage in the Voidsea, the sword used implied to affect him once sent to The Depths.
- However, the one informing the protagonist is a Shadowcaster, who may well be linked to the Ministry. As such, this information should be considered fallible.
- When ragoozer was asked if he was also strengthened by the throne, his reaction was:
Duke Ishamon of Erisia[]
"The ruins of that city will never cage me. And with what's at stake... I can't stop now." - The Duke of Erisia, talking to the Player
- The Duke, known for his creation of the Golems that roam Erisia Island, is a Celtor Galebreathe user who fights the player during the "The Lord Regent" Quest.
- The Duke sealed himself deep within his Manor, locked behind a black iron gate. What lies deep in his chambers are Rock Golems, Brainsuckers and Mindless Servants.
- The Duke knows The Lord Regent, but it's unknown how much the Duke knows about him. It's most likely that he knows about Zi'eer's intentions since before you execute him he sometimes says: "Vermin! You seek to let Celtor repeat?"
- He comments about the prospects of Etris and The Authority itself, as its future is looking grim due to the ruling of The Lord Regent.
- Despite being kind of insane, committing a genocide, and carrying out numerous unethical experiments on his citizens, Duke seems to have good motives, believing that all he is doing is to save Lumen. Worth noting, but in no way justifies his actions.
- He wields a light green Resonance Bell on his right belt, allowing him to raise Golems out of stone. These Golems were sustained by his own power, and it was observed that he could only upkeep a handful at a time to guard his estate in Celtor before he acquired the Forge of Sin.
- Before Erisia Island sank into the Voidsea, The Duke ordered his Golems to kidnap and even kill his own people. It's unknown what motives drove him to perform such a massacre.
- The Duke extracted an Artifact from the Temple Of The Forgotten Flame after Erisia Island went back up to the Etrean Luminant, presumably the Forge of Sin, and brought it back to his Manor.
- The Mindless Servants which guard his mansion are vacant and his Golems, unlike other creatures, possess human souls which can fuel the Jar of Souls resonance, leading to the theory that the Forge of Sin has been used to transfer Erisia's inhabitants souls to power his stone servants.
- This may explain why The Hive has similar relics, but in a green, swampy color, drawing on the power of nature rather than human life for their constructs.
- The Golems were largely docile for a good period of Erisia's history, due to their lack of numbers, or possibly not even being present at the Erisia mansion while he was having them guard his Celtor estate. The use of human souls via the Forge allowed actual full-scale production of them, as it gave the Golems a power source that wasn't reliant on the limits of Duke Erisia's bell.
- The Duke goes through the same process of escaping the Depths every time he's killed in his manor, hinted by one of the lines of dialogue when facing him for the second time.[2]
"Maestro" Evengarde Rest[]
- "Maestro" Evengarde Rest is the presumed leader of the Vigil Guard and is highly respected by all of them.
- He resides within the Isle of Vigils and is found in their dojo, watching people train. A kind of intimidating air lingers around him, and it prevents you from introducing yourself to him until you save a Vigil swordsman named Isaac.
- Evengarde is a very powerful swordsman, being able to wield all 3 weapon types. He mainly uses katanas, as they are Etrean Blades.
- He is respectful towards those who save his Vigils, and even feels as if he is in their debt while also valuing strength, stating that he'll only teach those who "display some level of competence" if you lack 75 points in your weapon type's proficiency stat.
- His main weapon type is medium, but he is also a master of the other two.
- Kelsius, the keeper of the Vigil library, is highly grateful towards Evengarde for taking him in, in spite of his complicated past as war criminal and Authority soldier.
- Evengarde is one of, if not the strongest Galebreather of the modern age.
- Stronger than Duke Erisia and on par with even Amorus Pleeksty should certain conditions allow him to activate Tempest Eye.[1]
- User of Tempest Eye. The only ability that Tempest Eye is currently known to grant to its user is the ability to parry any attack, including attacks that are normally not able to be parried, such as a Megalodaunt kick.[1]
- Evengarde, somehow, knows of the Lord Regent's true nature, and wishes to remove him. However, as the Authority is present in the East and is growing more desperate by the day, removing the Lord Regent would almost certainly result in them carrying out a last ditch full frontal assault, the scale of which not even Evengarde could repel, especially given the distance Etris is from the Isle of Vigils and the logistical and tactical issues that would come with it. As a result, he's biding his time and searching for powerful allies so that they may allow Etrea to finally stand on its own after decades being pushed around by the Ministry and the Authority.
Akira, The Black Diver[]
"Another one...? You've got to be kidding me." - Akira
- Akira is found as an encounter in The Depths, within the outskirts of Celtor Wastes.
- Though a normally capable fighter who deals with deeper layers, the higher ups have reassigned him to the First Layer to take care of recruits, much to his chagrin.
- Akira wields a purple Corrupted Resonance Bell, which allows the ability to instantly kill those who are significantly weaker than himself, although the closer the distance between Akira and his foes powers the more of his lifespan using this bell will drain.
- This is probably another reason why he remains in the First Layer despite his rank, as taking on the threats below will just slowly kill him.
- Strong enough opponents like Klaris will not be instantly killed by the bell.[1] This explains why he retreats when you pick the Charisma option dialogue with 100 Charisma, fooled into thinking that you're too strong and that he can't use his bell to instantly kill you, or at least not without shaving a good amount of his lifeforce off.
- Akira is in charge of clearing out Research Sites and Recruit Field Training.
- Nobody knows what he's reading.
- He once had wielded Akira's ring, a legendary ring which adds 1.2 WP scaling to all weaponry, but has long since discarded it due to himself no longer needing "such trinkets". He's likely become overconfident thanks to his bell.
- The katana he wields isn't strapped to his back; it's floating. (Yes, this is canon).[1]
Amorus Pleeksty[]
"The Eternal Flame, and the failure of man..." -One of Amorus Pleeksty books.
- An immortal who brought the concept of Flamecharm to the world by devouring a chunk of Korilfiend, in the form of a meteor flower found in the Third Layer, allowing him to communicate with and 'charm' fire, making him the only true Pyrokinetic Flamecharmer.[1]
- He and the First Prophet are the only known Deepwoken.[1]
- 'Would beat Akira up and down the eastern lum.'[1]
- Most likely to be stronger than Lord Regent with the throne buff and be able to put some decent fight to the First Prophet due to both of them being Deepwoken.
- His Race is unclear, do to undergoing constant revisions during development. The three known Races he could be are: Ganymede, Vesperian or Tiran.[1][2] Currently, it is believed that he is a Tiran from the West Luminant.
- Is or was a very prestigious Black Diver, having the respect of most of the Divers, however his actual relation to the Divers is unknown.
- Became a Deepwoken long before the Divers were founded, joining their ranks once they had formed.
- Many people think he is dead due to be the only known person to go to the third layer. However, since he is immortal, he just spends most of his time in the third layer, going almost unseen.
- The Covenant of Flame and the Flame Worshippers view him as a god, but he has limited interactions with them and sees them as a fan club.
- Apparently, he also writes books, with the only known one being "Flame and the failure of man", which Ploom was reading.
- Has maintained his sanity despite living in the Third Layer for so long.[1]
- A 'chill guy.'[1]
- Apparently he has disciples and apprentices. What he teaches to his disciples is unknown, but probably he teaches them topics about the philosophy of the covenant of flame, the best use of Flamecharm and topics about the Third Layer and Korilfiend. The amount of disciples he has is unknown, but one notorious disciple of Pleeksty is Venn Kaelhand, the original user of the First Light.[4]
- Since he brought Flamecharm to the world, it is believed he was alive since the Old World, where all the Attunements except Shadowcast were discovered.
- He is referenced in many mantras and items, Flame Within is an example.
Chaser, Scholar of the Burning Blood[]
"Oh, a human? Far from home are we?" -Chaser.
- Chaser was a Black Diver sent down into the Eternal Gale by the Divers in their first expedition to the Second Layer. He was secretly an operative working for The Ministry, under the orders of the Second Prophet.
- For unknown reasons, he joined The Divers, receiving education from Markor Citadel.[5]
- He graduated from the Markor Citadel as one of their best students, only outclassed by Klaris and Akira.[5]
- He later betrayed them and joined The Ministry following his graduation.[1]
- He made a deal with the Kyrsgarde. The nature of this deal is unknown.
- He volunteered for the mission himself so he could lead it, but by the time they reached the Ethironal Sanctuary he slaughtered the fraction of his team that remained with him and didn't escape. He decided to make his team out of mainly Diver Apprentices so they couldn't cause any trouble for him.
- He killed two more expeditions after this, and may have killed even more, such as Ignition Union members.
- One of his victims was an Ignition Union Deepdelver, presumably named Beta.
- He somehow managed to scavenge bells from his deceased colleagues, though he can't use them.
- Though he is an Adret, he has a never before seen facial markings for the race.
- He can manipulate blood, a power gifted to him by the Second Prophet as an Oath.[1]
- Slightly less powerful than a Power 20 player.[1]
- Currently trapped in the Ethironal Shrine of the Second Layer due to the time dilation, damned to cause his own death in a desperate bid to reach New Kyrsa over and over for the rest of eternity. The time dilation affects him because he is literally standing on top of New Kyrsa, The Sleeping City.
- Despite not using them in the fight against him, he uses a pair of Flareblood Kamas designed and created by him during his time as an apprentice under the Second Prophet.[3]
Colonel Hoffa[]
- (ragoozer) Powerful Ignition Union Deepdelver.[1]
- On par with Akira.[1] Maybe The Ignition Union's equivalent to Akira?
- Possibly an Arcwarder.
Venn Kaelhand[]
- Deceased disciple of Amorus Pleeksty.[4]
- Most probably a user of Flamecharm who was able to mix Flamecharm with this weapon.[4]
- Original user of the First Light.[4]
- Dedicated himself to the study of beasts altered by Korilfiend's influence, becoming so deeply immersed that it lead to his death.[4]
- Probably not very strong despite being a disciple of Amorus Pleeksty, due to him meeting his end at the hands of a Crimson Megalodaunt, a relatively weak creature.[4]
- However, it's entirely possible that it either caught him off guard or was more powerful than the average Crimson Megalodaunt due to being in closer proximity to Korilfiend.[4]
Dr. Carrion, Father of Evolution[]
"You should hurry little diver.... Ethiron's wake is soon to commence." -Dr. Carrion
- One of the founding Divers.
- Leader of the Apothecary.
- Seeks to transcend people through the use of a potion named the Moonseye Vigour.
- Drinking a prototype of the potion lead to him going insane and his eyes turning green.
- Sometimes threatens people with being turned into potions. Whether this is some kind of ability, him just using their corpses as ingredients or more mad rambling is unclear.
- Can convert the body parts of monsters into a form that lets people use their abilities.
- He is known to the Divers by the name of Dr. Diver, and to the Apothecary as Dr. Carrion. The reason he changes his name is unknown.
- Despite his constant insanity he is a genius in terms of knowledge of the Depths and in Alchemy.
- His strength is unknown but is supposed to be somewhat powerful, being able to enter New Kyrsa and escape it without problems, and also being seemingly immune to Ethiron's mist that brainwashed the Kyrsgarde, as well as New Kyrsa's time dilation.
- He uses a unique weapon called the "Moonseye Scalpel."
Deukalion Akarad, the First Black Diver[]
- Deukalion Akarad, or commonly known as Akarad, was the first Black Diver, and leader of the Black Divers appointed into an expedition to the Depths by the High Convocation into the unknown, being also the first documented expedition from the recently formed "Citadel Divers" or more known as "The Divers".
- He died along with all of his expedition team when they returned to the surface and their souls were ripped out by crossing through the Boundary without the proper preparation.
- Made a great inspiration to the rest of the Apprentice Divers, being able to inspire the apprentice Divers even in his death.
- The name of his expedition team was the "Pioneer Divers", the ones who heard the "Song of Fathoms" for the first time.
Viqh, Lightkeeper of the Eastern Lighthouse[]
"My Burden is Light." -An Unknown Lightkeeper that only had one shot.
- Currently residing in the Eastern Interstitial Lighthouse.
- In charge of connecting the East Luminant to the rest of the Luminants from the Voidsea.
- Childhood friend of Nimea and teacher of Klaris.
- Her hobby is writing poetry.
- Apparently she is "preoccupied" due to the ongoing war of the Authority and Etrea.
- As stated by Klaris, she isn't allowed to leave the Eastern Interstital Lighthouse due to her value to the Central Authority.
- She was taken when she was a child by the Central Authority due to her possessing the Gift, allowing her to open the Eastern Interstitial Lighthouse and summon in reinforcements for them. However, her being forcefully taken from her friends of and family had the adverse effect of her becoming disgusted with them and their practices, thus choosing not to help.
Klaris Llfiend, Mother of Lights[]
"Ugh... I don't have time to train you apprentices... SCRAM!" -Klaris Llfiend.
- Black Diver of the Canor race.[2] The creator of light hooks.
- Former student of Viqh, Lightkeeper of the Eastern Interstital Lighthouse, stating that "She learned a lot from her gift."
- One of the few people along Nimea to have known Viqh.
- In charge of expeditions into the Second Layer.
- Name bears an eerie resemblance to Korilfiend, Drowned God of Fire,[1] though she herself is not linked to the serpent.[4]
- Slightly stronger than a Power 20 Player. Weaker than Akira.[1]
- Rude, cruel and antisocial. Mistreats those she thinks can't benefit her, including her own colleagues, referring to Mark as a 'bubble-chugging waste of space,' despite his important role as Castle Light's maintainer. She also damned Orlandeau to New Kyrsa over a disagreement, with Orlandeau noting that she would continue to hound him across the world if he escaped.
- Known for the discovery of a Verse of the Song that allows her to recreate light in a similar manner to the way Lightkeepers produce light.
The Meat Lord[]
"Is that how you greet a gentleman? Disgusting." - Meat Lord, maybe
- A wandering chef and salesman that dons the old Authority Captain Uniform and a special variant of the Blackleaf helm and pauldrons, known for his culinary accomplishments. The ultimate sigma male, capable of striking fear into any vegetarian that crosses his way. Has the ability to appear in multiple locations simultaneously.
- It is theorized that the Meat Lord may have the ability to clone himself, thus explaining him being able to be in multiple places at once.
- Sells the best carnivorous food for the best price.
- He is an Adret.
- Rumored to be an incarnation of Dorgan from Rogue Lineage, a being of infinite power.
- Ragoozer and multiple Deepwoken testers have stated that the Meat Lord can solo every Drowned God at once with little difficulty. However, if he were to fight Dorgan, it would always end in a stalemate due to their literally infinite power and endurance.
- If these are true and not just jokes then two things can be assumed:
- The Meat lord is the most powerful character in all of Deepwoken Lore.
- He has the power to kill anything he pleases, yet chooses to do what he enjoys instead of displaying his strength as he understands that killing everyone would void him of joy so he chooses to make meat and sell it. Being what he devotes his time to, this is likely his favorite activity to do.
- Is stated to be just a "Few years away from having his perception of meat blurred to the point of entire Lumen being in mortal danger", according to Destroyman III.
- If these are true and not just jokes then two things can be assumed:
Warden Jericho[]
"I don't know if I will be able to continue my services with in the Authority without breaking my own vows" - Warden Jericho.
- High ranking member of the Authority.
- In charge of overseeing the current war between the Authority & Etrea and all the Authority operations in the East Luminant.
- User of the Warmaster Oath.[1]
- While he is the user of the Warmaster Oath, he mentions that it will not be possible for him to remain loyal to the Oath and the Authority at the same time. Meaning that if something of importance happens, he may leave the Authority or leave the Oath, but we have little information about this.
- One of the few people that knows the true intentions and identity of the Lord Regent while not being aligned with the Ministry.
- Very probably is under the direct command of Drallis Ehr.
- Presumably an Adret or Canor.
- He once had a base in the Tomb of the Nameless Warrior. His current location is unknown, as he is not present in Fort Merit or anywhere else in the Eastern Luminant, yet is directing the war as he gave Sibex orders recently.
- "Can solo every Centurion of the 11th legion" according to Arch_Mage, be sure to note that he only says the one of the 11th Legion, not the hundred legions. As of right now, no known powerhouses exist in the 11th Legion, the only known fighters are the enemy NPCs encountered in game, who are all relative to Authority Captains. He can also beat the 11th Legion NPC Brutus, who uncaps your fortitude.
- He is currently hunting and trying to destroy The Ministry and Contractors.
- Writer of Journals, one of his journals can be found in the Tomb of the Nameless Warrior in Erisia, also possibly leading that Jericho was in Erisia not so long ago
- Possibly he is attunement-less, but has a VERY VERY VERY strong physical force due to reading his journal uncapping your strength.
- Genuinely believes in The Central Authority as a force of peace.
- Possibly of low intelligence as the dialogue prompted to you after reading his book has bad grammar and he is oblivious to the more evil actions of the authority, though this is just speculation. Despite this he has been able to organize his forces with no reinforcements due to the Eastern Interstital Lighthouse being closed due to Viqh's reluctance to open it, being able to capture Fort Merit with his forces.
- Possible member of the Circle of Honor.
Gunsmith Rosen[]
"Me? Gunsmith Rosen... That one who made all those fancy weapons... Funny things y'learn when you discard everything in pursuit of your goals... Heh heh..." - Yamaketzal, the Drunkard Capra
Lore Sources: Rifle Spear (Description), Flintlock (Description), Yamaketzal (Mentioned), Summer Company Guards (Good Rep Dialogue)
- Gunsmith Rosen is a man who sparked the innovation of Firearms, and the their reintroduction to the world of Deepwoken. He once had a protégé by the name of Gunsmith Hierka.
- Rosen did not invent the guns which he and his company produce, rather travelling into the past in deep layers of the depths and recovering pre tidal technology which he used to reverse engineer into his signature firearms.
- His identity, age and affiliation are unknown, as Rosen was only mentioned through Weapon Descriptions.
- Yamaketzal mentioned his name during his drunkard talks. Gunsmith Rosen is a man who has a burning passion to pursuit his goals; his objectives- whatever the cost.
- It is theorized that Gunsmith Rosen was either the founding father or the creator of Summer Company which is a faction that consists of Gunsmiths and anything related to guns.
- Gunsmith Rosen's status or whereabouts is unknown. It is assumed that he is still in position as leader of Summer Company. However, he was able to signoff on the creation of the Stormseye.[6]
- He is a Vesperian.[2]
- His former prodigy, Gunsmith Hierka, used the Summer Company's secrets in order to create the Rifle Spear for the Authority.
- Although not exactly 'Betrayed', Rosen and the rest of Summer Company let The Authority do what whatever they please to them, most likely to ensure they can keep their contract.[2]
- He once wore a ring but it was 'discarded once he turned to other methods of inspiration.'
The Dreadstar[]
- Located in the Beloved Zofia.
- Its appearance is similar to the shrine of Yun'Shul, only the eye colors are inverted, but there is no indication of it being related to the Drowned God.
- It has the power to make Oaths with the players that meet certain requirements and that shares a hate towards the Song.
- The Oath in question makes the Dreadstar to do a huge change in your ether and heart, making The Song in you suppressed.
- Despite cutting all relations with the Song, a silentheart is still able to obtain both a murmur and resonance due to the fact that it doesnt completely cut off your connection to The Song.
- Believed to be a "Voidsea Spirit" due to the lost ship description of being haunted by these spirits.
- Has a deep hatred against the Song and to the six Attunement trainers (not counting the Attunement-less trainer)
- This is possibly because the Dreadstar is the combination of the souls of the people who died because of the Song by attunement users or by other means, but this is just a speculation.
- Apparently when you complete the Dreadstar revenge on the attunement trainers, he says his revenge is complete and will become one with the Oath user. This can possibly mean that the Silentheart user in some way fuses his being or soul with the Dreadstar, making them more powerful. This has yet had to be confirmed.
Kaide, the Drowned Light[]
- A Lightborn trapped in New Kyrsa, The Sleeping City, in the Second Layer of the Depths.
- Previous king of Constellia.
- Apparently he fought against the Kyrsgarde alongside the Celestials and other Lightborn, but stopped fighting when the Celestials fled, resulting in his capture and imprisonment in New Kyrsa.
- When the player asks Kaide about his race, the Lightborn, he tells us that their bodies were created by Celestials from human templates, to be able to bring Celestial and Man together, with the Lightborn's body being blessed with immortality with the "Hybrid Vigor". However, despite their bodies being blessed, their minds are the same as the ones of Man, making Lightborns as clueless and arrogant as them.
- Apparently he despises the Celestials, stating: "We thought they were gods too, once. But perceptions change quickly when they alone are the sole architects of your suffering."
- Kaide has great knowledge of the Song as he knows how the Song manifests through humans and throughout New Kyrsa.
Mother Ku[]
- A religious figure worshipped by some Capra.
- Perhaps granted the ability to the Capra who worshipped her to aid people in their wounds. (Capra race ability for Ku variant)
- The Derelict Highchurch was a church where Ku was worshipped, but eventually both the Songseekers and Starkindred took over the church kicking out Ezra, the pastor in charge of the church, and forcing him to flee to a small tower nearby.
- It is unknown if they are related to Jurik and Nemit, the other beings that are worshipped by the Capra.
Alsin[]
- Religious figure and Celestial.
- Worshiped by Polis, Alastir, and Pathfinders around the world.
- The namesake of the Anklets of Alsin
Navae[]
- Religious figure and Celestial.
- Worshipped by the Navaen Nomads.
- Pioneer of Frostdraw.
- Possibly a more eldritch being.[2]
- Exists on an island moving through the world, independent of the Voidsea.
- She was rescued by a nomad who nursed her back to health after descending from Constellia, making a Hereditary Vow with her which resulted in the nomads offspring receiving Navae's guidance.
Yun'shul[]
"TELL ME, OH CHILD OF WANT, WHAT IT IS YOUR DESIRE? -Yun'Shul
- Yun'shul is a Drowned God, known for their ability to manipulate ones soul in various ways.
- The "being" within the Temple of Hearts in Scyphozia is not Yun'Shul themself but rather an "avatar" or more accurately a shrine, used by those who worship the Deep and the resonant to commune with Yun'Shul safely.
- They are not found within Scyphozia as their true body is likely far deeper.
- Their title, Keeper of Hearts, is a reference to his ability to manipulate and warp the passage ones soul outputs while resonating. This is why they are the only creature who may have governance over your resonance.
- "We are legally obliged not to tell you whether Yun'shul or Big Hoss would win in a fight." - Developer ragoozer.[1]
- It is known that where his main shrine resides there are multiple shrines with similar appearances and different functions while having even more shrines that do the same function in the East, suggesting that these shrines are made and controlled by Yun'shul, exchanging the knowledge of people who they call "Puppets" for specific deals.
- They are not a former Ministry Prophet.[2]
- Knows about the existence of the Ministry calling them "Godseekers" and "Prophets in Black" and even accepting the sacrifice of the city of Celtor. However it is stated by Yun'shul that the sacrifice the Ministry did on Celtor as if it was "Fresh Meat" was actually a not so liked offering, however they state that "It is more that your kind used to do", stating that they still accepted the sacrifice of the Ministry.
Ethiron[]
"YOU HAVE DONE US A GREAT SERVICE, LITTLE GODSEEKER" - Voice of Ethiron.
- Ethiron resides in the Eternal gale, responsible for the killing winds there.
- Ethiron is the Drowned God of the Wind, Force, Air, Sky and Pressure.[1] In smaller words, he is referred as the "Eye of Calamity" or the "Drowned God of the Eternal Gale"
- The residents of the Eternal Gale worship Ethiron, with a majority of the First Floor being a shrine to them.
- A being known as the Scion of Ethiron prevents people from leaving the layer.
- The meaning of scion in this context refers to a young shoot or twig of a plant, especially one cut for grafting or rooting.[2]
- The Scion acts as a guardian of sorts.
- Probably formed by a very small piece of Ethiron himself, due to being able to use some of the drowned god's powers.
- Coming closer to the body of Ethiron causes a time dilation.
- This explains why Chaser is able to be defeated multiple times, because from his perspective it hasn't happened yet.
- Chaser is also aware of the time dilation, and he has a watch that keeps track of it.
- This explains why Chaser is able to be defeated multiple times, because from his perspective it hasn't happened yet.
- Ethiron also emits a white mist near his bed-chamber that "mind controls" those that have been in the mist long enough, making them puppets to its will, however, this mist doesn't affect those who are very insane. explaining why Doctor Carrion, despite being in New Kyrsa for some time, didn't experience the effects of the mist.
- Their physical body is suspected to be located below New Kyrsa, probably from the pit where the Scion of Ethiron emerges.
- The current status of Ethiron is asleep.
- An entity known as "The Voice of Ethiron", tries to fool the player into awakening the Scion of Ethiron so it can fully awake Ethiron. This suggests that similar to how the Scion of Ethiron is a small part of Ethiron, the Voice its also a small part that tries to awake its master. It could be theorized that the Voice is actually Ethiron itself, taking on the form of a disembodied voice or a ghostly figure (as in the case with Mendacia) to communicate with lesser beings.
Korilfiend[]
- The Drowned God of Fire and creator of the Forge of Sin.
- The Temple of The Forgotten Flame was dedicated to him and housed the Forge.
- There is a legendary ring that has some influence with Korilfiend, being the Deepfire ring. However it's not known what relation has these rings with the Drowned God.
- His physical body is found in the Third Layer.
- His existence created Korilfiend's garden, which is seen as his 'essence.'
- This garden contains meteor flowers, which are seen as a part of him.
- He takes the form of a large fiery serpent.
- One of the meteor flowers was eaten by Amorus Pleeksty, some time before the Divers were established.
- Confirmed to be male.
Drowned Gods[]
Lore Sources: Kaide, Yun'Shul, Klaris, Arch_Mage (Discord), ragoozer (Discord)
- As the name applies, godlike beings who originated from The Depths. One notorious Drowned God is Yun'Shul.
- They are not fighters, but more so natural disasters waiting to happen.[2]
- The drowned gods are sleeping, though they stir in their slumber, causing great changes in the world.
- If the drowned gods were to fully gain consciousness, existence as we know it would end.[2]
- Becoming one is the ultimate goal of the Ministry.[1]
- Most likely they were "ancient" enemies of the Celestials and the Lightborn, as Kaide has stated that they were in a war against the Drowned Gods that the Celestials and Lightborn's lost when the Celestials fled.
- It is most likely that they have a great relation with Krulian's, similar to how Celestials are to Lightborns.
- There is not a Drowned God for each attunement.[2]
- Two theories to what they are have been remarked as 'close:'[1]
- Drowned gods are amalgamations formed from the collective consciousness of previously drowned worlds that make up the previous layers. They act as entities that unknowingly perpetuate a cycle of rebirth and destruction with each new iteration.
- Drowned gods are people from the Old World that were corrupted by The Depths so much that they descended to godhood.
- The name of the game "Deepwoken" is known in the lore as the act of consuming a piece of a Drowned God to gain incredible powers,[1] so Deepwoken doesn't mean the awakening of a Drowned God, but more like the awakening of a great power of the Depths. Before the game had the name of Deepwoken it was called "Drowned Gods," referencing the Drowned Gods.
- The Drowned Gods are able to create Avatars from small pieces of themselves, creating puppets to their will. One example of this is the Scion of Ethiron in Layer 2.
- Arch_Mage has alluded to the Drowned God "Murchendice" who is responsible for turning notable characters into merchandise
- The ritual of the 'Crowdfunded Murchendice Campaign.'
- A notable victim is Destroyman III.
- The next suspected victim is to be Duke Erisia.
The Nestmind[]
Lore Sources: Visionshaper Obtainment Method
- The Nestmind is a visual representation of the hivemind that every Deep Owl is a part of.
- The Nestmind, and Deep Owls as an extension, consume human thought as food. It is speculated that Misérables is also a more powerful extension of the Nestmind, similar to Deep Owls.
- They see reality in a different way compared to the player.
- Talking to The Nestmind and agreeing to its "toll" of your mind allows you to get the Visionshaper Oath.
- (Dialogue) The Nestmind talks of The First Layer, commenting how you and other people consider it as a Layer, ordering it by sequence or sequential.
- The Nestmind states that the people of the New World misunderstand the concept of The Depths, that the truth is it is an interstice between human consciousness and reality as a whole.
- The Nestmind is NOT a Drowned God, but rather a powerful entity or being, similar to the Voices of the Depths.
- This also implies that humans cannot comprehend what the entirety of Deepwoken's world really is and would die of insanity due to the anomalous effects of Deepwoken's universe, meaning that most of our knowledge might be completely wrong and is a made up story for us to comprehend the horrors that are actually in front of us as we descend into the unknown. This adds a layer of mystery to the depths and implies that how we see it may be almost completely wrong.
- This means that humans are possibly one of the weakest forms of life in Deepwoken, being seen as "filth" and weak by the deep voices and the Nestmind, with our potential of strength needing to be unlocked through the Song. This implies that physical strength may mean absolutely nothing in Deepwoken's universe though this is all speculation.
The Ferryman[]
Lore Sources: Yamaketzel (Mentioned), Petris (Mentioned), The Ferryman
- The Ferryman is a Krulian that has taken the appearance of an Etrean and resides within the Boatman's Watch in the Voidsea.
- He is summoned using a ritual involving several campfires.
- He is a well known figure on the surface, with rumors that summoning him leads to being granted a great treasure, however, few realize that to get the reward you are required to defeat him first.
- At some point during his life, he was an underdog in society having come from 'the dregs of the dregs,' but now returns the favor by tormenting the humans that dare dance with him.[7]
- A full power Ferryman can defeat Akira on the surface but not the Lord Regent with the throne buff[1] unless it's in the Depths as the Ferryman is inhibited by the surface.[1]
- Likely resides in an unknown layer of the Depths.
- Krulians are tied to The Depths and are weakened when on the surface.
- Following his dance, he states he must go, as though he is being called back.
Haske Vantage[]
"O fleeting dream, I call upon thy name..." - Haske Vantage using his Resonance.
Lore Sources: Arch_Mage
- A Primal Vesperian, and Arch_Mage's lore character ingame.
- Has a Resonance that allows him to make the 'immaterial' material.[2]
- This seems to include souls and mantras, though might extend to more things. He uses this ability to steal these concepts from others, and to make deals.[2]
- Can fuse Mantras using his Resonance to a higher tier.[2]
- Is said to have committed sins so heinous "the world will never forgive [him]."[2]
- Was sealed by 'four legendary heroes' centuries ago, resulting in the chains that adorn his body. These heroes were different to the wielders of the hero blades.[2]
- It is said that before he was sealed, he was capable of drowning entire islands on his prime, possibly being the sins that the world will never forgive.[2]
Sudaruska the Unbroken[]
"Your own depths shall consume you." - Gran Sudaruska.
Lore sources: Sudaruska's Soul, Gran Sudaruska Description
- In her dying breaths, Sudaruska the Unbroken infused her very being into her axe, sacrificing her body to destroy the ancient Ministry and protect Minityrsa. Though her efforts were ultimately in vain, she has become the Greataxe known as Gran Sudaruska, which allowed her to continue to kill followers of the Nine Prophets to this day.[8]
- Was a very powerful Frostdrawer.
- Possibly a Celtor due to her Russian name.
- Her title of "The Unbroken" is similar to the Voidzone "Crypt of the Unbroken." Seeing that Sudaruska home was Minityrsa, the place where the Crypt is, alongside the Crypt being the only place in the Overworld to find the weapons, alongside more clues, it can be pointed that the Crypt either was Sudaruska's final resting place or her home.
Songmaster Tzaraan[]
Lore Sources: Yamaketzel (Mentioned)
- Songseeker Mistress[7]
- A sort of teacher to the Songseekers. Encourages a level of freedom, so long as said freedom aligns with her beliefs.[7]
Locations[]
The East Luminant[]
Lore Sources:
- A region consisting of a variety of islands; from deserts, arctic and normal ones.
- The majority of the territories in the East are warzones, with Aratel Island and Erisia having constant conflict in their lands.
- There are two 'sub-Luminants' in the East, the Etrean Luminant and the Eastern Luminant, separated by a large stone wall called The Spine of the East.
Eastern Interstitial Lighthouse (Eastern Luminant)[]
- A Lighthouse located near Isle of Vigils, past the Gate.
- The Lighthouse's interior cannot be accessed, nor does it allow anyone to access the other Luminants due to the fact that only Lightkeepers can operate them.
- Viqh is still residing within the Lighthouse.
Erisia (Etrean Luminant)[]
- An island that drifted into the Voidsea due to Duke Erisia's actions and came back to the Etrean Luminant with what's left of itself. Locals who witnessed the Island's arrival said that it came and drifted in from the Voidsea months before Year 1271.
- Erisia Island has experienced the same time stasis the other Driftlands have been affected by.
- It has been ravaged by creatures of the Deep, but apparently even before this, it was a 'backwater.'
- The Hive at one point settled here, but left.
- Currently one of the main warzones in the East, along with Aratel Island.
Songseeker Wilds (Eastern Luminant)[]
- A place which the Songseekers migrate to in order to enhance their mantra abilities.
- It can be assumed that this island has some sort of connection to the Song.
- Amashi, the trainer for Flamecharm owns a temple on one of the islands.
Ancient Rotlands (Eastern Luminant)[]
- Was once a home to a fallen Celestial.
- The tortured Celestial within the Derelict Church is likely this Celestial.
- The treatment of this Celestial is likely what caused the corruption of the land and creatures that inhabit the place, though Songseekers may not be affected by this for some odd reason given that they spawn here extremely often. Reason for this is unknown and will likely forever be unknown due to possibly just being a quirk of the game.
Starswept Valley (Eastern Luminant)[]
Lore Sources:
"Glimmers of starlight mingle with the pungent rot that afflicts these lifeless sands." - Starswept Valley Flavor Text
- A desert land that occupies most of Aratel Island; consisting of desert sands, canyons and ruins. Threshers are encountered in Starswept Valley, along with the conflict of Factions between one of another.
- Blue stars of light rain down upon the Valley, thus getting the title of Starswept.
- Along with blue fragmented stars, Blue Meteorites containing Meteor Knights crash down from Constellia into the Valley as an encounter, emerging out of the rubble upon landing.[2]
Central Luminant[]
- The home of The Authority and the Knives of Eylis.[2]
Markor[]
- A savannah region that has been conquered and assimilated into The Central Authority.
- The origin of Scimitars and similar blades, as well as Felinor.[2]
- The Felinor Fieldfolk once lived here.
Markor Citadel[]
- A towering building located in Markor, where texts of the Old World are studied.
- The Divers are a branch of the Markor Citadel.
- The Citadel holds a wing for all of the Divers who pass away. Black Divers who pass will gain gilded memorials, and those who possess a considerable amount of honor will have additional mottos and sub-headings.
- The Barbers learned plastic surgery here.
- The Citadel bears similar appearances to the sunken city of Celtor.
Lullaby Isles[]
- A tropical archipelago with multiple settlements dotted across the region.
- Home to most of the Chrysid population in the Luminants.
- Outside of Markor, circulated by a dense mountain range known as the Stoneseye.
- The Echelon is the city-state at the center of the isles, and where the council of the Moonlit Faith resides.
- The Authority would have conquered the Lullaby Isles, but essentially finds it a hard target due to:
- The Stoneseye Range being incredibly insurmountable to scale.
- High-ground advantages made from constructed walls and artillery.
- However, this can potentially be bypassed through cavern systems but are likely reinforced as well.
The Stoneseye Range[]
- A range of mountains with volcanic origin that borders the Lullaby Isles.
- Contains passages that are sometimes fortified with artillery and walls, with the outer side being devoid of settlements.
Southern Luminant[]
- The city of Celtor was once located here, though the Great Drowning has consumed it.
- The home of the self-proclaimed "Prophet of the Southern Luminant" and his followers.
- The Great Drowning has permanently scarred the ecosystem, causing the Luminant to decay and become new sections of Voidsea.[2]
Northern Luminant[]
- A frozen Tundra.
- Said that the temperatures are so extreme, that it has become very lethal recently due to the temperatures going lower with the pass of time.
- Polis originates from here.
- Originally inhabited by the Elder Edenkite.
- The beheaded corpse of the Elder Edenkite who was killed by The Mad Steward remains there to this day.
Western Luminant[]
- The home to the Hundred Legions and home of the Khans.
- Speculated to have the main Headquarters of the Ministry.
- Home of Amorous Pleeksty.
Voidsea[]
Lore Sources:
- A sea filled with nothing but null. The Voidsea is a gateway between Luminants and The Depths, either through drowning or sucked into their Whirlpools. It is a home to a variety of sea monsters, but the one most notorious is the Dread Serpent.
- The Voidsea always existed as in the Old World it was known as The World's Edge, but with the Canticlysm, it began to increase in size, eventually blocking off the Luminants from each other.
- Islands that reside within the Voidsea have their time stopped; all life and flora halted due to the effects of the Voidsea. An example is Boatman's Watch. Islands who drift away from this sea are called "Driftlands", named by the people of Deepwoken.
- Luminants can decay to become a part of it, gradually increasing its size as the years go by.
- They have been compared to a fraying edge on a fabric.
- Eventually it will consume the world.
Boatman's Watch (Voidsea)[]
Lore Sources:
"A place remembered only by the waves"
- The Ferryman can be found here, as well as a secret library.
Constellia[]
Lore Sources: Kaide, Greathive Aratel's observatory, Kyrsieger description
Glittering towers of ivory that hang over Lumen's seas.
- The home of Celestials and the Lightborn, with Stone Knights guarding the city.
- The city was invaded by the Kyrsans under Ethiron's will, which resulted in the majority of the population perishing or evacuating down into the Luminants.
The Depths[]
The Depths consists of multiple layers. Those who were condemned by combat or drown in the Voidsea wake up in the First Layer.
- There are nine layers to The Depths.
- The layers are non linear. You can go straight from the Surface to the Third Layer, which is what Pleeksty did.
- Klaris implies The Depths has some form of sentience, almost as if "we were interacting on a microscopic level with the processes of some slumbering creature."
- The First Layer is located below the sea, however this is not the case for the others.
Scyphozia, The First Layer[]
Lore Sources: Area descriptions
"You can feel your soul dragging down like a weight, deeper, further into the depths." - The Depths Flavor Text
- An underworld of The Tides that is the home some of the many creatures of the Deep. It is completely submerged under the waves, but people who traverse through The Depths can breathe normally, unlike the surface.
- It is a physical location, and be reached by simply going to the bottom, but as it is physically impossible to dive that deep with the world's current technology, cavern systems and whirlpools are used instead.
- As it is underwater, the gravity there is significantly lower.
The City of the Drowned (The Depths, First Layer)[]
Lore Sources: Area descriptions, Gild, Andrea
"The sunken remnants of a lost civilization give little respite to the transitory beings that pass through." - City of the Drowned Flavour Text
- A City that was overtaken by the Tides. Once a prosperous city and capital of Celtor located in the Southern Luminant, now a hub of all the Drowned that descended there; residing in the First Layer of The Depths.
- It's guarded by the city's former guards.
- Strangely, instead of succumbing to the effects of insanity, they instead appear to be degrading, being almost unable to speak outside of wheezes, described as 'losing their self'.
- Though the denizens of the City are aware of the Trial, many feel they are too weak to attempt it.
- Ironically, if the Voices of the Deep deem you too weak, they would let you go free.
- It's unknown why the City of the Drowned is a main hub of The Depths, but many believe that the Voices of the Deep, who are encountered on top of the Tower, are the reason why it's here.
- While many places throughout the world have sunk into The Depths, the city of Celtor is one of the largest and most notable.[2]
- The Ministry were responsible for the Drowning, and used the city as an offering to Yun'Shul.
- The Depths became the place souls went to after death after the Great Drowning, when the City of Celtor was sunk by the Celtorian Horror.
Castle Light (The Depths, First Layer)[]
- Also known as Castle of Light, Castle Light is a Base of Operations for The Divers within the First Layer. Secluded within the outskirts of Celtor Waste behind a light-green barrier,
- The barrier, being both doors to Castle Light and the Celtor Wastes, grants passage to only living beings; mortal bodies with a soul. Those who drowned by death cannot bypass this barrier and instead rejects them and drains their Ether whilst those who are alive can go through with no harm done.
- There are no clues or evidence of the origins of this barrier, or what kind of magic it is made from.
The Eternal Gale, The Second Layer[]
- The Second layer of the depths is a cold wasteland with never-ending winds that lies non-linearly below the first layer.
Ethironal Shrine (First floor)[]
- A shrine dedicated to Ethiron, built by the Kyrsgarde.
- The 'snow' is not actually snow, but instead consists of parasitic eggs.
- The Ignition Union has set up a base called The Frontier Furnace within the shrine, along with lanterns to burn the parasitic snow off.
- This means that even though The Divers are well funded and have way more control over Scyphozia compared to the Ignition Union, the Ignition Union is much more equipped to handle The Second Layer. This could possibly mean that they are funded by The Central Authority to explore the deeper parts of The Depths and settle there efficiently while The Divers are more research-based and only go on expeditions to The Eternal Gale for more information that the Ignition Union is ordered not to do. This could be why they are both funded by The Authority for maximum efficiency.
- The Ethironal Shrine is under the same time dilation phenomenon as New Kyrsa, only less potent due to the distance between Ethiron's physical body and the shrine.
New Kyrsa (Second Floor)[]
- New Kyrsa is a city built by the Kyrsgarde, meaning the city did not suffer the same fate as Celtor.
- New Kyrsa was built above the chamber of the Drowned God Ethiron, explaining why the time and space in the city often restarts unless the 5 lanterns of the city are activated, this can mean that the lanterns are part of the ritual to calm Ethiron so they don't wake up, also explaining why it is necessary to activate them to fight its Scion.
- Before the last ritual of the Kyrsgarde towards Ethiron failed, it was considered a prosperous city showing the proud efforts of the Kyrsgarde, showing how they created new technology such as the train station below the town, and high buildings with signs of industrial advancement towards the surface.
- The City fell due to the last ritual (the bone statues in the boss fight) to keep Ethiron asleep, and failed due to the "Foolishness" of the Kyrsgarde as told by Naerotiv in the outskirts of New Kyrsa.
- The city alongside its citizens are controlled by the Scion of Ethiron due to the white mist that surrounds the city, making both Kyrsgarde and anyone who stays in the city for too long puppets of the Scion of Ethiron, attacking anyone nearby so they don't disturb Ethiron's awakening.
- Apparently, after you defeat the Scion of Ethiron, the city is "torn of eternity" as Klaris says when you defeat the Scion of Ethiron.
- Its inhabitants are the Kyrsgarde.
The Vents, The Third Layer[]
- Can be reached straight from the surface.[1]
- Current location of Amorus Pleeksty.[1]
- Current location of the body of the Drowned God of Fire Korilfiend.[1]
- Korilfiend's garden is located near the top.[1]
- The Meteor Flowers located here are considered a part of him.[1]
- Consuming the Meteor Flowers grants the person pyrokinetic abilities as part of their transformation into a Deepwoken, which lead to Flamecharm's invention after Amorus Pleeksty consumed one.[1]
- The Third Layer is mainly formed by volcanic and fire/hot environment.[1]
- Its said that the heat that the Hero Blade of Flame emits is the same as the heat that The Vents emit.[1]
Factions[]
The Kingdom of Etrea []
- Territory: Etrea, Etris, Etris Docks, Isle of Vigils
- Encountered In: The Aratel Sea, Aratel Island, Erisia Island
- Attunements: Galebreathe
- Alliances: Vigil of Winds (Neutral), The Ministry, Contractors
- Enemies: The Central Authority , The Hive , The Knives of Eylis
- Lore Sources: Etris
- A Government ruled by Etreans. They occupy the Etrean Luminant and its capital city, Etris.
- Their appearance can be distinguished by their white/green/purple armor.
- If you are a Contractor, the royal guards will greet you with unique dialogue.
- They have been ruled by their Kings for generations; until months before the year 1271, that the Lord Regent took over.
- Their culture seems to draw from East Asian countries
- Many parallels can be drawn between them and China/Japan
- The Vigil Swordsmen wield Katanas, a traditional Japanese sword.
- They cut themselves off from the outside world following a catastrophe.
- They are at war with the Central Authority, an empire that hails from the Central Luminant, which has a more western theme and superior technology, much like the conflict between China and the British Empire.
- Similar architecture.
- They silence anyone who is suspicious of the Lord Regent.
- Many parallels can be drawn between them and China/Japan
The Children of Navae []
- Territory: N/A, Meteor Isle
- Encountered In: Etrean Wilds, Summer Isle
- Attunements: Frostdraw
- Alliances: Unknown/The Hive(?) (Currently Negotiating on Meteor Isle)
- Enemies: The Ministry , The Knives of Eylis, The Central Authority
- Lore Sources: Gremorian Longspear Description, Arch_Mage (Discord)
- A nomadic tribe of primarily Gremors, though a couple of other races also exist in their tribe, they primarily worship Navae, the protector of Ice and Shadow.
- Not much more is known for the Navaen tribe but given the fact that they are mostly Gremor- it's safe to say that they follow the same lore as Gremors.
- Inventors of the fist style 'The Way of Navae.'
- Certain groups of the tribe, such as the one at Meteor Isle, have adopted a settled lifestyle rather than a nomadic one. Other Nomads seem to consider this sacrilege.
- They have no clue what quarrel the Ministry holds with them, seeing them as just more marauders and bandits.[1]
- They are the only people with a dedicated religion and hold a few qualities relating them to other religions in the real world.
- On Meteor Isle they are currently negotiating with the Hive to get mutual benefit, the Hive getting the life of the Island while probably the Children of Navae get protection of the Hive from the Authority.
The Hundred Legions []
- Territory: West Luminant
- Encountered In: Erisia, Aratel Island
- Attunements: Galebreathe, Thundercall
- Alliances: N/A
- Enemies: The Central Authority
- Lore Sources: Amara, Brutus
- A military organization from the Western Luminant.
- Despite there being one hundred legions, the only one present in the East Luminant is the 11th Scouting Legion.
- They wear armor similar to that of Ancient Greece and Rome, ranging from armor plating and scale armor.
- They have ranks such as Legionnaires and Centurions, the latter of which is mentioned by Amara in The Viper's Jaw.
- They appear to have once been allies with the Authority, but some form of treaty was broken between them and are now at war.
- Inventors of the fist style 'Legion Kata.'
- They have a Greek/Roman motif, considering centurions and legionnaires are both ranks used in Ancient Rome, as well as the nature of their armor. The Legion is also primarily composed of Khans, which have crowns similar to that of Julius Caesar. Despite this, the race as well as the crowns they wear are likely a reference to Son Wukong from the old Chinese novel, "Journey to the West."
- The 11th Scouting Legion came to the East Luminant under the command of Akilles to observe the conflict between Etrea and the Authority.
- The 11th Legion is suspected to be commanded by someone named Akilles, whom is responsible for dispatching the 11th Legion in the East.
The Summer Company []
"Aye, thanks for the help. The Authority better start sending some help before we start declining their firearm contracts." - Scope
- Territory: Summer Isle
- Encountered In: Summer Isle, Miner’s Landing
- Attunements: N/A
- Alliances: The Central Authority (Business Relations)
- Enemies: The Ignition Union , The Ministry
- Lore Sources: Random encounters, Scope (Explosive Crate Dialogue), Summer Company Guard Dialogue (Good Rep), Gunsmith Rosen (Mentioned), Arch_Mage (Discord)
- A Faction that resides at Summer Isle. They are a small organization and the inventors of Firearms, such as Revolvers and Flintlocks.
- Gunsmith Rosen introduced the New World with Firearms in his young age; thus the foundation of Summer Company.
- (Scope) They'd rather not expand their territory to the Driftlands- as of 1271. Due to the fact that the Driftland, Erisia Island is currently contested between Kingdom of Etrea and the Authority.
- (Scope) Giving the Explosive Crates to Scope gives additional dialogue; which he comments of the Authority's lack of cooperation and threatens them to decline their armament supply.
- (Rifle Spear) Although their armaments has been stolen such as the Rifle Spear by the Authority, Summer Company still has a business relationship with them.
- (Gunsmith Rosen) The Leader of Summer Company is unknown, as we've never seen them in person. It is assumed Gunsmith Rosen is still in charge of Summer Company.
- Some assume that the dialogue given by the SC Guards to "Make Rosen proud." indicates he's still alive and retained as the Leader of Summer Company, though it may just mean spiritually.
- The recent creation of the Stormseye with Kyrsan Medallions seemingly confirms that Rosen is alive and still creating new types of guns.[6]
- Summer Company has ties with The Authority. They contract the Company for Firearms in exchange for goods and the likings.
- Despite the fact that the Rifle Spear's description say that Summer Company secrets are being stolen by The Authority they are still in business with them.[2]
- The Summer Company overlooked the actions The Authority took under their noses and ignored them; presumably to avoid ruining their business relationship with them.[2]
- Their relationship is likely what led to their conflict with The Ignition Union, meeting thanks to both being hired by the same group. This has not been going well for them.
- It will be a matter of time until Summer Company is no use for The Authority, eventually terminating their contract between them, just like with the Legions.
- Despite the fact that the Rifle Spear's description say that Summer Company secrets are being stolen by The Authority they are still in business with them.[2]
- Although guns are sold in the Luminants, they are also obtainable from The Depths due to the fact that the original guns were Pre-Tidal.
- Apparently they have possession of some Kyrsan Medallions that they stole from the Ignition Union, creating the Stormseye.[6]
- They are "business rivals" with the Ignition Union, stealing their cargo from ships while also attacking their base in the Eastern Luminant being Miners Landing.
- The conflict was started by the Ignition Union, who ironically viewed the Company as morally inferior, so attacked them, raiding their gunpowder stores and murdering many of their employees, leading to the Company's retaliation.[2]
The Ministry []
"Celtor will repeat itself here... The world will fall under The Depths..." - Dark Mage Cultist
- Territory: Minityrsa
- Encountered In: Minityrsa, Summer Isle
- Attunements: Shadowcast
- Alliances: Etrea (Neutral)
- Enemies: Ignition Union , The Children Of Navae , The Summer Company , The Central Authority.
- Lore Sources:
- A group of mysterious Shadowcasters known for their cult like appearance and ability to fade into the background of the world stage.
- Their goal is to cause the sinking of the Overworld into The Depths which will lead them to becoming Drowned Gods. Somehow.[1]
- They were responsible for the sinking of Celtor, using it as an offering to Yun'Shul. The Blindseer Glyphs hint at them having used a Contractor to do it.
- This Contractor wasn't Zi'eer.[2]
- They are lead by prophets. There is no limit to how many there can be,[1] but as of Year 1363 there are nine. They are ranked by strength.[1]
- The leader of the Ministry is the First Prophet, currently his whereabouts are unknown, but he is a Deepwoken and one of the most, if not the, most powerful 'human being', depending on your definition of the word.[1]
- The Ministry has some sort of hostility against the Children of Navae, which can be seen in skirmishes between two of each group at Summer Isle.
- Essentially enemies with every major faction in the game until proven otherwise.
- Minityrsa was not originally their territory. It was conquered by the 'Ancient Ministry.'[8]
- The Ministry Scouts all use Krulian Knives, which is also the signature weapon wielded by the Ferryman.
- The Ministry is the 'western benefactor' mentioned by Cestis when the Tacet quest is first initiated due to receiving reputation points occasionally for doing his assassinations with them.
- The book Stars Above and the Blade Between implies they were involved in the King of Etrea's disappearance.
- Several individuals recruit adventurers to kill other sentient beings, for which they will reward them and increase their standing in the Ministry's eyes.
- The Ministry's fourth prophet, Zi'eer, is the Lord Regent of Etris.
- "A Waltz of Snow and Knights," the theme of Minityrsa, shares the same motif as "A Sarabande of Thunder" and "Dance, if You Can!" Both of these are themes of the Ferryman, which shares the same knife as the Ministry operatives found throughout Minityrsa.
- There is a high chance that they are part responsible for the events in the Second Layer, specially the Ethironal Shrine due to Chaser being one of their operatives, possibly seeking power with in New Kyrsa as Chaser was looking to enter the city.
The Knives of Eylis[]
- Territory: Central Luminant
- Encountered In: Aratel Sea, Erisia, Songseeker Wilds
- Attunements: None
- Alliances: The Central Authority (Business Relations)
- Enemies: The Kingdom of Etrea , The Children of Navae
- Lore Sources: Whaling Knife (Description), Whaler Armor (Description), Eylis, The Punished Dreamer (NPC).
- The Knives of Eylis are an organization of ruthless, randomly hired mercenaries that work under Eylis, the Punished Dreamer.
- They live in the sewers of the Central Luminant.[2]
- Their base is found in the Voidheart, a mysterious location in another dimension.
- They possess a special Oath that lets them slow time around them.
- The Knives of Eylis are hired by The Central Authority to cause havoc on Etrean ships in the East.[2]
- The Knives of Eylis also kidnaps and take Children of Navae hostage either on their own accord or to deliver them to Authority's hands in Fort Merit.
- Given their name and the existence of Megalodaunt traps, they may be referred to Whalers as they hunt Megolaudants, though this is just speculation.
- Given we have seen no evidence of actual whales, or any mammals for that matter, left in the Deepwoken world, it's unknown how they earned this nickname.
The Ignition Union []
- Territory: Miner's Landing, The Chariot's Spire, The Frontier Furnace.
- Encountered In: Summer Isle, Celtor Wastes, Miner's Landing, The Chariot's Spire, The Frontier Furnace
- Attunements: Flamecharm, Thundercall, & Ironsing
- Alliances: The Central Authority (Business Relations)
- Enemies: The Summer Company , The Divers , The Ministry
- Lore Sources: Arcwarder (Description), Darksteel Greatsword (Description), Deepdelver Gamma (Dialogue)
- The Ignition Union is a Mining Organization, armed with weaponry such as the infamous Darksteel Greatsword[9] and Railblade.[10]
- The Ignition Union seem keen on stealing gunpowder and explosives from the Summer Company, which they are pretty successful at most times.
- They've been spotted attempting to take over Diver territory, falling behind in the First Layer compared to the Divers, but exceeding in the Second Layer, where they managed to create an outpost long before The Divers arrived there.
- The Darksteel Greatsword,[9] the Ignition Union being a mining organization, and the fact that Deep gems drop only (excluding Primadon) from the Depths, we can conclude that the Ignition Union are experts at dealing with Depths monsters due to their occupation as a Depths mining organization.
- Much like their two main rivals, they are hired by The Authority, this time to "go into the Depths and kill anything that crawls out."
- The Ignition Union has bases in the First and Second Layers of the Depths.
- Deepdelver is a special rank in the Ignition Union for those who delve deep into the depths, and have proved their merit by helping others. Comparable to the Black Divers. However unlike Black Divers that are recognised by their strength, Deepdelvers are granted the rank if proven that they will give their life to help others, however there are still strong Deepdelvers such as Colonel Hoffa.
- Likely a socialist organization, as shown by their group being a union and Arcwarder's description referencing Karl Marx's quote "From each according to their ability, to each according to their needs."
- This is furthered by Deepdelver Gamma describing them in a sense that can be interpreted as classless.
- They seem keen on being morally superior to their rivals, but this often fails and just results in them coming off as hypocritical, such as them being critical of The Divers for working for the Central Authority,[11] despite also being on their payroll, and when their simple disdain of the Summer Company gave way to outright murder.[2]
- Furthermore, the Union is shown to employ at least one child soldier in Epsi, something not even the Authority stoops low enough to do.
The Central Authority []
- Territory: Fort Merit, Central Luminant, Markor
- Encountered In: Erisia Island, Aratel Island, Fort Merit
- Attunements: Flamecharm, Thundercall, Frostdraw
- Alliances: The Divers (Business relation) , The Summer Company (Business relations) , The Ignition Union (Business relations) , The Knives of Eylis
- Enemies: The Kingdom of Etrea , The Children of Navae (Captives) , The Hundred Legions,
- Lore Sources: Authority Interrogator Talents, Kelsius, Weapon Descriptions, Scope, Random Encounters
- The Authority is an Empire and a faction of "Peacekeepers."
- They are led by their Grand Sovereign, Drallis Ehr.[1] Several Wardens are in charge of operations across the globe, such as Warden Jericho, who oversees the war in the East. These Wardens then have Inquisitors that work under them.
- The Wardens are not mere pencil pushers, they are some of the fiercest warriors in their arsenal.
- Many of the Inquisitors are named after flowers, such as Inquisitor Lotus.[2]
- The Central Authority has a FOB in The Eastern Luminant, named Fort Merit which is also referred to as Fortification Peak.
- The only faction aware of The Lord Regent of Etrea's true nature and what the Ministry is planning.
- The Officers which use Thundercall wear a red coat over their armour. The footsoldiers that use Flamecharm, ironically, lack the red coat.
- Consists mostly of Adrets, but can vary with other races too.
- Canors were once a major part of their military, but appear to have been phased out of the higher ranking positions for the most part. Despite this, they still receive minor preferentially treatment, but Adret still remain the most privileged members of their society.[2]
- The soldiers that use Flamecharm are comprised of other races.
- These just happen to be the lower-ranking, more poorly equipped, poorly trained and more expendable part of their army, often sent on suicide missions for seemingly no reason.
- They are rather Authoritarian, and are willing to use violence against peaceful protests against their rule.
- Currently at war with the Kingdom of Etrea.
- Their war against Etrea was initially an attempt for the Authority to maintain control in the East Luminant, but shifted gears once they learned the current Lord Regent of the nation was a high ranking member of the Ministry.
- The Hive are not at war with the Authority, though tensions are very high between the two, as seen with the frequent skirmishes between Hive Constructs and Authority Captains.
- The Knives of Eylis, Divers, Summer Company and Ignition Union all work for them.[2]
- The Knives sow chaos anywhere for a price.[2]
- They purchase firearms from The Summer Company.[2]
- The Divers help with exploring and researching the Depths.[2]
- The Ignition Union kill creatures from the Deep.[2]
- However, all these factions, except the Knives, despise each other and often find themselves skirmishing, resulting in loss of life and resources.[2]
- As they all work for them, the Authority refuses to send aid to any of the factions, causing a level of disenfranchisem*nt.
- The forces of the Central Authority in the East use three attunements, and each has their own role.
- The Central Authority's Flamecharmers are used by soldiers, guards, lieutenants and commanders alike.
- The Central Authority's Thundercallers are officers; but they are notoriously known for torturing their prisoners with electricity. Also utilized in breaking up protests; according to Kelsius, this division is called the "Shock Corps"
- The Central Authority's Frostdrawers are high ranking commanding officers.
- Their Inquisitors use a mental veil to protect them from attacks against the mind, each of whom has a designated handler.
- One of their known conquered territories is the savannah of Markor.
- The Authority we see in the East is a very small fraction of the full fighting force of the Authority, but due to the Lightkeeper of the Eastern Interstital Lighthouse, Viqh, refusing to keep the Lighthouse open, they cannot advance in their war against Etrea. If not, the war would have already been won.
- Their goal is to survive and combat the Tides by bringing peace through unity, unifying all cultures and factions under one banner. I.e. conquest. Understandably, the majority of ingame factions object to this, especially considering the prejudice shown by the Authority.
The Hive []
- Territory: The Lordsgrove, Greathive Aratel, 3 Other Unnamed Greathives
- Attunements: Flamecharm, Lifeweave
- Alliances: The Children of Navae (Neutral/Negotiating.)
- Enemies: The Kingdom of Etrea
- Lore Sources: Regek
- They are lead by various Hivelords that act under a Greatlord.[12]
- All Greatlords and Ganymede wear hats as part of a tradition to honor the very first Greatlord.[12]
- A group of Individuals; mostly Vesperians and Ganymedes, located in the Greathive Aratel and other Greathives across the world.
- Greathive Aratel is considered a backwater, inferior to larger Greathives like The First.[12]
- Despite being mostly Vesperians and Ganymedes, there is also a portion of Chrysids residing within the Hive, this is because most of the Chrysids were part of the Hive, but when the Hive decided to improve more in technology and not in religion like the Chrysids believed in, most of them decided to leave the Hive and migrate to other locations and join The Moonlit Faith. Many Chrysids reside in The Lullaby Isles, but some Chrysids believe in the Hive's cause and decided to stay.
- Their previous home, or some sort of outpost, was located in Erisia, by the name of The Hidden Village, indicated by similar architecture and the fountain located there.
- Their level of technology is far greater than most of their rivals, such as the makings of Hive Constructs, laboratories, and the invocation of green fountains.
- Despite the impressive nature of the Aratel Constructs, these are outdated models, with superior ones reserved for more advanced Greathives.[12]
- Currently at war with The Kingdom of Etrea, this is possibly due to the Etreans trying to steal their Lifeweave artifacts for the Lord Regent's own interests.
- The Hive has great interest in an alliance with the Children of Navae, having one of their representatives in Meteor Isle, to discuss a possible alliance between them.
- The Hive protects green artifacts, similar to fragments of The Forge, against the Kingdom of Etrea.
- This could be a way that they "feed" off of Starswept to sustain their Greathive.
- They seem to have ranks such as Drone, Adjudicator and Tactician.
- The Hive has Lifeweavers within their ranks, individuals who utilize The Song to manipulate and transfer life.
- They were initially the only users of Ironsing, holding a monopoly on the Attunement, killing off any Ironsingers who tried to leave or leak it secrets, until Adar, Master of Metal escaped their reach and learned how to replicate the Alloyed Elixir to help others obtain Ironsing.
- Their society is structured like insects, using terms such as Hive and Drone.
- The Authority are not at war with the Hive, though tensions are very high between the two and lethal skirmishes aren't uncommon.
The Divers []
- Territory: Markor Citadel, Castle Light.
- Attunements: Flamecharm, Frostdraw, Galebreathe, Thundercall and Shadowcast
- Alliances: The Central Authority (Business Relations)
- Enemies: Ignition Union
- Lore Sources: Karliah (Dialogue), Akira (Dialogue), The Authority (NPC Dialogue), Arch_Mage (Discord), Klaris (Dialogue). Dr Carrion (Dialogue), Divers Outfit Schematics (Description).
- An organization that specializes in traversing and researching in The Depths. Their FOB is located in The Depths, named "Castle Light". However this is just a FOB, not the headquarters, which are located in the Markor Citadel.
- They were founded shortly after the Tides.[2]
- The Divers requires the individual to have a strong steady mind, as traversing in The Depths will take a toll against their sanity. Examples of lacking the Willpower is Karliah, in Etris, who could easily go insane and kill someone close to her.
- (The Authority) The Divers are outsourced by The Central Authority (Receives funds from The Authority) in return of their findings within The Depths.
- (The Authority) The Divers has a mixed relationship with The Authority, such as giving them the "cold shoulder". Despite this, people like the Ignition Union call the Divers "Authority Dogs".
- The Divers a complex ranking system, with Black Divers being powerful, elite divers, and with Diver Apprentices making up the lower ranks, and also having Diver Journeymans as their mid ranks, being stronger both mentally and physically that Diver Apprentices but weaker than Black Divers. Despite this, its suspected they have more ranks within the divers, such as captains, professors, scouts, and so on.
- (Akira) The yearly death rate is 98% of new recruits.
- (Karliah) To enlist into becoming a Diver, the individual must complete a variety of trials, called "The Citadel Trials".
- It is likely that Karliah obtained the Citadel Trials in the Markor Citadel, located in the Central Luminant.
- It's possible that as a Deepbound you are in Scyphozia to complete your Markor Citadel trials as proving your worth surviving in the 1st layer. The other possibility is that you already completed them and your first mission is getting a post in Castle Light, in the 1st layer.
- The Divers can travel between the boundaries of the Luminants and The Depths by using caverns that are deep enough to travel to The Depths, or use elevators constructed by them. Similar to how the Ignition Union has a drill to get to the Second Layer, using it like a elevator.[2]
- Black Divers consist of a variety of individuals, from those who have created or provided a special service, such as Doctor Carrion for his development of Monster Mantras, or for their sheer power, like Chaser, Klaris, and Akira. Black Divers named in A Deathscribe's Journal are:
- Desdemona Dusselden (Deceased)
- Aspen Hira (Deceased)
- Black Diver Selim (Deceased)
- Ripley Raanad (Deceased. Was a vegetarian.)
- Ishmael Nephidra (MIA)
- Crow Akarad (Deceased)
- Abigail Atedra (Deceased)
- Sigurd Sekhigi (Deceased)
- Tamerlane Trige (Deceased)
- Faye Aethuda (Deceased)
- Tristam Trigi (Deceased
- Gabbro Scarsen (Deceased)
- James Konoli (Deceased)
- Sylvester Staelen (Deceased)
- Uriel Ixatoke (Deceased)
- Jane Ishel (Deceased)
- Sophodon Surad (Retired after 43 years as a Black Diver. Turned down a promotion to the High Convocation of the Citadel of Markor.)
- Galahad Galvigi (Deceased)
- Kayla Rico (Deceased)
- Black Divers are allowed more freedom than their lower-ranked peers. This can be both a blessing and a curse for the organization, as Divers like Carrion can act without restriction, but it also leads to them prioritizing their own goals over those of the Divers.
Groups[]
The Vigils of Wind[]
- Territory: The Isle of Vigils
- Encountered In: The Isle of Vigils
- Attunements: Galebreathe
- Alliances: The Kingdom of Etrea
- Enemies: N/A
- Lore Sources: Apprentice Kj
- A force of katana-weilding swordsmen (aptly named "Vigils") that are found primarily on the Isle of Vigils. They are led by Evengarde Rest, referred to as the "Maestro", or "Master" in Italian. Stratos is Second in Command with Evengarde Rest, and a Keeper of the Scholars of the Cloud.
- They have a history branch organization called "Scholars of the Cloud", who records the history and knowledge of the Vigils.
- They are considered part of the Kingdom of Etrea. Despite this, they appear to be a close-knit community that is hospitable only to themselves and those who do them massive favors, such as saving one of their lives. Even those who have good reputation with the Etrean government are still regarded as strangers by the Vigils.
- They are distinguished by their white robes, cloak and hood and almost exclusively use katanas. Other types of weapons are only found in-use by the instructors within their temple's dojo. They consist of a mix of Races, presumably because they see more merit in combat proficiency and intelligence and thus are less cautious of the sudden arrival of other Races in their kingdom.
- Presumably connected to Galebreathing, Stratos is only willing to teach those who know the "essence of the wind" (???), and some inhale-related weaponry Talents (Galebreathe exclusive) make mention of the vigils.
- The Vigils of Winds are attuned with the winds- known as "The Stream". It is assumed that The Stream is some sort of transportation to those who utilized the wind.
- Theoretically, The Stream is the utilization of the Song created by Galebreathers.
Contractors[]
- Territory: Unknown
- Encountered In: Etris
- Attunements: Unknown
- Alliances: The Ministry
- Enemies: The Central Authority, The Warmasters, The Divers.
- Lore Sources: Warden Jericho's Journal, the Windrunner, ragoozer (Discord)
- Contractors are a group of individuals that have taken an Oath with a Prophet of the Ministry.
- They act as freelance Ministry Operatives.
- The Lord Regent of Etrea, Zi'eer, himself is a Contractor.
- Prior to Year 1271 they were considered extinct.
- During Year 1363, Zi'eer began to rebuild them, recruiting them from Pathfinders who proved their worth.
The Golden Rats[]
- Territory: The Rat's Den
- Encountered In: Erisia
- Attunements: Galebreathe
- Alliances: The Hundred Legions
- Enemies: N/A
- Lore Sources: Champion's Dagger, Champion's Sword, Legion Captain
- The Golden Rats are a group of Warriors who find glory and entertainment from battle. They wear gold helmets and shining armor.
- In encounters, a Golden Warrior politely asks the player to fight him to the death in a 1v1 and will invite the player to take the first three swings before he fights back.
- Their "FOB" is the Rat's Den, found within Burning Stone Gardens of Erisia. They can also be encountered anywhere else on Erisia.
- The Bouncer outside of the den warns you to enter with caution. Given how Rat Fighters seek glory through combat, the Den is going to be a mess.
- Diegetic cheering inside of the Rat's Den suggest there are a volume of people in there, cheering the fighting on. Though, the cheering is disembodied, since the only people in there are a few Rat Fighters.
The Apothecary[]
- Territory: None
- Attunements: All
- Alliances: The Divers
- Enemies: N/A
- Lore Sources: Carrion (Discord), The Apothecary Discord Server.
- A group of alchemists who follow Dr. Carrion and his experiments sharing one same goal.
- Former subdivision of the Divers, removed after certain actions, though they still remain on good terms. Many but not all members of the Apothecary are Divers, with Dr Carrion even being a Black Diver.
- Their ranks consist of Bluecap Officers and regular Browncap members. Yes they are named after mushrooms.
- The Goal of the Apothecary is to create the Moonseye Vigor, said to be able to "transcend" people.
- Dr Carrion himself drank a prototype of the Moonseye Vigor, driving him into insanity and giving him green eyes.
Songseekers[]
- Territory: None
- Encountered In: Songseeker Wilds, Minityrsa (Frostdraw Only)
- Attunements: Flamecharm, Thundercall, Frostdraw, Galebreathe
- Lore Sources: Songseeker Wilds
- A group that worship the Song, known as the Masters of the Elements. The Songseekers consist of any race.
- These Songseekers aren't actually Tribesmen, despite their appearance. They are people who wish to learn and master the ways of the Old World's Mantracasters, more akin to a religion or cult.
- They worship the Song and believe that when they die they will return to it like a form of reincarnation.
Bandits[]
- Territory: Lower Erisia, Bandit Village
- Encountered In: Erisia, Summer Isle, Etris, Isle of Vigils
- Attunements: None
- Lore Sources: Erisia
- People who have turned to crime for various reasons (most notably desperation, or a need to support their family), and attack players on Erisia.
- Hostile to all players. Reputation cannot be gained with the bandits.
- They appear to have some level of organization:
- They have a ranking system.
- They have a uniform, with different uniforms for different ranks.
- They have a village in Lower Erisia.
- They organize large, though always unsuccessful, raids on bigger factions such as the Summer Company.
The Old Stewards[]
- An organization that preserves what's left before The Tides came, practically Historians. They are not to be confused by The Pathfinders.
- The Old Stewards created The Old Texts.
- The Old Stewards are theorized to become secluded by their presence, to the point where they became a myth or rumor of the Luminants.
- A possible member of the Old Stewards, a man referred to as the Mad Steward, through the use of Ardour, decapitated one of the Elder Edenkite and ate its heart. This caused him to gain infinite wisdom, but with all of the knowledge in the world came all of the tragedies of the world, resulting in an overwhelming sense of dread, thus turning him into the Dread Serpent. This is also why you gain Ardour from slaying the Dread Serpent.
- Adrofalis, trainer of the Saltchemist oath, is a member of the Old Stewards.
The Pathfinders[]
- Encountered In: Anywhere
- Attunements: Any
- Alliances: The Justicar
- Enemies: N/A
- Lore Sources: Neero (Mentioned), Arch_Mage (Edits), Bookworm Andros (Mentioned), Polis (Mention of Alsin), Pathfinder random event (Mention of Alsin)
- A label applicable to anyone who adventures for their own personal goals, including but not limited to historians, treasure hunters, warriors, etc. The title of Pathfinder varies dependent the individual; either focused more on combat or exploration.
- (Neero) The Pathfinders consist of Historians, Scavengers, Bounty Hunters, and Explorers.
- (Neero) A Pathfinder's goal is to explore "Driftlands", Islands that drifted from the Voidsea, time to time.
- The Pathfinders are similar to The Old Stewards, though not exactly the same. Pathfinders as a whole are more of a profession, unlike the Old Stewards that consists mostly of Historians.[2]
- (Bookworm Andros) Pathfinders can share tales of stories to others, such as the inspiration of a warrior who slayed a great beast.
- (Neero) Erisia Island was a main priority to The Pathfinders, explained by Neero; that they were looking for an artifact named "The Forge of Sin". Unfortunately, someone got to the artifact first using brute force, leaving without a trace, likely The Duke.
- The player is referred to as one.
- Many Pathfinders worship Celestials, namely Alsin.
The Covenant of Flame[]
- Encountered in: Western Luminant, Lance Leshi's restaurant (Ploom), Songseeker Temple (Amashi)
- Attunments: Flamecharm
- Alliances: Amorus Pleeksty(?)
- Enemies: The Depths(?)
- Lore Sources: Ploom, Worshipper Shield , Flamecharmer Worshipper Outfit, ragoozer (Discord), Talent cards (Amoran Seeker Talent cards, Falling Star Guard Talent cards), Mystic.
- A group of Flamecharmers who follow the teachings of the Black Diver and Deepwoken, Amorus Pleeksty.
- One of the few faiths from the Canticlysm that survived the Tides and its still spreading today. (Book: Vows by the sea: Inheritance)
- Most of them reside in the West Luminant, but some of them travel to all of Lumen spreading the teachings of Amorus Pleeksty.
- Many members of the Covenant of Flame represent Amorus Pleeksty as a "God", but Pleeksty only sees them as a fan club.[1]
- The relations between Pleeksty and the Covenant of Flame are unknown, but it is known that Pleeksty taught many people the concepts of Flamecharm in the Canticlysm, making these people to spread his teachings and creating the Covenant of Flame.
- Their main goal is to save humanity from the Depths, depicting humanity as the "Eternal flame" and the ultimate enemy as the Depths itself.
- Their rank system is unknown, but they are commonly known as "Flamepriest" or "Flameworshippers".
- Their relations with the main factions of Lumen is unknown, but they seem to be neutral with every faction of Lumen due to no one mentioning them.
- When talking to the Mystic to have the Talent card from the tree of "Falling Star Guard", you can see that the dialogue is: "I believe in the people who followed Pleeksty before" , meaning that some of the Talents of Flamecharm were created by the Covenant of Flame.
The Circle of Honor[]
- Encountered in: Central Luminant(?)
- Attunements: Unknown
- Alliances: The Central Authority(?)
- Enemies: Contractors, The Ministry(?)
- Lore Sources: ragoozer, Warden Jericho Journal, Windrunner.
- Creators and source of power of the Warmaster Oath.[1]
- Likely composed of important members of the Authority.
- Are enemies of the Contractor and possibly the ministry due to Warden Jericho and the Windrunner stating that they are against each other.
- A possible member of the Circle of Honor is Warden Jericho.[1]
- They are known to carry floating blades as Warmasters.[1]
- It is speculated that every person who has taken the oath of a Warmaster is a member of the Circle of Honor, given the Oath specifically draws power from it.
- Their objectives and vows are unknown, but it appears to both be against the interests of The Ministry, but also those of the Authority, given they are the opposite of Contractors yet Jericho fears the actions of the Authority will prevent him from maintaining his Oath.
Kyrsgarde[]
- Encountered In: Firfire, New Kyrsa, Kyrsan Wilds
- Attunements: Frostdraw
- Alliances: Ethiron (against their will)
- Enemies: Ethiron(?)
- Lore Sources: Naerotiv, Erosius Amaltus Urivertus Alistus Casius Walistoshus, Aeroaseluniris Oricalum Forentus
- A race of people that live within the Eternal Gale.
- They worship Ethiron, and have built a shrine on the first floor of the Eternal Gale.
- Over the course of their lives they add more words to their name.
- They are not too fond of people from outside the Eternal Gale, who they call Fringewalkers, or Frinwalter in their own tongue.
- Though not exactly fond, they don't have anything against us either and are happy to talk with us. They are very hospitable and kind, and while not having a fond image of us they still treat us with respect as if they see us as similar enough to their kind as if they have their own form of "humanity" that makes it so that they see us as people because we are sentient beings.
- The Kyrsgarde in New Kyrsa are aggressive towards outsiders, unlike the ones in Firfire, who tolerate their presence.
- Despite being hostile in New Kyrsa, in Firfire they can be seen in a more friendly, hospitable, and even charming manner. This may be because of their distance from Ethiron compared to the Kyrsgarde in New Kyrsa, with less influence coming from the Scion of Ethiron.
- Their heads can be eaten and even are shown to have a great amount of nutritional value.
- The Kyrsgarde have a lot of prosperity and such, but something called "the mist" has changed something in them. Naerotiv tells us this place is not good for us, and that the foolishness of the Kyrsgarde is what brought this tragedy.
- Visually, Kyrsgarde brutes seem to have filled the role of labourers or guards in New Kyrsa.
- Kyrsgarde brutes look restless, almost strange. Mindlessly swinging at the air and slowly walking to you, only really when they land that swing is when it gets deadly.
- They know how to speak our language, however they have their own "tongue".
- Their city of New Kyrsa is perhaps the most technologically advanced location seen in game, even possessing a train station.
Race Lore[]
For people who wish to see the races, head here.
Etrean[]
"Defined by their snake-like features and cunning. Isolationists who tend to their own interests."
- This race shares traits with snakes.
- A Race most commonly found in the Etrean Luminant and often regarded as "xenophobic" due to their initial wariness of other Races, often to a slanderous degree.
- The people of Etris has been in scrambles ever since their king had left them and the current reigning lord causing evident dismay to his people, rather than helping them.
- Inspired by East Asian cultures:
- White snakes play a part in Chinese mythology.
- Their architecture consists of gates, temples and lanterns often seen from Chinese and Japanese countries.
- Snakes are known for having thin eyes, with some people describing people of East Asian descent the same way.
- During the Feudal era, Japan focused on isolating itself from the world, much like the Etreans have in Deepwoken.
Celtor[]
"Silver-tongued traders whose pride often gets the better of them. Renowned as ship-builders and seafarers alike."
- This race shares traits with mostly comprised of similarities to racoons and possibly ferrets, but more generally shares the traits of many mustelids (animals like ferrets and otters) and prokaryotes (mainly raccoons).
- A prideful and greedy race that used to live in a great city - known by many for their legendary bankers and overall wealth - that was eventually swept by the Tides, and dragged to the bottom of the ocean and into The Depths where it stands today.
- The common last names of the Celtor people bear similarities to Russian last names.
- Celtor is pronounced like "keltor," rather than "seltor."[2]
Adret[]
"Tattooed when they come of age, their tattoo represents the path of life they seek. Well-regarded as bureaucrats and keepers of coin."
- A recently arrived race of spiritually adept individuals that make up the bulk of the Authority's High Command. They arrived roughly around 1400 years ago.
- Their tattoos represent their future and path of life they wish to seek. Although others may interpret their markings differently, it is up to the Adret on what their markings represent and mean.
- According to an NPC in Summer Isle, the Adrets are "different" and not from the "Old World". This is due to their origin as a once solitary folk living far in the past on the peaks of great mountain ranges now long since drowned, as with the waves the Adrets were forced to come to the little land remaining and join greater society, giving the appearance that they came with the waves themselves.
- The Adret race come from the Central Luminant, a realm with technology and military far beyond what the Etrean Luminant offers.
- They are NOT fish.[2]
- It is theorized they may be humans, as they invest purely into technology over spiritualism, create empires and wage the largest scale wars the world has seen, and once shared a close bond with Canor, the dog race.
Canor[]
"With canine features, the Canor are fiercely loyal. Often found as guards and personal servants in the retinue of powerful people."
- A race that shares traits with canids, often found as guards and personal servants to powerful people due to their fierce loyalty.
- Once heavily employed as soldiers of the Authority, this isn't reflected as much by the forces in the East but may still hold true in the rest of the world.
- Seem to be German-like in terms of name and history:
- They popularized the Zweihander, a real life German weapon.
- The Thundercaller trainer is a Canor named Funke, German for spark.
- The Canor mantra modifier collector in Etris is named Schnitzel and the one in Summer Isle is named Hotdog, both being German dishes and both seemingly not fluent in English.
- Canor last names are mostly German/German inspired.
Gremor[]
"Deer-horned pariahs who lived a peaceful life as nomads before the tides came. Tolerant of extremes that many others would avoid."
- A race of deer folks that consider themselves free from authority and subjugation and seek simple lives away from the conflicts.
- The Gremors are renowned for following Navae; that guides all Gremors forwards, acting as a compass.
- Navae in reality is not a star, a direction or a Celestial Body; but a source that guides all Gremors by pointing towards herself.[2]
Khan[]
"Brimming with pride yet attentive to the finer details. Known as steadfast warriors and mercenaries the world over."
- A prideful race that shares traits with monkeys, known well for the crowns they wear as well as being steadfast warriors and mercenaries.
- They are a big part of the Hundred Legions.
- Generally found in the Western Luminant.
Felinor[]
"Akin to their feline features, the Felinor are carefree and whimsical. Seen to be thieves and outlaws, but merely seek a life of freedom."
- A race that shares traits with felines who defined themselves as carefree and whimsical, seeking a life full of freedom and free will.
- They had a kingdom in Markor that became assimilated into The Central Luminant, though they are still prevalent in the Central Luminant.[2]
Vesperian[]
"Never seen without their masks, poorly understood, but begrudgingly appreciated due to their natural Talents."
- A race that shares traits with bugs, never seen without the masks they wear, although most may not understand why.
- Related to the Ganymedes as they all share the same ancestor.
- Their ancestors aren't the Primal Vesperians, they are just some of the earliest known beings that identified as a Vesperian.
- Their natural armor comes from the fact that most beetles have exoskeletons to protect them, which Vesperians are based on.
- Vesperians grow their masks.[2]
- This would imply they are organic in some way, thus the masks are most likely chitin.
- They can still remove them to eat or drink, however.
- Vesperians grow their masks.[2]
Capra[]
"Keepers of old knowledge, they wander the lands offering their experience to those in need of it."
- A race that shares traits with goats, who are keepers of ancient secrets. They traverse the seas and share knowledge to those who need it.
- Depending on a Capras racial variant, they have "marks" from 1 of 3 seemingly religious figures. These marks could be the "old knowledge" Hinted at in the Capra flavor text
- Mother, Ku: This figure seems to be nurturing, given they have the title of Mother, the healing effect this mark gives in game
- First Beast, Nemit: The title of "First Beast" and the nourishing effect this mark gives in game suggest that Nemit is related to Nature and Survival.
- Moonseye, Jurik: The title of Jurik suggests a connection to the Moonseye, the effect Jurik's mark gives in game suggests that the Moonseye may be a symbol of Sanity and Calm.
- Little is known about the origin of Capras.
Ganymede[]
"Peculiar folk who are often known for their wisdom and intelligence. Though quite rare, Ganymede science still leads man forward."
- A race that shares traits with snails, who are well known for their intelligence and wisdom. Their science still leads the field.
- Distantly related to their separate branch, the Vesperians, due to their similar eyes and surnames.
- A race that lived below the surface and in the Depths, which might explain why they have resistance to insanity.
- Ganymede evolved to all posses baldness, but a millennium ago, the first Greatlord modified their species to give them their innate white hair.[12]
- Ganymede have a closer connection to Lifeweave and therefore learn it more easily.[12]
Chrysid[]
Lore Sources: Lore Books
"Deeply spiritual folk who have an uncanny knack for deciphering the emotions of others while keeping their own a closed book."
- The Chrysid used to be part of the Greathive races, alongside Vesperians and Ganymedes. However, many Chrysids broke off due to their belief in the Moonlit Faith over the Hives technology-focused ideology.
- Despite splitting off from the Greathives, Chrysids are still welcome to reside there. As explained by Hiri, there are "no hard feelings" between the Greathives and Chrysids who chose to join the Moonlit Faith.
- Many Chrysids choose to reside in the Lullaby Isles, an area in The Central Luminant surrounded by a dense mountain range at sea, off the coast of Markor, with multiple small islands dotted around the region. This area is not seen ingame, but mentioned.
- Every village in the Lullaby Isles serves the Lady Confessor, a theocratic dictator which decides what is sin, and punishes those who stand in her way
- Within the central isles of the Lullaby Isles is a city-state called the Echelon, where the council of the Moonlit Faith resides.
- Many Chrysids believe that the appearance of a collar signifies that one of their own has attained wisdom, possibly a form of Elder identification.
- Though they were once highly reclusive, they began to appear more frequently with the new era that the world was going through with the increase in accessibility to the Second Layer.
- Those who do not follow one specific faith tend to travel the world and tell stories. This can be assumed based of the many NPCs found around the East Luminant that are found around the map, telling you stories and are excited to share news about recent events in their life.
Tiran[]
- Though they were once highly reclusive, they began to appear more frequently with the new era that the world was going through with the increase in accessibility to the second layer.
Krulians[]
Lore Sources: Ferryman
- Krulians are shapeshifters, created from amalgamations of souls, and are servants of The Deep. They are the next step in the evolutionary chain and are the closest link between the people of Deepwoken and the Drowned Gods.
- The Ferryman identified himself as a Krulian in Boatman's Watch.
- They can use any attunement, but some prefer some more than others. The attunement they use is likened to a favorite color. They can customise their current one as they see fit, selecting any color of their choice, the Ferryman taking a liking to purple.[2]
- They are far weaker when on the surface than in The Depths.
- There are higher Krulians and lesser Krulians.
- Higher Krulians are more powerful than even Zi'eer or Pleeksty.[1]
- There is a chance that they are ancient enemies of the Lightborn and Celestials, as Krulians are very close to the Drowned Gods and reside in the Depths, there is a high chance that they fought against the Celestials and Lightborn.
Lightborn[]
"The stars call you back..."
Lore Sources: Kaide
- Children of Celestials, the Lightborn are considered fragments of these once great beings who lived above in the sky.
- In recent times, a family of Lightborn known as the Spellhardts have come forth in the Etrean Luminant, though their reputation among the people is questioned due to their unfavorable actions.
- Some of the surviving Lightborns live in The Floating Keep, a moving keep owned by the Spellhardts.
- 'Falling to the temptations' of a Drowned God will result in being exiled from their community.
- Visually, they don halo-like circlets around either their heads, necks or wrists.
Celestials[]
"The stars call you back..."
Lore Sources: Celestial Telescope (Greathive Aratel), Kaide
- The People of the Stars, so to speak. They are not to be confused with Lightborns, their descendants.
- Celestials came to the Luminants from the stars when the Canticlysm descended upon the land of the Old World.
- Some people misinterpreted "Drawn from the Heavens by the Song", referring this quote to the Canticlysm; but it was actually the Celestials that was being referred to.
- The Celestial cities hang below a black sea, likened to the night sky. The ivory and pearl structures hang over like chains.
- Their civilization has fallen to ruin. Their abandoned cities and dead civilizations litter the skies as shimmering stars.
- Known Celestials include Navae and Alsin, who have become religious figures in modern times.
- From the way the dialogue is written in the Celestial Telescope, choosing the option "Gods rest their weary souls." opens up on what has caused the disappearance of Celestials and the abandonment of their Cities was- identifying it as "It".
- It is theorized it was the Celtorian Horror from when The Tides came, a monster or being that drowned the City of Celtor. If it is to be not the case that caused the Celestials to what they are now, it's unlikely that there are space monsters.
- From the way the dialogue is written in the Celestial Telescope, choosing the option "Gods rest their weary souls." opens up on what has caused the disappearance of Celestials and the abandonment of their Cities was- identifying it as "It".
- Eating parts of them turns you into a Starkindred.
Primal Vesperians[]
- Primal Vesperians do not play a significant role in the lore, though they did exist, and have some brief lore behind them. Primal Vesperians were a small group of deviant Vesperians who went on to further their more animalistic traits in their newly formed group known as the Primal Vesperians, they eventually died off as a group leaving one sole surviving member, this being Stag Acrossus.
- "Ancient Vesperians lost to time."
Attunement Lore[]
Attunements are a central concept in the world of Deepwoken. In a literal sense, the world of Deepwoken simply could not function without the existance of attunements and their users, the reasons of which will be promptly discussed below. Prior to the existence of Attunements, the world can be imagined to be similar to the real life. In general, Attunements are a manipulation of the environment rather than the magical creation of elements out of thin air.
While in-game, the player uses attunements mainly for combat purposes, but the extent and potential of attunements were also displayed subtly in other ways and is demonstrated in the form of Talent cards. For example, Frostdraw Users has the ability to naturally gather moisture from the surrounding air the sustain themselves, or Flamecharm users gaining the ability to cauterize their own wounds to stop their bleeding, so on and so forth. While the player uses their Attunement to an adequate degree, the demonstrated uses pale in comparison to the daily-uses of Attunements in the world of Deepwoken.
The Four Attunements of the Canticlysm[]
Lore Sources: Naktigonis (The Sun, Gleaming), Curved Blade of Winds (Description)
- The Four Basic Attunements, Flamecharm, Frostdraw, Galebreathe and Thundercall were discovered and developed during the Canticlysm; the peak of understanding The Song, and also the eventual downfall of the Old World.
- (Naktigonis) Proof of this claim is from Naktigonis' OST, named "The Sun, Gleaming". He talks of the Songseekers, whom wish to master the old ways of what Mantracasters did during the Old World.
- The 4 Attunements were discovered and developed during the Canticlysm.
- (Curved Blade of Winds) The first Galebreathers of the Canticlysm wield the Curved Blade of Winds; dual scimitars attuned to the Winds.
Flamecharm[]
Lore Sources: Flameworshipper Shield (Weapon Description), Pleeksty (Mentioned), Flame Worshipper Armor (Description), Lumen's Folklore: Volume 'Attunement'(Book), Ploom (Flameworshiper in Lance Leshi's food shop), Flamecharm Talents.
"Pleeksty, whom taught us his concept of the Inner Flame— Deep within our souls, lies the Soul of Man." - Flamecharm Historian
- The power to harness fire and flames. Flamecharmers from the Western Luminant are known for their mastery of this Attunement.
- It was invented when Pleeksty consumed a chunk of Korilfiend's flesh, allowing him to speak to and thus 'charm' fire.
- (Pleeksty) Pleeksty is a major figure to Flamecharmers, with multiple Talents with his name in them, and he is mentioned by Ploom in Etris.
- Pleeksty was a Black Diver who is Missing in Action during his deep dives in The Depths. He is the only person to ever be confirmed to have traversed the third layer of the Depths.
- Flamecharm does not create fire; instead, creates combustion.
- (Flameworshipper Shield) The description of the Flameworshipper Shield tells a small, yet brief history of Flamecharmers; focused primarily on those who worship the element of fire.
- Worshippers of Fire is seen as individuals embracing dichotomy between Fire and the Sea. Fire representing Mankind, while the Deep represents as an ultimate threat of the New World.
- (Flameworshipper Shield) Other than the history lesson given by the Flameworshipper Shield, the Shield itself bears the emblem of a Flamepriest.
- (Flame Worshipper Armor) This armor is a standard-issue armor of the Covenant of Flame.
- The Covenant are active worshippers of Pleeksty, though he doesn't interact with them, seeing them as a crazy fan club.[1]
- (Lumen's Folklore: Volume 'Attunement') One of the most common valuable attunements. Can be used in smithery and cooking. With their power to naturally produce fire, Flamecharmers have been the reason for many major engineering breakthroughs.
Frostdraw[]
Lore Sources:
- Frostdraw freezes the surrounding air and molecules around it; creating ice.
- Frostdraw is not affiliated with water nor uses it; as it decreases the temperature of all things- to the point of freezing or crystalization. In a sense, it's the ability to manipulate temperature, rather than manipulate a substance.[2]
- Navae was a great pioneer of it and could weave protective magic into frigid prisms used in clothing.
- Saint Jay was a major figure to Frostdrawers, as a Talent is named after him that is a part of the Frostdraw Talent tree.
- It is presumed that similar to Pleeksty, Saint Jay was a cultivator of magic who taught his ways to others.
- He did not invent it, neither did Navae.
Thundercall[]
Lore Sources:
- The power to control electricity and power.
- Thundercall concentrates the energies of electricity.
- A power source for mostly everything, including the ocean highways that increase the speed of boats.
Galebreathe[]
Lore Sources: Curved Blade of Winds (Description)
- The power to control the current of winds; Galebreathe has been used by the Vigil of Winds and other Galebreathers.
- (Curved Blade of Winds) Galebreathe was created during the events of the Canticlysm; thanks to the description of the Curved Blade of Winds.
Shadowcast[]
Lore Sources:
- The power to harness the darkness within. The Ministry are known to use this Attunement.
- Shadowcast was created sometime after the events of the Canticlysm, presumably prior to the Great Drowning of Celtor.
- Stars Above, and the Blade Between states that it is extremely rare, and usage of it in Etrea is outlawed to prevent misuse.
- Nightblood can be harvested through a machine that drains the ether of those placed in it.
- Considered taboo, as it exists to drain life.[1]
Lifeweavers[]
Lore Sources: Regek (Mentioned), The Lament of Cirryn
- Individuals of The Hive who utilize the Song to manipulate life itself, leading to the construction of the four Greathives, one being Greathive Aratel.[12]
- Lifeweave has also been shown to be able to create constructs, such as the Golems from the Hive.
- The Lifeweavers' motives, based on Regek's dialogue, is to create a new world over the waves- to equally match the tides. This motivation to keep afloat or even surpass the devastation of the Tides is ambitious, though the Lifeweavers are determined to complete their goal.
- Though they only care for their world, the lands beyond The Hive are a different case. As if The Hive and Lifeweavers advance their ways of progress, others would linger behind and cling onto the relics of The Old World, and eventually drown to the Tides when the time comes.
- The shipwright in Greathive Aratel says he can Lifeweave modifications into your ship, making him the only Lifeweaver seen in the game.
- The book The Lament of Cirryn expands up on it:
- The book features three Lifeweavers who attempt to resurrect the fallen Vesperian hero, Cirryn, with Lifeweave. The process at first seems successful but Cirryn soon suffers from aggressive mutations and goes on a murderous rampage. It is implied that Cirryn's soul was never truly resurrected, but that something else had taken its place.
- It also mentions that "Lifeweave is not the act of generating new life, it is the transfer of life".
- An iron box is used to store corrupt Lifeweavers and any rogue creations. The box is devoid of any life, thus depriving them of their power. It was noted an Ironsinger would easily break out.
- Lifeweave allows users to reverse aging processes, effectively allowing anyone with a mastery over it to be immortal.
Ironsing[]
Lore Sources: Hive Tactician Armor (Description), Arch_Mage (Discord)
- Also known as Ironsong by other folk, Ironsing is the utilization of the Song to manipulate Metals and Steel.
- (Hive Tactician)There is no further evidence of Ironsing's origins or Lore, except for the Hive Tactician Armor. It's most likely that Ironsing was developed by The Hive.
- The Hive held a monopoly on the Attunement, prior to the birth of Adar, who spread it to the wider world.[2]
- Unfortunately, Ironsing did not create the Ironclad. The Ironclad was constructed by shipwrights, shipped from The Central Luminant.[2]
Water Magic[]
Lore Sources: Arch_Mage (Discord Posts)
- Although 'Water Magic' is not exactly an Attunement, it is exclusive to The Depths.[2]
- Water Magic is the manifestation of the Song's wrath, with the capability of re-enacting Horrors upon island and cities, and the ability to sway and direct the Tide of the sea as seen fit. Those who wield this profound power have already discarded their humanity entirely.[2]
- It's the complete inverse of the Flames that keep Humanity alive - the various forges and artifacts scattered throughout the Luminants, which possess immense power to whichever faction is able to wield them. The Lifeweaving Forges possessed by the Hive are able to power teleportation beacons, manufacture the terrifyingly strong Hive Golems, and fuel various contraptions, such as the Gate to the entrance to Greathive Aratel and the boats modified by Lifeweaver technology.
- Water Magic is the manifestation of the Song's wrath, with the capability of re-enacting Horrors upon island and cities, and the ability to sway and direct the Tide of the sea as seen fit. Those who wield this profound power have already discarded their humanity entirely.[2]
Oath Lore[]
Oaths are a peculiar topic to discuss in the world of Deepwoken. Fundamentally, they differ from any conventional means of deriving power from concepts and objects in the world of Deepwoken, hence why or how Oath magic manifests is largely a mystery with, unfortunately, not a lot of answers to. In mainstream sense, Oaths are described as to being a category of their own, that being 'Oath Magic', which suggests that they fundamentally differ from Mantras or Resonances in terms of how they function, what it is and was.
Oaths, as it is observed, are acquired when one pledges their soul to a certain cause, or a particular ideal, granting them powers that align with achieving said cause and ideals. This process will 'bind' their soul to the cause. Despite technically being a category of it's own, most 'Oath Magic' are still referred to as Mantras, suggesting that perhaps Oath Magic is a mere sub-category of the Song, similar to Murmurs and Resonances. A keeper of an Oath would strengthen their powers by a reinforcement of their beliefs in the form of completing tasks relative to the Oath, affirming their role and ideals in the process.
It is unknown how Oath Magic manifests itself - in other words - get created. But it is widely observed that Oaths can be granted through a variety of means, as long as a process of binding one's soul is present. This allow Oaths to be granted through static, and active means. This is evident through the fact that the player is able to acquire Oaths either through an object of power such as Linkstrider or Blindseer, or through someone of the same likeness like Fadetrimmer and Contractor. A universal theme within these examples is that Oaths can only be acquired through something or someone who also posses aspects of said Oath.
Breaking an Oath is only possible through the assistance of Yun'Shul's communion, with varying levels of displeasem*nt from the Oath-givers. Doing this act reguards the player as an "Oathbreaker". The fact that one would require otherworldly powers to break off from an Oath highly suggests that an individual would be incapable of breaking off from an Oath without special measures.
Blindseer[]
- People who make an Oath to seek the truth of the Deepwoken world by rejecting their sight, protecting them from the horrors of the world.
- This Oath is associated with the fact that Humans, being one of the weaker entities in the world, are highly vulnerable to the effects of insanity, where most of seek out the secrets of the sea will almost-certainly be driven to insanity by the truths that they come to learn.
- A Blindseer becomes stronger as they free lost souls (Pathfinders) from the Depths via the Depths trials. This is due to the fact that their duty entails protecting others from the horrors of the waking world, and to guide those who are not capable of tackling such a feat back to their lives ignorant to what lies below.
- Blindseers are not required to be naturally blind. As long as their vision is obscured, the effects of the Oath will manifest.
- Blindseers lose their vision in exchange for an alternate form of vision. To the player, this is the blue-vision they receive while being blinded with the Oath, though whether this is the result of drastically heightened perception, or a literal alternate vision for them, is unknown.
- The loss of vision and heightened sanity does not equal to immunity towards insanity. Blindseers are still prone to the effects of insanity as they are still human.
Visionshaper[]
- Counter part to Blindseer, those who vow to create illusions and manipulate reality, creating lies instead of searching for the truth.
- Visionshapers made a vow to the Nestmind, the "Mother/father" of all owls.
- Despite having great powers of reality bending, all Visionshapers are doomed to become food for the Nestmind.
- Due to the fact that the Nestmind appears to be an entity that sustains itself through consuming (but not exclusively) human thought and concepts, hence only those who have a sophisticated enough mind are fit to be developed for consumption.
- One notorious user of the Visionshaper Oath is Aelita, due to her magenta eyes and clone abilities, also that you need to interact with her to get the Oath.
- 'Notorious' in the sense that she plays tricks with people who are, most likely, stranded on the harsh environments of Minityrsa, and sends them to their death whenever they don't play along. Likely resulting in many unwarranted deaths.
Oathless[]
- People who swore themselves to never be bound by an Oath, granting them a convincing illusion of freedom.
- Due to the contradictory value of the Oath, it is believed that 'Oathless' is one of the weaker Oaths in the Deepwoken world.
- It is worth noting that while it is true that the notion of the Oath is contradictory, this does not subvert it's effects. In other words, the Oath matches it's vows, hence the relevancy of it's legitimacy is not affected since it is the notion and illusion that matters, as long as such a notion isn't shattered.
- Arch_Mage has mentioned that Oathless is the most powerful Oath there is, though the canon-value of this claim remains to be seen.
Jetstriker[]
- People who swore an Oath to flow with the Song and be its conductor.
- Keepers of this Oath are alternatively called 'Windrunners' due to their sheer speed, and likeness with aspects of the Wind. (Not to be confused with the Gale)
- It is likely that some members of the Vigils swore this Oath, due to one of their abilities having its name while being learned at their temple.
- Jetstrikers are granted powers to manipulate their physical form to travel along with the Wind, along with several other powers that allows them to traverse far distances and overcome great peaks.
Linkstrider[]
- People who have made an Oath to try to "fix" this "fragile world" with their powers becoming the support of their allies.
- Linkstriders wield parasitic powers, being able to steal the life, or heal people with their symbiotic powers.
- It is known this Oath is tied to the Celestials/Stars similar to the Starkindreds, due to the Linkstriders being able to teleport between the meteorites found across the East Luminant, while also at the same time the ritual to become a Linkstrider has the marks of the Moonseye and the Suncross, which are marks of Celestials.
Starkindred[]
- The counterpart to Deepwoken, those who have consumed a piece of a Celestial, binding them to the skies rather than the tides.[1]
- It is known that they "Feel all at once", probably feeling the connection they made with the Celestial.
- Alternatively, this may be due to the fact that Celestials being beings of a much higher status thanks to the history of the civilization, and the otherworldly powers and knowledge they bring, allowing those who partook in the Starkindred Oath to get a fraction of what a Celestial is capable of feeling and knowing.
- The strength of a single Starkindred isn't universal. This is due to the fact that the extent of their powers are directly tied to the Celestial that they consumed.
- The Starkindred path available to the player is likely not the most powerful one as aside from granting the ability of wing manifestation and some mantras, does not provide anything else further. It is very much plausible that consuming other Celestials such as Alsin or Navae may yield different, and even greater powers.
- As stated by Ezra, a worshipper of the Celestial Ku, the Starkindred have a history of blood and massacre, suggesting that Oath keepers of Starkindred aren't united under a single cause; only partaking the Oath as a greedy attempt to gain power.
- They operate much like a cult, killing anyone who flies too far from the flock.
- The Starkindred Church are the creators of the Pale Briar, which Maestro Evengarde Rest obtained during an excursion against the Church with The Hundred Legions.
Arcwarder[]
- An Oath taken by those who had proven themselves to be a stalwart spirit that protects others from harm, being the vanguard, the protector, and the shining armor.
- Primarily acquired by completing deeds of great courage for the Ignition Union, making them indebted to you.
- It is unknown if this Oath is exclusive to the Ignition Union.
- It is unknown if this Oath is directly tied to the Arc Suit that comes with the Oath.
- Though these can potentially be the foundations of the Oath since one can only partake the Oath after being compatible with the Arc Suit.
- While it is fair to point out that the Arc Suit is just a piece of high-tech armor developed by the Ignition Union, it can be observed that the Arc Suit can only become complete by unlocking it's other modules by 'bonding' with the suit by way of overcoming great feats.
- This can be further supported by the fact that Arcwarder progression does not necessarily entail protecting others.
- The Arc Suit itself is summoned by way of Mantra, suggesting that the suit is also a manifestation of the Song, rather than being some sort of high-end tech completely.
Dawnwalker[]
- Dawnwalkers are people who swore an Oath with the Black Diver Klaris Llfiend, learning the arts of the Radiant Tones by way of binding themselves to her ways, and using the powers of the Oath to defeat the encroaching darkness of the world.
- Despite being an Oath, the progression of this Oath seems to be purely transactional as the player can only progress their Oath by exchanging Kyrsan Medallions to Klaris.
- It is fair to say that since you've already bound yourself to Klaris' cause, it is only natural that getting stronger is your only concern in order banish darkness from the world.
- The Oath, despite what is stated by flavor text, doesn't actually operate at Lightspeed.[2][12]
Silentheart[]
- Silenthearts are people who have swore an Oath of pure hatred with the souls of the Voidsea to seek revenge against the people who abuse the Song for their own gain, primarily targeting the Masters of elements who teach their usage of the Song across all Lumen.
- Silenthearts swore this Oath in search of pure power against the Song itself, starting with rejecting the words of the Song. As the Song directly ties to the soul and heart of a person, their nature is directly manipulated and changed by Dreadstar, barring them from Mantras in exchange for other forms of power.
- Despite this, it is a common misconception that Silenthearts reject the Song.
- This is not the case as the Song isn't something that can be stamped out. Silenthearts exclusively reject the words of the Song, which are Mantras, vastly different from rejecting the Song entirely.
- All of their abilities are a usage of the Song, even if it doesn't take the form of mantras.[1]
- While words of the Song are rejected, other forms of application are apparently not a concern to Silenthearts. (And by extension, Dreadstar themselves)
- Whether or not this is a limit power, or just a bias against people who wield Mantras remains to be seen.
Fadetrimmers[]
- People who have swore an Oath to become great barbers, with their scissors and barber products to not let a "Fringe Accident" happen again.
- All Barbers across Lumen posses this Oath.
- Despite the player not being able to, many Fadetrimmer barbers are able with their Oath to change the Race Variant, gender, and even ornaments of people.
- This is technically knowledge that is exclusively learned at the Markor Citadel.
- Fadetrimming had likely originated from the Markor Citadel due to an extensive need of surgeons.
- In contrast to the real world, Barbers of the medieval times are, in fact, technically surgeons due to the fact that both are high precision jobs that demand accuracy.
Contractors[]
- Contractors are people who had sworn an Oath to any of the Nine Prophets of the Ministry, granting them a fraction of what that Prophet is capable of.
- The Powers granted to a Contractor are not universal, as swearing the Oath to a different prophet may yield different results.
- Since the Oath is directly tied to the will of the Prophet, getting stronger meant completing errands for them. In the case of Zi'eer, you are only tasked with banishing those who had sworn servitude under other causes in the Depths.
- The Oath effectively binds anyone in strict servitude of that Prophet and that Prophet alone. In other words, they become puppets and pawns of the Prophet's will.
- Similar to how Blindseer and Visionshaper are two Oaths that are against each other. Contractors are a polar opposite Warmasters.
Warmasters[]
- People who have sworn an Oath to the "Circle of Honor". Due to limited information, the terms of the Oath are unknown, though it is likely that the oath is sworn under the pretense of protecting Lumen against the odds.
- Most Warmasters are members of the Central Authority, for example Warden Jericho being a Warden of the Authority and a Warmaster.[1]
- Their powers are known to have "Floating blades", being very similar to the ones that the Stone Knights wield.
- As stated by the Windrunner, Warmasters and Contractors are Oaths that are against each other, most likely due to the Warmasters trying to save Lumen from a second drowning, while Contractors seek to being forth another great drowning.
Deepwoken[]
- Lore Sources: ragoozer (Discord)
- The titular Deepwoken are people who have consumed pieces of Drowned Gods, presumably 'waking' to the secrets of 'the deep.'[1]
- A common theme in the world of Deepwoken is the fact that consuming something of power grants a transfer of power from the consumed, to the consuming.
- There are two known Deepwoken, Amorus Pleeksty and The First Prophet of the Ministry.[1]
- Known to grant the user incredible power from the Drowned God they consumed a piece of.[1]
- For example, Amorus Pleeksty became incredible in tune with fire to the point of being able to communicate with it after consuming a piece of Korilfiend due to being the Drowned God of Fire.[1]
- Becoming a Deepwoken grants you Immortality; the known Deepwoken, Pleeksty and the First Prophet, are over 1000 years old, living since the Tides or even the Old World.[1][2]
- The consequences of becoming a Deepwoken aren't yet known, but the drawbacks are.[2]
- It results in unknown physical changes.[2]
- It is worth noting that the Player Character, while not explicitly stated, is hinted to have potential to becoming a Deepwoken, thanks to certain Talent cards being directly under the tree "Deepwoken".
Voidwalker/Void Oath[]
- The name and purpose of this Oath is unknown, however it is known that some worthy mercenaries of the Knives of Eylis make an Oath with Eylis herself to gain abilities such as time manipulation.
- Despite being a rare Oath that only a few Knives have, it can be seen being used by the Subtle Knives of Eylis and the Old Knives of Eylis with the ability to create a bubble around them that slows time for those who are not Knives.
Murmur Lore[]
- Murmurs are whispers of the Song that allows the user to do a variety of special abilities.
- Everyone has Murmur, but only those who obtain special applications of the Song can make full use of its abilities.
Whispers of Ardour[]
- An application of the Song that allows the user to channel the Murmur into raw strength.
- It can be obtained by slaying the Dread Serpent; a beast that lurks within the Voidsea.
- Ardour is "the only known Murmur capable of wounding [an Edenkite]".
- Those who wield the power of Ardour are seen with weapons imbued with a purple slash effect, and their strikes are echoed with each succession.
- Focusing on the sounds of Ardour, whispers can be heard.
- Ardour can also be used as a form a scream; inflicting fear to those around them.
- The King of Etrea is mentioned to have this Murmur. It was said that this Murmur "could cut the sea itself".
- The roar produced by Ardour Scream is similar to a Megalodaunt's roar, both emit purple ripples, have the same sound, and inflict insanity.
Whispers of Tacet[]
- An application of the Song that enables the user to suppress their Murmur, turning themselves invisible to the naked eye.
- It can be obtained by performing a handful of assassinations for Cestis, a Ganymede located in the outskirts of Meteor Isle.
- Ministry Agents or Scouts can utilize this Murmur.
- Alpha and Crimson Megalodaunts can somehow use its power too.
- Some Kyrsgarde are able to use this Murmur.
- Despite suppressing their own Murmur, Blindseers are able to see Tacet users despite suppressing it.
Whispers of Rhythm[]
- An application of the Song that allows the user to perceive the Murmur emanated by all living things.
- A Murmur possed by both Kyrsgarde and Humans.
Before the Tides: Before years were invented (Old World)[]
City of Celtor []
Lore Sources: Area descriptions
- Before the Tides, The City of the Drowned was once an above ground citadel, occupied by the great Nation of Celtor. Judging by its preserved conditions, The City of Celtor was prosperous and presumably famous for its Marketplace and Trade.
- It is unknown what purpose the Cathedral would have served in a time before The Tides, or if it even existed. The Cathedral of the Interstice may have formerly been one of the Interstitial Lighthouses due to the similarity between the names of the structures.
Life before the Tides[]
Lore Sources: Etris Guards
- There was once Land Animals in Deepwoken, both Domestic, Predator and Livestock alike before the Tides.
The Old Texts[]
Lore Sources: The Condemned Archives (Description)
- An assortment of History written in glyphs or in books. It is unknown if it can be found in the world of Deepwoken, but NPCs managed to discover them.
- (The Condemned Archives) A forbidden store of Old World Texts once deemed to be too dangerous for common consumption.
- It is unknown where this Archive is located, but its safe to assume we are not meant to figure it out.
The Origin of Adrets[]
Lore Sources: Ishan, Weapon Descriptions.
- The Adret have no ties with any sort of Animal, unlike the rest of the Races (Felinors are Felines, Canors are Dogs, Vesperians are Beetles, etc.) This seems to be many races main point of contention with them, viewing them as alien. Contrary to popular belief, this means that the Adret aren't fish, either.
- Ishan, an Etrean man located within the Stronghold of Summer Isle states that the Adrets appeared out of almost nowhere, this is due to the Adrets traditionally being an isolationist mountain folk who did not interact with other races before The Tides came, though now with the peaks of their tallest mountains long but drowned the Adrets have come out to the greater world.
- Canors were once a major part of the Authority's fighting force, which may be a reference to the close relationship between dog and man.
- The Authority is comprised mainly of Adrets, which could be a metaphor for humanity's desire for war and conquest.
- Their names are tied to rocks, suggesting that while other races worshipped animals, the Adret are tied to the land.
- A theory stated as "close", says that the Adrets created a hereditary vow with Celestials, instead of animals like the rest of the Races did, explaining their unique appearance.[1]
Currency[]
Lore Sources: Mr. Quarters
- A currency predating Notes that used coins existed before the Tides came. A measurement of these was quarters.
Deepwoken: 0000-1271 (New World)[]
This category lists all the Lore of Deepwoken, taking events after the Tides, up to the Spring of Year 1271.
The Song[]
Lore Sources: Songseekers, Diver Apprentice Robes, Celestial Telescope
- The Song is to be the formula - the assimilation of all things; such as Mantras, Ritual Casting and other things.
- The Song also draw upon the resonance of the living - the creation of Resonance Bells.
- The Song is the entity that drives the world - it is a being that is synonymous to fate itself. Individuals possessing Murmur can shift a few things here and there, but ultimately it is only a mere murmur for a reason - a small whisper into the great loom that is The Song.
- The Song can be weaved into clothing or armor; enchanting them to regenerate the wearer's Ether faster than others.
The Canticlysm[]
Lore Sources: Studies on Canticlysm, Vol. IV, Celestial Telescope, Curved Blade of Winds, Naktigonis (The Sun, Gleaming)
- An era where the people of the Old World has utilized the Song into making Attunements and magicks; and eventually the downfall of their own.
- The Canticlysm led to the creation of the 4 Basic Attunements - Thundercall, Flamecharm, Frostdraw and Galebreathe.
- The Canticlysm led to a Golden Age in Deepwoken's world, but also made said world highly volatile, most of the inventions that ran on the power of the Song being liable to turn to lethal if not used properly.
- The people of the Canticlysm used the Song, unknowingly endangered all life - stirring the Drowned Gods from their slumber.
The Tides[]
Lore Sources: Studies on Canticlysm, Vol. IV, What Mends Shall Fray (Song)
- Also known as The Waves, The Tides is a world-scale catastrophe that drowned the Old World after the Canticlysm; leading to the beginning of Deepwoken.
- The Tides were caused by the Drowned Gods; who were nearly awaken from their slumber by the people of the Canticlysm via the sound of the Song.
- The Tide also drew the Voidsea much closer to the Luminants, making it a gateway to both worlds between the surface and The Depths, as well as drawing the Voidfog in and obscuring Constellia from the surface.
The Great Drowning of Celtor[]
Lore Sources: Blindseer Stone, The Ministry (Mentioned), Warden Jericho's Journal (Mentioned)
- A new king rose to power and seemingly through the machinations of the Ministry, the Celtorian Horror - a colossal sea monster[2] - dragged the city beneath the waves.
- The city of Celtor is now located in Scyphozia, the first layer of The Depths.
- Drowning took place well after the Canticlysm ended.
The Depths[]
Lore Sources: What Mends Shall Fray (Song), Gild (NPC, First Layer), Lament of Cyrrin (Book), Munet Journal XIV (Book)
- The Underworld of Deepwoken, where souls who perished or became victims of the Voidsea go.
- The Depths surround the world on all sides.
- The world of Deepwoken exists inside of a strange shape that can be simplified as being similar to that of a sphere. The 'walls' and 'sky' of said shape are the sea- beyond which lie The Depths.[2]
- The Depths are made up of different 'layers,' strange, alien planes, each drastically different from the last.
- While it is believed that the layers are ordered top to bottom, there is no actual order to them. The first layer, Schyphozia, directly borders the world, encompassing it like a bubble. However, the second layer, The Eternal Gale, does not, and there is not any information on it's location within reality.
- There are three known Layers contained within The Depths, but there may well be more.
- As the layers get further from reality, the center, they appear to get closer to the Drowned Gods.
- The first Layer, the Celtor wastes, is where the shrines to Yun'Shul are found.
- The second Layer is where the Drowned God Ethiron and its guardian, the Scion of Ethiron are found.
- The third Layer is where the physical body of Korilfiend is found, and where Amorus Pleeksty is currently.
- While it is believed that the layers are ordered top to bottom, there is no actual order to them. The first layer, Schyphozia, directly borders the world, encompassing it like a bubble. However, the second layer, The Eternal Gale, does not, and there is not any information on it's location within reality.
- It seems that the effects of aging are somewhat mitigated in The Depths, as there are some denizens of it that appear to have fallen centuries ago.
- Examples of such thing is Gild; an old Celtor who was alive before the city drowned.
- When you return to the surface after the Depths Trial, your soul comes back to your body, healed courtesy of the Voices. Should your body be compromised such as scattered on the winds, turned to ash or currently within a Thresher's digestive system, the Voices will instead build an entirely new one and place it at either the original site of death or a place you would consider home, or at the very least, safe, such as a recent inn.[2]
- In Munet Journal XIV, it is described that when someone returns from The Depths, it is accompanied by "a flash of light," with all wounds healed, and all limbs returned to their body.
Ancestors of Ganymedes & Vesperians[]
Lore Sources: Arch_Mage (Discord)
- The two races, the Ganymede and Vesperian, have a long ancient past of working together as a whole- even after the Tides came.
- Up to the present, they still work together as The Hive.
- Primal Vesperian are simply a cult following of Vesperians, and are not related to the evolution of the two races.
Kingdom of Etrea's Past Rulers[]
Lore Sources: Etris
- Before the Lord Regent's Ruling, there were past Rulers that governed the Kingdom of Etrea.
- The Past Rulers of Etrea have records of their history and deeds during their role, all of which are recording in Books by the Official History Office within Etris. However, during The Lord Regent's ruling the Office was suspended.
- The pillar that houses four statues near Etris presumably depicts past rulers.
- There were six Total Rulers of Etrea; the four past Rulers immortalized as statues, The King of Etrea and the current ruler, The Lord Regent himself.
Driftlands[]
Lore Sources: Etris, Isle of Vigils, Scope
- Driftlands, named by the people of Deepwoken, are Islands that drifted back to the Luminant from the Voidsea. Erisia is an example of a Driftland.
- Driftlands have experienced a sort of Time Stasis during their time in the Voidsea, but have returned back to the Luminant.
- Used as battlegrounds for the war between The Kingdom of Etrea and The Central Authority.
Resonance Bells[]
Lore Sources: The Depths, Arch_Mage (Discord), Yamaketzal (Tarnished Removal), Sibex (Resonance Check)
- Resonances are a result of a subconscious effort to prevent death, swearing a Vow to survive.[2]
- Handheld Bells that allow the wielder to perform things that are impossible for the common people. An example of a Resonance Bell is The Duke's Bell, which allows him to create Golems.
- For one to obtain such power, they must be put into fights worthy to them; from purifying the corruption of the Deep or by defeating powerful foes. Once they are worthy, if they ever fall peril to the Depths' grasp, the chimes of bells will answer to their fate.
- Yun'Shul appears to have some sort of connections to bells as he permits special favors to owners of them.
- Resonances are "Unique passages of the Song being brought out and wielded."[2]
- In the game, you can only obtain your Resonance Bell in The Depths, as well as Sibex noting they are particularly good for drawing them out. Perhaps the The Depths is the sweet spot of this 'Unique Passage', risking your life to gain your Resonance through the Song.
- Resonances can consist of any instrument, not just Bells.[2]
- Resonances seem to have a connection to the 'heart' or soul, as the player feels a sharp pull in their chest when Yamaketzal fixes their resonance,[7] or how Yun'Shul's title is "Keeper of Hearts", and they have the power to grant you a new resonance. Although, every Drowned God within the lore have the ability to grant resonance anew or wishes to their seekers.
- (Sibex) Talking to Sibex about checking your resonance explains to you that whether or not your Soul is resonating.
- Corrupted resonance downsides are a misuse of the Song, according to Arch_Mage and have deadly costs on the user. Each resonance is dangerous to the state of the current Deepwoken world, as the Tides are created by the further misuse of the Song. These resonances have a heavy toll not only on the user, but on the Song. Therefore creating the corrupted effect.
Voidfog[]
- Brought on by the Tides.
- A layer of fixed cloud that rotates around the world in a cycle.
- Bends and distorts light.
- Has similar properties to the Voidsea,[2] though whether or not it's actually as dangerous, given the absence of Lionfish and Dread Serpent, remains to be see.
Timeline[]
Lore Sources: Trenti, Studies on Canticlysm Vol. IV
Unknown Timeframe (Ordered Roughly)[]
- Bizarre creatures begin to appear on the surface, bringing relics of lost civilizations with them. These creatures die soon after appearing, unhealthy and seemingly poorly adapted to the ascension.
- Interest in them results in the discovery of the Song.
- A generation later, humanity discovers how to utilise the Song, a period of great enlightenment and development occurs. This is known as the Canticlysm.
- Songwork becomes a profession.
- Songworkers talk of rising up due to poor work conditions, a prominent labour activist is executed.
- Songworker rebellions take place across the globe, some old governments fall, new ones rise and some of those new ones fall soon after.
- Vow magic is used by remaining powers to subdue the Songworkers.
- The creatures emerging on the surface become more and more healthy compared to the predecessors, as well as dangerous.
- Celestials are drawn to the Earth.
- Ocean levels rise.
- Adrets begin their migration.
- The Voidsea grows closer as The Depths begins to encroach on the world. Nations are cut off from each other by The Voidsea. The world begins to die, with no way back. End of the Canticlysm.
- The Celtorian Horror moves towards Celtor.
- The Military Officials become aware of its approach, but instead choose to flee the City without warning the citizens of Celtor.
- Celtor sinks into the first layer of the Depths, many die.
- The Southern Luminant is rendered completely inhospitable.
- The Mad Steward kills an Edenkite and becomes the Dread Serpent.
- The Edenkite vanish from the world.
- The Central Authority becomes an established superpower.
- The 5th King of Etrea vanishes on a journey into the Voidsea, and presumably is sealed in the Depths by the Ministry.
- The Lord Regent takes the throne and installs mental barriers into his people.
- Etris' Official History Office is decommissioned.
- The Hive and Etrea go to war.
- The Authority breaks their treaty with the Legion, the two go to war.
- The Authority goes to war with the Kingdom of Etrea.
Year 1180[]
- August Gideshu pens the Gideshu March.
Deepwoken: 1271-1363[]
This category lists new lore that has been added into Deepwoken through updates during Verse 1 or posthumously during Verse 2. This will cover what lore has been dropped, and the date it has been found or released. Do note that the dates listed in the game are not indicative of the time that has actually passed in the game.[2]
Year 1272[]
(Verse 2: Books, [12/23/2022])
- The Hammer's Call is written by Gawain Corbet.
Year 1277[]
(Verse 1: Celestial Telescope Dialogue Update, [1/15/2022])
- (Celestial Telescope) The Celestial City discovered by the Celestial Telescope is pulled by the World's Gravity. Possibly in the next thousand years or so, will the city crash down into the surface.
(Verse 1: PVP Arena, Trial of One, Visionshaper Oath Update, [2/08/2022])
- (PVP Arena) In the Autumn of Year 1283, a Capra drunkard stumbles near the Songseeker Temple. Claimed to be a nobody or the notorious people across the Luminants, he bestows passing adventurers the Chime of Conflict. Those who ring this bell are transported to a reality different from ours.
- (Trial of One) In the Autumn of Year 1283, Minityrsa rumbles; The Trial Doors opens for the first time in centuries; within the cavities of a courtyard occupied by The Ministry.
- (Visionshaper Oath) In the Autumn of Year 1283, A certain individual can now be talked to within the 1st Layer of the Depths; in a cave occupied by a Widow. He is not what he seems, as one's eyes are fooled by illusion.
Year 1291[]
(Verse 1: Sharko Day, [3/12/2022])
- (Sharko Day) In the midst of the Year of 1291, during the frigid Winter, a thundering roar and rumbling shakes the waters of the New World. From the cold waters emerges the millions of Megalodaunts- trampling over islands and civilizations until there are no more left.
- After the rumbling has subside, plunder and riches rise from the devastated lands laid bare to the Megalodaunts. Strange and inscrutable ways of the Deep, the people who survived found themselves in prosperity.
- The tragedy would forever be remembered by the people.
Year 1293[]
(Verse 1: Sibex Bell Check NPC, [3/21/2022])
- (Sibex NPC) During the cold winters of the Year 1293, a mysterious Celtor accompanied by a Wisp emitting music arrived on Aratel Island; located ontop of a Hivelord Statue outside of Aratel Island, near Summer Isles.
- Sibex, his name was. He grants those to check their Resonance by simply listening closer to your Soul.
Year 1296[]
(Verse 1: Mudskipper Day, [4/01/2022])
- (Mudskipper Day) Grggrl. Grrggl. Grgrlglrgl grrgl. Grgrglrgl.
- Translation: "Twas the birth of a new dawn. In the Year 1296 in Autumn's Eve, all of civilization and people alike have mudskipped. During this faithful day of the Mudskipper, may we cherish it until the end. It will all be a dream, once the land of the living wakes; but we will come back, eventually."
Year 1350[]
(Verse 1: Hallowtide, [11/01/2022])
Deepwoken: 1363[]
This category lists new lore that has been added into Deepwoken through updates during Verse 2. This will cover what lore has been dropped, and the date it has been found or released. Do note that the dates listed in the game are not indicative of the time that has actually passed in the game.[2]
Year 1363[]
(Verse 2 [12/23/2022])
- The Ignition Union reach the Second Layer of the Depths, the Eternal Gale.
- The Divers discover a passage through the Second Layer and into New Kyrsa.
- Chaser betrays his expedition.
- Chaser is killed.
- The Aratel Sea is separated from The Etrean Sea by gates.
- Zi'eer begins to rebuild the Contractors.
- Tirans and Chrysids are drawn out and become more common in the world.
Year 1383[]
(Verse 2 [3/12/2023])
- A shrine is erected in memorial of those who lost their lives in the Sharko Rumbling.
Year 1387[]
(Verse 2 [4/1/2023])
- A pandemic of Coral Fever breaks out, a disease contracted from Megalodaunts. Common symptoms include a change in facial appearance and a very conversational friend.
- Coral Fever is shortly eradicated, though you can still contract the latter symptom.
Monsters[]
The various fauna of the Deepwoken world, the bizarre environment shaping even stranger animals.
- Almost all the creatures in-game bleed red blood, though there are exceptions.
- Some of their body parts are especially useful in crafting.
- They all share a common prey, that being the inhabitants of the Deepwoken world, which is what separates them from regular animals.
- Some gain special abilities from being in the Depths, and all of them can become corrupted, enhanced monsters signified by the purple smoke they emit.
- A select few "monsters" are artificial, namely the Rock Golems, Enforcers and Hive Constructs.
- Monsters have a variety different origins:
- Some simply evolved like normal animals, trying to survive in the broken world.[2]
- Some are native to The Depths and found their way to the surface.[2]
- Some were normal animals, but The Depths' influence altered them.[2]
Megalodaunts[]
- Large hulking creatures that resemble humanoid sharks.
- They are able to make use of Tacet.
- Their roar is similar to Ardour's scream.
- They are poorly evolved for swimming, it's a miracle they can even float.
- They swim by treading water.
- They reproduce by laying eggs.
- There are a couple of variants of Megalodaunt, and even a form of social hierarchy between.
- Black Megalodaunts are considered the Alphas.
- It's unknown if they are born like this or if regular Megalodaunts can obtain this form manually.
- Crimson Megalodaunts are much rarer and seem to be drawn to the Songseeker Wilds.
- Crimson Megalodaunts are much more aggressive than regular ones, attacking even their own kind.
- Their unique skin color and usage of Flamecharm is said to have come from The Vents, and as an extension, Korilfiend's influence on them.
- Black Megalodaunts are considered the Alphas.
- Their natural habitat is The Depths.
- This is likely what led them to evolve in this way, as the landscape of The Depths would mean they would not need to swim and instead should evolve to become better runners and stronger climbers and jumpers.
- Despite this they often leave and start nests on the surface.
- Their skin is strong yet flexible, allowing it be particularly useful in crafting.
- It often finds use in producing highly durable and long-lasting gliders.
Lionfish[]
- Ancient creatures that resemble large fish with the mane of a lion.
- They overwhelm other animals using sheer size alone.
- This has proven to be an effective tactic, causing the extinction of much marine wildlife over the years.
- Despite their immense size, they seem to need very little food to survive, even preferring to outright disintegrate their prey rather than eat them.
- They might be the reason why The Aratel Sea is lacking fish or any other life forms.
Mudskippers[]
- Zombie-like creatures with coral growing out of their head, found in various hues and stages of decay.
- Mudskippers were once human before succumbing to the effects of The Depths. Either through a Nautilodaunt or time within The Depths itself, they will eventually turn into mindless monsters.
- Some of them are capable of using tools, showing they retain some of their memories.
- They also chose to steal the gear of miners, such as their helmets. Perhaps it reminded them of the life they once lead?
- They can be found from meteors too, implying that there are Mudskippers from Constellia.
Primadon[]
- Despite his huge size, Primadon is believed to be a baby fish monkey.
- Not much is known about Primadon, other than that he comes from the sea.
- His name comes from the words "primate" due to his ape-like appearance and the suffix "don," coming from his aquatic features such as gills, webbed feet, and blue fur.
Brainsuckers[]
- Large animals that resemble bats, but with some features that resemble insects as well.
- They originated in The Depths, but found their way to the surface and have begun reproducing there as well.[2]
- They particularly favour regions in The Aratel Sea.
- Though their natural habitat is The Depths, none are actually found down there.
- This could be because, being bats, they prefer environments with fewer transients passing through, and thus inhabit deeper Layers.
- As no Brainsuckers are seen heading to the surface, this would imply there is a method to get straight from at least the second Layer of The Depths straight to the overworld.
- Alternatively, the conditions in the overworld may have just been more favourable, and they have all migrated there and left The Depths behind.
- This could be because, being bats, they prefer environments with fewer transients passing through, and thus inhabit deeper Layers.
- They are never seen doing it, but are likely able to suck brains out through the center of what seems to be their teeth.
Deep Widows[]
- Large spiders with potent venom.
- Tale of the Storm makes reference to four creatures that resemble Deep Widows, however the Appendix notes that they would have to be much smaller and Deep Widows living near to a Megalodaunt's nest is unheard of.
Bone Keepers[]
- Large creatures that bear a heavy resemblance to Kyrsgarde.
Bounders[]
- Main predators of the first floor of the Second Layer.
- Their nests are located in the walls of corridors, probably to ambush any prey that dares to come near their nest.
Husks/Carbuncles/Parasites[]
- Originate as parasites in the Eternal Gale of the Second Layer.
- Incubates themselves in people who face the Eternal Gale, disguising their eggs as snow.
- The eggs can be removed if a certain amount of heat is applied to the parasites, killing them and removing them from the host.
- After incubating for some time in a host, they began to emerge from their eggs and eat the host from the inside out, but without truly killing it.
- After growing for a while in the host, the parasites become Husks, fully controlling their host to attack anyone. These 'Husks' are capable of using the weapons and abilities that the host originally had.
- After the host dies, the husk becomes a Carbuncle, controlling a dead body.
- Carbuncles can be also found on the surface.
- The regions they are found in are all areas near things of celestial origin, such as meteors. Given the Kyrsgarde attacked Constellia, they may well have brought parasites with them, leading to them eventually raining down on Lumen when the chunks of rock fell.
- They can also be found in the Crypt of the Unbroken, given crypts have large piles of corpses ripe for using as hosts, as well as said crypt being near the Valley of Heroes, where meteors frequently fall.
- The regions they are found in are all areas near things of celestial origin, such as meteors. Given the Kyrsgarde attacked Constellia, they may well have brought parasites with them, leading to them eventually raining down on Lumen when the chunks of rock fell.
The Enforcer(s)[]
- A nearly endless, robotic legion of soldiers that serve The Voices.
- They are powered by the souls of those who have failed the Depth Trials, and thus, the more people that die in the trials, creates more Enforcers in the future.
- They are hostile to every monster.
- They turn to ash after being defeated, but plucking their eyes out will preserve them.
- Enforcers that have the Enforcer Hammer as a weapon, tend to be bigger, having more health, and to have their eyes and weapon of a more orange tone color, possibly meaning that they are made up from more souls than the normal enforcer with axe/sword.
Nautilodaunt[]
- Humanoid squid monsters found digging in The City of the Drowned.
- Though one is only seen at a time, there are multiple of them.
- They may be very territorial, thus not letting others in to their digging spot.
- They utilise a parasite to turn their victims into Mudskippers.[2]
- They are highly intelligent, posses a wide range of emotions, and have high level combat prowess.[2]
- While they are predatory in nature, they dislike the taste of human flesh.
Player Lore[]
Though technically a blank slate of varying races and abilities, even the player character has lore to them.
- During the Spring of Year 1271, The Player makes their first appearance in the world of Deepwoken.
- Every Player has some rudimentary combat knowledge, being able to use weapons like daggers, swords and battleaxes, as well as being able to block and parry, learned through various means.
- In the Castaway Origin, they learned this with the training of their captain.
- In the Deepbound Origin, they presumably went through standard Diver training.
- In the Voidwalker Origin, they were presumably trained by the Knives of Eylis.
- In the Lone Warrior Origin, they have fuzzy memories of combat.
- They are a "Drowned," people with more connections to The Depths than usual.
- When they become strong enough, they get the Talent card of the Sound from Below that states that something in The Depths is calling you as if they were tied to The Depths since the beginning.
- Destroyman III claims to be the player's twin brother.
Castaway[]
- The Player in the Castaway origin was once part of a group of seafarers, but the Authority attacked their ship and they ended up being found on the beaches of either Etris or the Isles of Vigils.
- They knew who the Central Authority was, and probably had some indication of their hostility towards Etrea.
Deepbound[]
- The Player enlisted in the divers becoming a Diver apprentice, possibly in the Markor Citadel, the Divers main headquarters in the Central Luminant, after being recruited by a Diver of unknown rank named Roy. He gave them basic Diver Apprentice training, after they were assigned a post in Castle Light to prove their worth as a Diver.
Voidwalker[]
- They somehow managed to join the Knives of Eylis, presumably from the Central Luminant and gained the Void powers of the Voidmother: Grasp of Eylis and Voideye.
- After completing hell-like training to become a Mercenary of Eylis, they were assigned bounties on those the Knives' clients wanted dead.
Power Level[]
- A Power 20 player is slightly more powerful than Chaser but slightly less powerful than Klaris.[1]
Character Deaths[]
- Your health bar depicts your soul's wellbeing. One death in the Luminant coils your soul a step closer to the depths, leaving a tainted stain onto your health. One more death in the Luminant and your soul drowns to The Depths, waking up in the Celtor Wastes.
- Increasing your power while your health is tainted bolsters your soul, escaping the grasps of The Depths and reverting your health bar back to normal.
- In the Depths, your health bar is a cobalt blue; indicating that your soul- and your life, is sealed within The Depths. Dying in The Depths sends you to the Fragments of Self, a purgatory made of what's left of your collective consciousness before it all drowns.
- The Hippocampal Pool and Echoes are purely there for gameplay purposes, with the destruction of the ego in the Fragments of Self being the end for the character and their legacy.[2]
- If your health bar is stained, that means your character is injured. Drowning (dying with a stained health bar) sends the player's soul to the Depths, whereas your body stays on the surface. This is why you need to enter the Depths through a whirlpool to enter Castle Light, as you bring your body with you there. When a player escapes the Depths, their soul is returned to their body and heals it fully.
Miscellaneous[]
Lightkeepers[]
Lore Sources: Nimea and Klaris.
- Individuals born with the Gift; a Regalia that grants them the ability to radiate 'Light' within their very own soul by altering their Murmur. Lightkeepers are responsible of maintaining the Lighthouses for travel between Luminants, at the cost of their own wellbeing and the ability to use Attunements.[2]
- Lightkeep draws from a verse of the Song called the Radiant Tones.
- The price of the Lightkeeper's own wellbeing is that they constantly draw upon their Gift to project Light, using their own soul for the safety and benefit of others. It is unknown what their expected lifespan is during their role as a Lightkeeper.
- Many of the Lightkeepers are under the jurisdiction of the Central Authority, giving the latter complete control over movement between Luminants.[2]
- Based on what Nimea said, "Light is to Void as Paint is to a Canvas- it draws out substance.", Lightkeeping can be utilized to iluminate objects long lost to the Tides.
- The only Lightkeeper that we know of is the one mentioned by Nimea and Klaris, Viqh, the Lightkeeper of the Eastern Lighthouse.
- Apparently Lightkeepers can't leave their lighthouse at any cost, as told by Klaris, showing that they are of great value and can't be put to any risk.
- Lightkeepers are highly important for nautical travel between Luminants. Within the Petra's Anchor's description. It states that the ship 'Petra's Dawn' was the only ship that has made the expedition between Luminants without any blessing from a Lightkeeper.
- Sometime before the events of the game, Nimea's childhood friend, Viqh, was born with the Gift, and was discovered shortly after due to their power. The people of the East Luminant believed that she was the first destined Lightkeeper in their Luminant for decades. This lead to her being hunted down by the Central Authority, hoping to add her to their roster of Lightkeepers. In protest, she refused to operate Lighthouse for them after being captured.
- Nimea was not happy about her childhood friend to be taken away from her, though she digressed, as it is only natural for a Lightkeeper to be born for this destiny.
- Klaris was taught by Viqh on how utilize Radiant Tones.
- The magic that is utilized by the Dawnwalkers is a combat-oriented imitation of Lightkeeping through the usage of Radiant Tones.
- The Lightkeepers' FOB is located in Starswept Valley; named the Lightkeeper's Temple.
- As of the Year 1271, it has been buried by the sands of the Valley and is a breeding grounds for Threshers. Though despite the abandonment, the Temple looks to be intact.
- By Year 1363, a jail cell in it has been torn open, and a connection to the Deep Thresher Nest established.
Materials[]
Metals[]
- Erisore is a rare material that was very common in Erisia.
- Irithine has naturally corrosive properties,[2] being most commonly found in a cave filled with acid.
- Astruline is formed from deposits in asteroids.
Lightkeeper Temple Glyphs[]
"It details a City of long gone, sunken Celtor - A horrible drowning swallowed Celtor - this is known by all - though, what few failed to notice was the arrival of their new Lord and King many years before. This leader brought prosperity to them in a time of need, but in a world so cruel why did none think to question the hand of one so generous?"
- This message engraved in the occupied Lightkeeper Temple in Aratel Island talks of the past of the Celtorian Nation; the City of Celtor. Besides the tragedy that struck the Nation (That being the Great Drowning), there are more to it than simply a disaster; that being the arrival of a New Lord and King years before the Drowning.
- The writing does not specify how many years it has been since the new arrivals of their new leaders.
- The new Lord is theorized to be the Lord Regent from the Kingdom of Etrea due to his abilities tainted with Depths Magicks written all over it and a similar theme of not questioning a ruler of mysterious origin. It's possible, as the time between the Great Drowning of Celtor and the current year (1271) is short.
- The King however, could've been a new Celtor King in line; and presumably met the same fate as the Etrean King- who disappeared without any traces of themselves while the Lord took his place during his absence.
- The phrase 'Lord and King' can also refer to a single individual, it's possible The Lord Regent or even another Contractor had installed themselves as the city's leader.
Tempest Eye[]
- A technique that allows Evengarde Rest to be on par with Pleeksty.[1]
- Requires conditions to be met for usage.[1]
- Exists in the games files.
- Used on the player character if they spit on Evengarde, cleaving their head off with no way to counter or evade it.
Animals[]
- The Deepwoken World is home to many non-monster animals, though there is little evidence of their existence in many cases.[2]
- Many animals share traits with the races seen in the game.
- Steward Heidegard theorized in the 'Gremor Hypothesis' that the reason for this was due to the progenitors of each race creating Vows with other races.
- While there is major proof of birds existing, such as nests, eggs and the sound of their chirping, they cannot actually be seen.
- The Lament of Cirryn features birds heavily.
- Deer are apparently hunted by the Children of Navae for unknown reasons, with it likely not being for food given they bury the bodies.
- Fish are the only animals that can be actively seen and interacted with
- The known fish species include:
- At least four types of swordfish
- Sea bass
- Red snappers
- Tuna
- Tuna are faster than Lionfish, thus survived.
- Pufferfish
- Pufferfish survived Lionfish by being too poisonous for consumption.
- Possibly more
- Due to the existence of cheese, there must be some animal being milked. The fact that only Lance Leshi's brother stocks it implies it is a foreign import of some kind.
- There are cows, though we can't see them.
- Lionfish have been a major cause for the extinction of many sea predators.
- Many animals share traits with the races seen in the game.
Guns[]
- Guns are a lot weaker in the Deepwoken world compared to real life.[1]
- They are considered as strong as a sword and cannot simply kill someone with a single bullet, most likely due to the poor design of the bullets and how far removed they are from the original design as it was lost in translation.[1]
- Existed in the Old World, but lost with the Tides.
- Reverse engineered and redistributed by Gunsmith Rosen and the Summer Company.
Mental Veils[]
- An ability that installs a wall in the mind.
- These can either be used to protect the user from mental attacks, or can be used the opposite way, supressing memories and creating false truths in the users mind.
- The protective kind used by Authority Inquisitors are administered by a single handler and require intense concentration to keep active. Meanwhile the one the Lord Regent used on the Etreans was used on the entire city, which was noted to be impossible.
- The Lord Regent's veil has a few glaring weaknesses, such as if someone affected by it is asked information about the Lord Regent, then forgets their answer, such as through being administered an amnesiac, and is asked again, their answer will be different, as well as the strong minded having a level of resistence towards it.[2]
- Administering enough Thundercall to the mind of someone who has one can break them.
- In the case of 'Operation Puppet_Master,' the individual who had their mental veil broken died due to their eyes exploding, though this may only be due to the nature of the Lord Regent's veil specifically.
Language[]
- There were used to be a variety of Languages back in the Old World Era, but were lost due to the occurrence of The Tides.[2]
- The language seen throughout the game is simply called 'Common.'
- There is a language used by the Kyrsgarde, similar to common.
Motifs[]
- Rings
- Many of the prominent figures in Deepwoken possessed a ring at some point, but discarded it.
- Akira stopped using his believing he no longer needed it.
- Rosen no longer used it after finding new inspiration.
- The Maestros' was lost for some reason.
- Many of the prominent figures in Deepwoken possessed a ring at some point, but discarded it.
- Consumption
- A common trend in Deepwoken is being able to consume parts of living things to gain their power.
- With Starkindred, you consume the blood of a Celestial to obtain the Oath.
- Pleeksty consumed the essence of Korilfiend in the form of a flower in the third layer, giving him a portion of Korilfiend's power.
- The First Prophet ate a piece of an unnamed Drowned God.
- There are lotuses found in Voidzones that give stat attributes when consumed as a potion.
- The Attunement trainers give you a vial of their blood to drink to unlock attunements.
- The Mad Steward gained knowledge when he consumed the heart of an Elder Edenkite, and after that became a Dread Serpent.
- A common trend in Deepwoken is being able to consume parts of living things to gain their power.
- Purple
- The color purple is often a motif of Drowned Gods or those connected to Drowned Gods
- Corrupted bells are purple in the card drawing screen and are commonly a purple color.
- The only known Krulian, The Ferryman, wields purple Thundercall, though the only reason for him doing so is that he likes the color.
- Ethiron's Scion wields purple Galebreathe.
- Pieces of the forge as well as the Temple of the Forgotten Flame sport purple fire, with both being connected to the Drowned God Korilfiend.
- The player, as they are not connected to any Gods, are unable to harness any sort of purple elements.
- The color purple is often a motif of Drowned Gods or those connected to Drowned Gods
Music[]
The Music of Deepwoken, made solely by the composer, Naktigonis, has lore inscribed into their descriptions.
The Gideshu March[]
Lore Sources: The Gideshu March Soundtrack
Theme of the Central Authority
"The Gideshu March is a popular marching song of the Central Authority - the iron-fisted guardians of the Central Luminant. Written in the year 1180 by August Gideshu, an Authority officer, the march quickly became popular among the rank-and-file soldiers, with many regiments choosing the Song as their marching tune. Some even consider it to be the Authority's unofficial anthem - though the Authority elites' stance on this is not entirely clear."
- It plays when the Authority attacks the ship in the Tutorial.
- A leitmotif from it can be heard in And Let Slip The Hounds Of War.
- Interestingly, said motif is heard just after another motif which resembles To Sleep, Dreaming
Masters of the House[]
Lore Sources: Masters of the House Soundtrack, Naktigonis
Theme of the Ministry
"An old, semi-scratched record plate rests inside a black leather sleeve, the latter still in solid condition - although the opening flap is a little worn at the folded edge. There is no visible text on this packaging - neither outside it, nor within it. Instead, at the front of the sleeve, a singular symbol of sorts stands out, etched into the leather in gold. The significance of the symbol - and, indeed, its meaning, - escape you. Upon closer inspection, the sleeve's flap hides a cut in it - a pouch, it seems. Within it is contained a small piece of paper. It looks as if it was torn from a book of some kind, its appearance weathered, the paper itself now bearing a rich sepia tone. There is some sort of writing on it, artfully calligraphed onto the insignificant-looking paper scrap: "Defy the hush-makers. Let the glorious song ring on. We shall sing with the tide, 'til a new Celtor sinks!"
- It is given that the description of "Masters of the House" has Ministry written all over it; as they mentioned the new Celtor. This is a metaphor for the next nation to undergo a Great Drowning.
- As of 1/22/22, it is unknown when the record was composed in, but it's speculated that it was created during the first century of the New World.
- Based on Naktigonis, there is a gramophone in an area that is currently cut in the game.
Ascension (Interlude)[]
Lore Sources: Ascension (Interlude) Soundtrack
Words of the Bloodhound
"When the tide rolled in there was nothing left, But an albatross hanging from my neck. And just as you could not contain the sea, You could not contain me." (- Foxing, 'Bloodhound')
- Albatross, a bird seen over the seas, is described by sailors that these birds held the souls of lost sailors. It's quite fitting, as the world of Deepwoken is mostly sea.
A Memory of Tides[]
Lore Sources: A Memory of Tides Soundtrack, Greathive Aratel
"A scratched and worn record plate from the Old World - the world as it was before the Canticlysm, and the rising of the tides. It is hard to estimate the plate's age at a glance. The plate is packed in a burgundy-shade sheet of paper, a sleeve of sorts. Its borders are decorated with nautical-themed motifs and curves. On the outside, faded golden print letters in the middle of the sleeve note, "A MEMORY OF TIDES". Underneath, in beautiful cursive, is supposedly the author's name, although the writing's color has been worn away by time to the point of indecipherability. On the inner side of its dog-eared paper sleeve, there are tenuously-scrawled writings etched in an aged script:"
----- WHEN THE DEPTHS OF SEA COME ALIVE IN A MOTION, STRONGLY SHAKES THE LAND AND THE SKY FROM THE OCEAN. WATERS BELOW FOAM AND ROAR, AND BELLOW. WHAT SHALL WE DO WITH OUR HEARTS SO MELLOW? FEEL NO DESPAIR, MY FRIENDS! TOMORROW, DAY DAWNS ANEW!" -----
- Just like what the description says, Memory of Tides was composed in the Old World.
- The script was presumably written by a member of The Hive; due to a fact that the record can be found within a secret room in Greathive Aratel.
- It is unknown what year the writing was written.
- The script talks of the Depths creating a ripple effect across both the land and sky from the ocean.
Trivia[]
- Despite the often unclear nature of the lore, with developers at time contradicting each other, there is indeed some form of document that contains it all.
- The Central Authority was sometimes referred to as the Adretian Authority in-game at release, though this has since been corrected by the devs.
- The writing of the Gideshu March is the earliest known event in Deepwoken with a confirmed date, as well as the only event with a confirmed date that took place prior to 1271, the year of the game's release.
- ragoozer likes using anagrams to drop lore hints. An example of this would be Nilsa being an anagram of Alsin.
- Deepwoken's Vow of Mastery is not too dissimilar to Oaths and Resonances due to the fact they all use "vow magic". Vow magic was much more prominent in the Old World and is most likely why there were so few Oaths at the beginning of the game. Though, Vow of Mastery and Murmurs potentially use vow magic, as only one can be obtained or made.
References[]
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 1.22 1.23 1.24 1.25 1.26 1.27 1.28 1.29 1.30 1.31 1.32 1.33 1.34 1.35 1.36 1.37 1.38 1.39 1.40 1.41 1.42 1.43 1.44 1.45 1.46 1.47 1.48 1.49 1.50 1.51 1.52 1.53 1.54 1.55 1.56 1.57 1.58 1.59 1.60 1.61 1.62 1.63 1.64 1.65 1.66 1.67 1.68 1.69 1.70 1.71 1.72 1.73 1.74 1.75 1.76 Developer ragoozer
- ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 2.20 2.21 2.22 2.23 2.24 2.25 2.26 2.27 2.28 2.29 2.30 2.31 2.32 2.33 2.34 2.35 2.36 2.37 2.38 2.39 2.40 2.41 2.42 2.43 2.44 2.45 2.46 2.47 2.48 2.49 2.50 2.51 2.52 2.53 2.54 2.55 2.56 2.57 2.58 2.59 2.60 2.61 2.62 2.63 2.64 2.65 2.66 2.67 2.68 2.69 2.70 2.71 2.72 2.73 2.74 2.75 2.76 2.77 Developer Arch_Mage
- ↑ 3.0 3.1 3.2 3.3 Flareblood Kamas description
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 First Light description
- ↑ 5.0 5.1 Carrion, Father of Evolution
- ↑ 6.0 6.1 6.2 Stormseye description
- ↑ 7.0 7.1 7.2 7.3 Yamaketzal
- ↑ 8.0 8.1 Gran Sudaruska description
- ↑ 9.0 9.1 Darksteel Greatsword description
- ↑ Railblade description
- ↑ Alpha
- ↑ 12.0 12.1 12.2 12.3 12.4 12.5 12.6 12.7 Developer yayafino