Better Deepwoken

FantasyHighDarkGritty
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0remixes
Feb 2026

In the fractured archipelago of Lumen, the Song—a relentless, unseen force—drives the world into a perpetual tide of drowned souls, monstrous sea‑borne horrors, and fractured factions vying for control of the ever‑deepening Voidsea. Adventurers must navigate treacherous islands, confront rival powers like the Central Authority and the Deepwoken, and brave the abyssal Layers of the Depths where the Song’s echo becomes a deadly, life‑altering battleground for survival and supremacy.

World Overview

Deepwoken is a dark fantasy world set on a fractured archipelago known as Lumen. In the past when humanity was still present, the discovery of "The Song", a source of magical power, pushed humanity into a period known as the Canticlysm. The discovery of the Song and the ensuing research into its applications is said to have precipitated the Canticlysm — the so-called 'Golden Age of Mankind'. Before its discovery, few within Lumen could perceive its tones. Now, it is inescapable. The Song is everywhere, like an earworm that lingers at the back of your mind, always ready to spring into action and play its tones once more. The Song is not strictly music — it's not composed of sounds, or even words that can be pronounced by humans. However, much of the terminology surrounding the Song is musical in nature due to its striking similarities. Following the discovery and widespread use of the Song during the Canticlysm, a tipping point was reached, and all manner of strange phenomena emerged. Chiefly, the waters of Lumen rose. Slowly at first, but over the years all but the tallest of mountain peaks were submerged beneath the waves. But, to say the waters rose is not strictly accurate — rather, Lumen was dragged down further into the sea. Further into the Depths below. With the Depths closer than ever before, sightings of misshapen monstrosities and nightmarish beasts emerging from below plagued the shores of Lumen, hemming mankind ever inwards towards the safety of the peaks. As the Tides came, so too did the Void snake its fingers into the now-vacant shallows of sunken ruins. In modern times, the vast majority of Lumen is ensnared in the grasp of the Voidsea. Though the Tides brought about a physical calamity through the submergence of Lumen, they also brought about an existential calamity in the "drowning", a phenomenon where upon death, souls would sink into the depths, finding themselves waking up in a hellish underwater landscape known as "the depths." The times since the Tides began are often referred to as 'The Aftertide', or as being 'Post-Tidal'. It is important to understand that the Tides are not a historical event. They are an ongoing calamity, as Lumen continues to slip further and further into the Depths below. Beyond Lumen there is only the Depths, a vast and inconceivable expanse of fractured and convoluted space. The Depths is often thought to be structured in 'Layers', referring to the distinct regions of the Depths, with deeper layers holding to the conventions of reality ever more loosely. In spite of mankind's attempts to apply structure, logic, and order to the Depths, Layers are not strictly ordered in the manner they are described. One may conceivably travel to the Third Layer without ever passing through the First or Second Layers. This being said, the typical routes established do generally follow this order. The current time period is known as "The resurgence". It is The current period of history, usually dated around the fifth century BCE with mankind's adaptation to the new state of the world. Since the Tides, a phenomenon known as 'the Drowning' occurs on death. As Lumen was dragged further into the Depths by the Tides, so too were the souls of the dead dragged further down. The souls of the deceased are dragged ruthlessly down, awakening to find themselves in the Depths. Often, the strong, the notable, the willful, the pious, or simply the unfortunate are said to possess 'heavier' souls, sinking further into the Depths should they Drown. No one who has perished in the Depths has ever returned. The world of deepwoken features a level up system known as "power" with people being born as a power 1 individual and the strongest individuals being power 20.

Geography & Nations

Part 1: Lumen (the world above the sea) (Generally considered for adventurers power 1-15) The kingdom of Etrea: Etrea, also known as the Kingdom of Etrea, is a nation of primarily Etreans that are the main ruling faction in the Etrean Luminant. They reside in their capital of Etris. Etris is a city situated on what used to be the highest mountain peaks in the etrean luminant, established by a mythical figure known as the king, it is now ruled by an ominous figure known as "The lord Regent." Etris consists of the docks at the base of the mountain, a path that leads up the mountain and finally a large city at the top of the mountain where the lord regent resides in a castle. The Isle of Vigils is also part of Etrea, acting as its military school, though Etrea's attitude toward the Isle is much more hands-off. Being the largest land ruling faction in the Etrean Luminant, they hold a large range of power, deploying foot-soldiers all across the Etrean Luminant. They are led by the Lord Regent who rules from his castle, and sees over the land of Etris and the Etrean Wilds. They had been ruled by their Kings for generations, until decades to months before the year 1271, when the new leader Lord Regent took over. Like other major factions, they seem to be based on a real-world culture, with Etrea being based on East Asian countries like Japan and China. The central Authority: The Central Authority (frequently referred to as simply "The Authority") is a large military organization native to the Central Luminant. Founded in 65 BCE by the remains of the Adretian Empire as a coalition of nations, the Authority's goal is global unity. In practice, the Authority is a militaristic, authoritarian, and expansionist regime, far more imperialist than the empires it opposes. The empire is led by a mysterious individual named Drallis Ehr, who reigns as Grand Sovereign. However, Drallis Ehr's identity is debated, and some believe he may not actually exist. The Authority is the main enemy of the Kingdom of Etrea, having considered them a foe long before The Lord Regent hijacked the nation.[3] Currently in the story, the authority have a base of operations in the eastern luminant, the luminant adjacent to the etrean luminant in aratel known as fort merit, a former etrean prison camp turned into a fully fledged Authority forward base. The military of The Authority consists of both real-world insignia (Private, Corporal, Lance Corporal) and more fantastical titles (Warden, Vice-Warden). The Authority has multiple 'corps' in their military structure, including the 'Shock Corps', the 'Leadership Corps', the 'Winter Corps', the 'Inquisitor Corps', and formerly the 'Expeditionary Corps'. The most commonly used attunement among Authority personnel is Flamecharm. There are multiple instances of Thundercall also being used, however only a handful of NPCs actually utilize it in-game. While uncommon, other attunments are used by The Authority. For example: Frostdraw is used by Authority Captains and Captain Marley, while Galebreathe is only ever used by the Vice-Warden within the Merit Detainment Core. The Authority is highly treacherous and dishonorable; they have conspired behind the backs of their allies to get what they want. The Authority works with many smaller factions, including The Ignition Union, The Summer Company, The Divers and The Knives of Eylis. The upper ranks of The Authority heavily favor Adrets and Canors, implying a systemic racial prejudice of some sort. Whilst other races are present in the Authority's ranks, they are usually relegated to rank-and-file soldiers, excluding a handful of extreme situations. This is also notable in the lyrics of the Gideshu March, which frames the Authority's acts as partially motivated by the desire to spread specifically "Adretian" fame. Given its origins and popularity, this implies this sentiment is well known and held among the low ranking infantry. The side effect of their practices is the Authority are far more fragile than one might think. Due to the number of cultures they have subsumed into their collective, the Authority lack any culture of their own outside of the military hierarchy, which constantly threatens to deepen divides within the organization and result in in-fighting. Minityrsa: is a location in Deepwoken. It is an island found in the Etrean Luminant. It features outpost antumbra, the only widely known base of operations for the ministry Outpost Antumbra is the small outpost for The Ministry, it has a good amount of Scouts around here, and five chests, four near the Trial of One and the other around the left top. This base was referred to as a "Nest" by Elykris. Aratel: A desert island situated in the eastern luminant, Aratel Island is the name given to a large land mass found in the Eastern Luminant, due to it existing in The Aratel Sea. Most of its surface is either part of the Starswept Valley or the Bluster Rift. There are two towns in Aratel Islands, those being Meteor Isle and Fort Merit. It is also home to the only Fountain Gate in the Eastern Luminant, that being in The Lordsgrove. The easiest way to reach the top, where Starswept Valley, Bluster Rift, and The Lordsgrove reside, is to climb one of the islands in front of the island, and glide onto the top. It has three voidzones, those being: Starfield Grove, Deep Thresher Nest and the Lightkeeper Temple. It is dominated by The Central Authority and The Hundred Legions. Voidsea: travelling too far from the known islands will have players find themselves in the void sea, an ominous place filled with sea monsters and unexplainable phenomena such as the beloved sofia and boatmans watch, the island where the boss, "ferryman" resides. The divers: The Citadel Divers, more commonly known as just The Divers, are a faction implanted in The Central Luminant at the Island of Markor. They are a sub-division of the Citadel of Markor, and their primary field of operation is The Depths, where they are focused on the traversal and research of the realm, discovering and reporting valuable data to The Citadel. They were founded in 57 CE (Citadel Era) by the High Convocation of the Citadel, the governing council of the Citadel of Markor. The first leader of the Divers organisation was Deukalion Akarad, affectionately known as "Father Diver", who was assigned to train a core of field researchers and agents who would be sent to The Depths.[1] Their stated purpose is to learn to better understand The Depths in order to combat its expansion and protect the surface from the creatures of the Deep.[1] The Divers consist of a variety of ranks given to each and every diver based on their power and knowledge; the standard Diver is the vast majority of the Divers, typically normal scholars and researchers who are interested in various facets of the world. They do not typically live long and make up about 95% of the Divers. The other 5% consist of more powerful Divers including Black Divers, which are prestigious and extremely strong individuals who appear very few in every generation of Divers. They assist the Divers by taking on foes a normal Diver wouldn’t be able to handle, typically representing one squad of normal Divers on their own. Notable Black Divers include Amorus Pleeksty, who kept very loose relations with the Divers before his disappearance and Akira, who can be found at Castle Light after talking to him in The Scyphozia. The Divers utilize the Song to fight primarily when their lives are in danger, but some Divers are selfish and do not hesitate to fight for their own research and interest, even against other Divers. Therefore, there is frequent conflict within the ranks. The Citadel possess a mortuary wing, known as the Hall of Memory, for the Divers that specifically handles memorials and documents all Divers who leave the organization,[1] even via retirement or, much more likely, death. Black Divers get gilded memorials.[2] A more humble graveyard of Divers can be seen to the left when entering Castle Light. The official motto of The Divers is "To The Deepest Fathoms." The Divers are a faction that the player can interact with. They are seen in The Depths. They have a camp setup within the Celtor Wastes and a forward operation base, Castle Light. Apprentice Divers can spawn in pairs fighting either a King Thresher, Alpha Megalodaunt, or Lionfish. Their low HP of 150 and their low damage means they will very commonly lose to said Monsters. The player can join The Divers as a Guild. Finding Akira in the Celtor Wastes, staying alive while talking to him, and returning to him at Castle Light lets the player join them. Notable divers: Karliah: A young Adret girl and a new recruit of The Divers. She lives in Etrea and is set to go on her first mission at Erisia, in which the player can participate. Her fate is left at the disclosure of the player depending on their choice. Akira: An Etrean with the rank of Black Diver. He has been a part of the organization for almost 10 years now. He wields a katana and possess a Resonance in the form of a bell, granting him the ability to explode the heads of his foes. This bell is corrupted, with every use taking from his lifespan. The time taken, if it even drains in time, rather than from a pool of his lifeforce, scales on the strength of those it is used on, allowing him to use it on lots of weak enemies with little consequences. He can be found in the Depths by a tree and a ruined building, reading his book. He will be interrupted by a group of Ignition Union workers, whom he disposes of with relative ease using his Resonance. The player can talk to him and, with the right dialogue options, be allowed to join The Divers Guild and unlock the Deepbound Origin if they can reach him at Castle Light. Amorus Pleeksty: As a former Black Diver, Pleeksty still kept loose connections with the Divers but mainly pursued his individual research until he went missing. He is most likely residing currently in the Third Layer of The Depths, also known as The Vents. In his time as a Black Diver, he was the first to venture into the Third Layer (and currently is the only one that has done so) and consumed a part of the Drowned God of Fire, Korilfiend, in the form of a flower, causing him to become a Deepwoken and ascend to a near-godlike state. This newfound enlightenment allowed him to become the first true Flamecharmer, refining the art of pyromancy into what is commonly used today. He would then go on to establish a group known as “The Covenant of Flame”, a group of passionate Flamecharmers who wish to follow the same path as Amorus Pleeksty, almost religiously studying his books and practicing his teachings such as the Flame Within. Pleeksty, however, has come to think little of them, only now seeing them as a fan club. He would later join the Divers but would disappear into the Vents once more. Despite his tremendous power and age, he is described as a "chill" guy; if anyone encounters him, Pleeksty will most likely be very amicable. Chaser, Scholar of the Crimson Contract: Chaser is an Adret Black Diver who secretly possesses the gift of hemokinesis, granted to him by the Second Prophet of the Ministry in order to achieve his true goals. He was a Black Diver that volunteered to lead an expedition into the Second Layer but would later reveal that he had betrayed the Divers long ago. With the assistance of the native Kyrsgarde, Chaser murdered all the Divers who went with him in the original expedition he was a part of.[3] He then slaughtered the other Divers that were involved in expeditions following that one.[4][5] The players later encounter him as the boss of the First Floor of the Second Layer. He is for all intents and purposes Ministry aligned, having been a man on the inside for them for years, though had genuinely been a Diver at the start. Funke, Master of Thunder and Nell, Master of Frost: Funke and Nell wear Black Diver uniforms. Nell can be found at Etris and Funke at Summer Isle. Not a lot is known about these two and the reason behind being stationed on the surface, as there is no dialogue or a way to ask them about it. Gudrin: Removes hostilities with the Divers. Carrion, Father of Evolution (Dr. Diver): Carrion (also referred to as “Dr Diver”) is a Ganymede Black Diver who is very skilled in terms of alchemy and science, being able to give people the abilities of certain monsters at the cost of the corresponding creature’s organs. Despite being a Black Diver, he is also the leader of The Apothecary, a group based on the creation and research of potions and some other scientific topics. This branch was later excommunicated from the Divers due to the actions of an undisclosed individual. He is not a combatant, rather a scientist. His objective is to create the Moonseye Vigor and be able to "transcend" everyone by drinking this potion. Carrion already drank a prototype of the Moonseye Vigor, which drove him to insanity, along with giving him green eyes. He is currently residing in Castle Light but can also be seen in the Great Library of New Kyrsa, probably researching to create a new Moonseye Vigor. Apparently, he doesn't care much for the events of The Second Layer, instead choosing to prioritize his research of the Vigor rather than preventing the awakening of a drowned god that could destroy Lumen. This characteristic, alongside Klaris’ dialogue about him, tells us that Carrion prioritizes his research above everything else, giving little to no care about any major events in the game that doesn't assist his studies. Mark Adaset: An Adret clad in Diver Journeyman Robes who acts as the caretaker of Castle Light. Klaris Llfiend, Mother of Lights: A Canor Black Diver who resides in Castle Light. She discovered the Radiant Tones, a branch of magic associated with Lightkeeping, via her interactions with Viqh, hoping to one day retool it to create an offshoot of Lightkeeping that can be used by the common man to beat back the Depths. Her first prototype of this is the Dawnwalker Oath, which she is able to give the player should they have the requirements. She also gives the player a Light Hook as they are transported to Second Layer. She is one of the strongest Divers. The hive: The Hive is a faction that operates within large trees known as Greathives. An example of these is the relatively new Greathive Aratel, which is located in the upper north of Aratel Island. It can only be accessed through washing your face in the Lightkeeper Temple before using the shrine teleporter. The Hive was founded by the ancestors of the Vesperians and Ganymedes. They are ruled by an overarching Greatlord who delegates the management of each Greathive to their respective Hivelords. Statues of them have been built in honor at the entrance of The Lordsgrove to commemorate their efforts in creating and advancing the Hive. The Hive is made up of three main groups: The Sentinels, The Custodians, and the Remnants. The Sentinels are the military and defense forces of the Hive, lead by the High Curators appointed by the Greatlord; they are primarily deployed for conflict. The Custodians are the maintenance workers and lifeweave engineers, manufacturing machines like the Hive Constructs, and tending to the Greathives. The Remnants are made up of ancient and primal Hivekin; how they contribute to The Hive is unclear[1] The Hive uses an unobtainable attunement known as Lifeweave, which allows them to transfer life energy for a variety of applications, such as creating organic technology in the form of Hive Constructs, and for being used to power devices, such as the teleporting fountains in the East Luminant. In addition to that, Kaab, the shipwright of Greathive Aratel states that he is able to "Lifeweave modifications" onto ship vessels. While they are extremely far behind in "conventional" technology, their ability to tap into the biotech niche allows them to compete with other factions. They frequently get into battles with The Kingdom of Etrea, who attempt to steal their Lifeweaving artifacts for unknown reasons. All Hive members/NPCs are either Vesperians, Ganymedes or Chrysids. The ignition Union: A significantly more technologically advanced faction within deepwoken, The Ignition Union is a faction found primarily throughout the Eastern Luminant and The Depths. They are a renowned freelancer company and labor union that specializes in trade, technology, R&D, and Depths exploration. During the Etrean Civil War, the Union attacked the Etrean Royalists' forces in order to claim their land for their own. They converted the area into the mountainous Miner's Landing, located in the Eastern Luminant. Additionally, they have established two field bases in the Depths: The Chariot's Spire in Scyphozia and The Frontier Furnace in the first floor of the Eternal Gale. They are responsible for producing weapons such as the Ignition Deepcrusher and the Boltcrusher along with the Railblade, as well as technologies such as the Arc Suit and Union Pager. They are one of the three factions contracted by The Central Authority alongside The Divers and The Summer Company. The Ignition Union are specifically tasked with going into the Depths and "killing anything that crawls out". However, the Union do not view the employers favorably and would rather not see them attain greater power.[1] They have instigated and maintains a mutually hostile relationship with the Summer Company; alongside various ideological differences, the Summer Company manufactures valuable gunpowder and explosives that are of use to the Union in their many research projects. The union also shares an unfriendly rivalry with the Divers, and they frequently engage in petty, violent squabbles over territory in the Depths. Akira, who does not view them as human beings anymore, refers to them as "Mudskippers" after killing several of them with his Resonance, and the aforementioned members of the Union that engaged him in combat seemed prepared to callously kill him on the spot. According to Alpha, this rivalry stems from the Divers receiving funding from the Authority, conveniently ignoring the fact the Union are in that exact same boat. Deepdelver Gamma implies it also stems from the Divers' seeming callousness towards the lives of their members. Unlike the traditional hierarchy practiced by the likes of The Divers and the Central Authority, the ranks of the Ignition Union are primarily structured on the value an individual has contributed to the collective. High-ranking Ignition Union members are known as Ignition Deepdelvers, and are known for their heavy contribution and sacrifice to the Union and its members. Notable Members Deepdelver Tau: A Ganymede Deepdelver in charge of leading players into expeditions into the Saramaed Hollow, Tau is in charge of bringing the Deep Drill back to the surface when a signal is called by the player via the radio communication system inside the drill. Deepdelver Adar: An Etrean with the rank of a Deepdelver in one of the towers in Miner's Landing studying on how to bring Ironsing back into the modern world. He has been in the Union presumably since birth from the Union taking him off the streets, due to the living Ironsingers guarding the secrets of the attunement he is hidden with the comrades of the Union not knowing where he is as he would be punished for attempting to turn a normal person into an Ironsinger. Deepdelver Gamma: A Khan Deepdelver who resides in the Chariot's Spire along with Renau and Myra and is in charge of the area working with supplies and finding a lost member in the Eternal Gale, he has been in the first layer all his life. Deepdelver Renau: A Canor Deepdelver who resides in the Chariot's Spire along with Gamma and Myra and is in charge of sending or going to expeditions into the second layer, he is worried of the current batch of union members who are in the Eternal Gale as they were unqualified with the most being Epsi. Deepdelver Finnegan: A Former Deepdelver who wields one of the prototypes of the Boltcrusher, he had a lover who has deceased from unknown reasons. Because of this his mind broke causing his sanity to crumble attacking anything he sees, as the Ignition Union tasks you to bring him down. Deepdelver Myra: A Tiran Deepdelver who resides in the Chariot's Spire along with Renau and Gamma, it is unknown what she does but upon interaction she is scheduled to enter the Second Layer with some of her peers. Gawain Corbet: A presumed Adret Deepdelver of The Ignition Union who created the song "The Hammer's Call", his current whereabouts are unknown. Alpha: An old Canor seeming as the leader in the Frontier Furnace. Delta: A Canor residing inside Miner's Landing and is presumably one the inventors of the Arc Suit as he is capable of giving you the oath. Epsi: A young Gremor boy working for the Ignition Union and was brought to the second layer with Alpha's team, tasked with communicating with the other members using the radio, his fate is left at the player depending on their actions. Orion: A Celtor that tasks the player with killing Summer Goons that invade Miner's Landing. Llevyn: An Adret who can call down the Ignition Deepdrill for the player to escape the Eternal Gale without the Lighthook. Sunway: A Vesperian who explains the function of the Wormwarder Lanterns to the player along with the parasites of the Eternal Gale explaining their origin. The summer company: The Summer Company is a faction that operates in their fortified island, the Summer Isle in The Aratel Sea. As their name implies, they are a merchant Company that is the overworld's chief supplier and manufacturer of firearms and ammunition. As mentioned in the flavour text for the Flintlock, the Summer Company was founded when a blacksmith originating from the Etrean Luminant returned from his trip abroad, bringing with him the technologies of a foreign land, mainly - the gun, or the common firearm. They are one of the three factions employed by The Authority. They frequently come to blows with the Ignition Union, who steal their gunpowder and explosives for themselves. In retaliation, they snuck into Miner's Landing and accidentally activated unfinished prototypes of the Union's security devices, the Mechalodaunts, making the cyborgs aggressively attack friend and foe alike. They also buy and sell their guns to the Authority, seen by the rifles and rifle spears that some of the Authority NPCs wield. The children of navae: A mainly nomadic tribe mostly containing Gremor who worship and are guided by Navae, their god. The hundred legions: A superpower native to the Western Luminant, the Hundred Legions are a powerful empire boasting, as the name implies, a hundred legions of soldiers. They once allied themselves with The Authority, but were betrayed. The 11th Scouting Legion were sent to the East to gather information of the conflicts going on there. Their ranks consist mainly of Khans, but they are open to recruiting other aspects. They are creators of the Legion Kata fighting style and masters of Galebreathe as the only way to train your Galebreathe is through Gale Kata, described to be made by the Legion. The Legion has several war heroes that are depicted by either their ornaments or their weapons, an example being the Khan Shield. Examples of war heroes are Akilles and Acheron. Akilles, who was in charge of the 11th Legion and brought them to the East when an imminent conflict was brewing, and Acheron who is the owner of the infamous Acheron's Warspear who seemingly lost it to a King Thresher, but survived, and can be found in Aratel Island as part of the Legion Kata questline. Their aesthetic draws from the Greek and Roman empires. The knives of eylis: The Knives of Eylis, also known as the Silver Whalers, are an organization of ruthless mercenaries. They serve Eylis, the Punished Dreamer. They are hired by The Central Authority to cause carnage in the East Luminant, raiding Etrean naval vessels. Their base is found in the Voidheart, a mysterious location said to exist within the Voidsea. They are also said to live in the sewers in the Central Luminant. The Voidwalker Origin is associated with this faction. It grants the player two exclusive Voidwalker items upon spawn, the Voideye and the Grasp of Eylis. The Voidheart itself doesn't actually exist, it's actually a collective dream that the Knives of Eylis have while sleeping at night. The Voidheart heavily resembles the Trial of One but there's no information in-game that talks about this. It's speculated that the "deal" that the Voidmother and Eylis made granted the players the ability to travel to their bounties using the Grasp of Eylis, a tool that allows voidwalkers to teleport to their bounties and the Voideye, an orb that allows voidwalkers to teleport the the voidheart. Lost celtor: A once great kingdom ruling over the Southern Luminant, now reduced to a scrambled mess of soldiers aimlessly patrolling The City of the Drowned, their former capital. Their once great capital city, now The City of the Drowned, was sunk in it's entirety during The Great Drowning, lost to the tides, and now residing in the first layer of the depths. This event, which The Ministry was responsible for, was an offering to the drowned god Yun'Shul, Keeper of Hearts. The ministry: The Ministry is a group of mysterious users of Shadowcast who seek to cause Great Drownings in order to achieve Godhood. They are led by the Nine Prophets, with the First Prophet being the strongest mortal alive, the Second Prophet being the one who pioneered Bloodrend and spread it to their followers in the form of an Oath, and the Fourth, Zi'eer, being the current Lord Regent of Etrea. They have some sort of hostility against The Children of Navae and desire to clear them out of Summer Isle, presumably due to The Children of Navae's allegiance with a Celestial, Navae, while the Ministry seeks the favor of the Drowned Gods. This is a rather one-sided rivalry. The exact time of their founding is unclear, but by 1272,[1] the original incarnation of the Ministry who had fought to conquer Minityrsa were considered ancient.[2] They are responsible for the drowning of Celtor. The city was drowned as an offering to Yun'Shul, though they did not care for the surprise gift and did not give the Ministry any reward for it.[3] They enjoy recruiting people to kill others, sometimes to kill specific individuals, sometimes just to kill random people. They are refered to as originating from the Western Luminant and are the default "bad faction". Erisia: Erisia is a large island found in the Etrean Luminant, it was designed to be accessible by sailing straight from both the Isle of Vigils and Etris Docks. Erisia is a Driftland, an island that moves in and out of Voidsea,[1] but has currently settled in the east. It was originally located in the Southern Luminant[2] and was ruled by the Erisia family[3] as a duchy of Celtor.[2] It is divided into two sections, being Upper Erisia and Lower Erisia. It is completely riddled with bandits and is a good starting point for any adventure Part 2: The depths (World below the sea) (all of the depths has a power recommendation of 15+) The Depths is a location in Deepwoken. Players are sent to the Depths after dying twice and without the increase of Power, or Level, whilst having a stained/rusty health bar, being sucked in by whirlpools, dying with the Hollow Echo Modifier, dying within a Voidzone, being consumed by a corrupted Blood Scourge, dying in the Voidsea or using the Call of the Deep Talent granted exclusively to Deepbound players. Players who are close to entering the Depths, such as dying once, rather than seeing the more commonly saw message "Adrenaline surges into your veins as tensions thicken.", it will instead say "Your heart beats faster as the end draws near." This message will indicate that you are on your second life, and dying here would send you to the dreaded Depths. The Depths is a purgatory to all the Drowned, and home to the sea monsters dotted all across the world of Deepwoken. In the center, a bastion to freedom keeps the return to the surface out of arms reach. Dying within the Depths will kill your character for good, sending you to the Fragments of Self where you are able to either revive yourself, or completely wipe your character, forcing you to start all over again from Power 1. Returning to the overworld (Layer 0) is possible through the depths. If you are skilled enough to face the threats that you meet when entering the bastion, based on the players level and the amount times you've drowned, it will give you the appropriate mob to challenge you for your freedom. Levels 1-3 face no threat when attempting escape, levels 4-6 face a Mudskipper knight, levels 7-9 face an angel, levels 10-15 face sharks (megalodaunt) and levels 16-20 face the enforcer. (Having more players will increase the number of mobs you face every one player.) Despite being a resting place for souls, the Depths is a physical location in the world of Deepwoken. It can be reached through cavern systems and just swimming to the bottom of the ocean. It has its own ecosystem and is able to support the bizarre marine life that inhabits it. When dying in water, the player's corpse actually sinks to the Depths. Though seemingly underwater and at the bottom of the ocean, with people down there even releasing bubbles when they breathe, you cannot drown or swim. The animals have also evolved more akin to land animals, such as Megalodaunts becoming better runners and jumpers but sacrificing their ability to swim well. Due to the Depths being tied to the Song and greater powers, some factions research and develop technologies through relics found in its layers, and others seek to fight back and eliminate the Depths, as they are the key reason for why The Submergence occurs, and settlements have become more distant and fractured from each-other. Some notable factions related to the Depths are as-follows: The Divers and Ignition Union, who are funded by the The Citadel of Markor to develop and research technologies within the Depths, to improve the survival of mankind and further its development; though they often fight one-another due to competitiveness and conflict-of-morals. The Central Authority, who seek to push back the Depths by uniting all people in Lumen together as-one, even if they have to force settlements to be under their authority. They sometimes fight against the Ministry due to natural opposition towards each-other. The Covenant of Flame, a zealous faction led by the Deepwoken of Flame, Amorus Pleeksty. He and the Covenant's closest disciples currently reside in The Vents to protect Lumen. They seek to oppose the depths in the name of humanity, through their flames. The Ministry, who wish to grow the expanse of the Depths to gain power and godhood, by sacrificing civilizations. They were responsible for the drowning of Celtor and some of the Southern Luminant. Lost Celtor, the remnants of the city, Celtorian, which now lies at the center of the First Layer, Scyphozia. Many of their forces were tricked into making vows with the Voices of the Depths and members of the Ministry, leading to the creation of Angels and Watchers, and the usage of the city's cathedral for trials of combat. There are multiple layers to the Depths, with as many as nine known to exist, likely getting even harder as it goes down. They are believed to be non-Euclidian in regards to their positioning in the Depths, with deeper layers like The Vents being accessible through caves in Lumen, despite the non-sequential method of entry. The Depths is a highly challenging location that should be avoided if possible. If you are not comfortable with the mobs in the overworld, as well as dealing with unsavory players, it is strongly recommended that you do not intentionally go to the Depths. - Whilst the Depths poses a greater risk as failure to kill a monster can result in your character being wiped, monsters which are slain in the Depths will yield more experience, making it great for higher power players who receive insufficient experience outside of this zone. The Depths contains nine layers, though you can reach only two in game: The First Layer, aka Scyphozia, and the Second Layer, aka the Eternal Gale. There is also a Third Layer, aka the Vents, a lava covered hellscape where Korilfiend resides Layer 1: Scyphozia The First Layer of The Depths, also known as Scyphozia, is the first of nine layers of The Depths, embodied with the long-lost sunken civilization of Celtor. Players are sent here after dying. it is reminiscent of a sunken kingdom. There are 2 ways of escaping the First Layer: The first is through the Depths Trial, a challenge where the player is faced with a Monster befitting their Power. The second is through a Wish, only granted once specific conditions are fulfilled. Depths Trial Main Page: Cathedral of the Interstice, Depths Trial The main and preferred method to escape is by the Depths Trial through the Cathedral of the Interstice in the center of The City of the Drowned. You normally enter through one of the 2 gates present on the West and East sides of the city in the middle, and then go up the elevator to fight your trial. The trial itself changes its difficulty depending on various factors relative to the player. See the Depths Trial page for more specific information. Wishing to Yun'Shul This method can only be done once per character. This alternative method is limited to players with a Resonance and an eligible Wish or an Idol of Yun'Shul. Talk to Yun'Shul and select the wish "The trials ahead of me fill me with trepidation, I wish to escape this place." This method skips the trial altogether, but will only work in the First Layer. You can also achieve this with the use of an Idol of Yun'Shul relic by selecting the wish "Release me from the depths", which does not require a Resonance nor a Wish from Yun'Shul. Wishing to escape the Depths can only be done once per method, per character. For example, if you've already escaped the Depths by using an Idol of Yun'Shul, then you will only be able to wish your way out again if you speak to the Shrine of Yun'Shul itself, and once both options have been exhausted, you will need to escape through the Cathedral of the Interstice. The void is an ever-present hazard in the First Layer, being large sections of the map that have been cut away to reveal an endless pit. Falling into the Void will mean instant death, and your character wiping, unless your current health is above the 'Void Threshold'. The Void Threshold is a percentage of your maximum health, showcased as a corroded section on your healthbar. As long as your current health is above this threshold, then jumping into the Void will send you to the Second Layer instead of wiping you. Points of interest in scyphozia: The city of the drowned: The main city at the center of The Depths housing two main districts, the District of Commerce and Varicosa District. The city also houses a way to leave the depths, with the only other being Yun'Shul, through the elevator in the Cathedral of Interstice at the center. The City of the Drowned is composed of large circular walls over a city, guarded by Celtor soldiers. There are a couple gates in the walls, guarded by two Celtor guards each. The city is patrolled by watchers that summon pairs of Hollow Angel when they catch sight of players, as well as having the occasional Depths creature found inside. The temple of hearts: Temple of Hearts is a location in Deepwoken. It is a bizarre underwater temple found underneath a cliff in The Depths. Entering will lead the player into an overgrown hall decorated with underwater foliage and Deep Shrines on the sides. At the end of the hallway is the Shrine of Yun'Shul, a sprawling altar to one of the mysterious Drowned Gods. Players possessing a Resonance can interact with the shrine and call forth the Voice of Yun'Shul, who can confer upon the player one out of five potential benefits. These benefits range from a rerolling of their Resonance to an instant escape from the Depths, with the main cost to this bargain being the consumption of a "wish". Players who have consumed their wish are unable to bargain with the shrine until it is recharged. Castle light: Castle Light is a location belonging to The Divers. It is a sub-location in the Celtor Wastes. It is a starting location for those using the Deepbound origin. Castle Light is a (relatively) safe area within the First Layer belonging to The Divers. It is a castle with multiple lanterns floating around, brightening the surrounding area and making it visible from the outside. It's guarded by Journeyman Diver NPCs and stationary light-armed turrets that fire at monsters and hostile players. Additionally, it also has a Life Barrier preventing entry. Entry will only be granted if the player has entered The Depths through a whirlpool and does not have the vacant flaw, or is using the Deepbound Origin. However, you can still enter if you died in Trial of One with the Lone Warrior origin. It is also the only place to descend into Layer 2 with friends and with a safety net through the form of the Light Hook. It is also the only place the First Layer of the depths in which you can regenerate sanity / not go insane naturally, only if you are deepbound. It also features a stove, which functions as a campfire. It is the only natural campfire in the entirety of the depths. (Which, of course, you have to be Deepbound in order to use it.) The chariots spire: The Chariot's Spire is an Ignition Union base within Scyphozia. It is sparsely populated, and serves as a resupply point for Deepdelvers journeying into The Eternal Gale. It consists of two floors, first floor After climbing the ladder, you will find yourself in a small hallway with 3 Ignition Union Guards. There are three paths, a bridge to the left that will lead to the Ignition Deepdriller, a door to your right that leads to the Second Floor, and a hallway that leads to two miscellaneous rooms, though one of them contains a Mantra Modification Table. Second Floor The second floor is comprised of one room, presumably where the Ignition Union plans future expeditions into Layer 2. Within it are two Ignition Guards, a banker, and a NPC named Deepdelver Gamma who talks about the role he plays in the Union's efforts to explore the new layer. Ignition Deepdriller Taking the bridge from the First floor leads to the Ignition's Deepdriller, their tool for punching into the Eternal Gale. Within the Drill's docking bay are two Ignition Union Guards, a NPC named Renau that mentions Epsi in the depths, and another guard named Deran closer to the Deepdriller that declines your request to ride it. This is the room the player will spawn in to upon escaping the Eternal Gale via Deepdriller. Ignition Delvers can take the Deepdriller down to the Eternal Gale once they've escaped it using the drill previously. Doing so will skip the generator and regular entrance and have you start Layer 2 at the Frontier Furnace. Layer 2 of the depths: The eternal gale The eternal gale is split into two sublayers, the ethironal shrine above and new kyrsa the sleeping city below The Eternal Gale is a supernatural occurrence that is permanent to the geological structure of Second Layer, covering (and piling) onto the surfaces with unusual snow. It originates from Ethiron, the Eye of Calamity, the Drowned God of The Eternal Gale. The Ethironal shrine is a seemingly snow covered mountain scape with the eternal gale present, the eternal gale itself is a supernatural weather effect comprised not of snow but rather of parasitic organisms; though these are mitigatable by various sources. Along with this, in the ethironal shrine heavy winds are amidst throughout the area, blowing away any who are not aware of how to counteract it. It features multiple mountain temples with the largest housing chaser, scholar of blood. Chaser must be defeated in order to descend to New Kyrsa. New kyrsa: The Second Floor of the Second Layer, located directly atop Ethiron's bedchamber, New Kyrsa, The Sleeping City is incredibly unstable, experiencing space-time distortions and frequent collapses. New Kyrsa is stuck in a time loop; every 15 minutes, you are teleported back to the entrance. Numerous hostile Kyrsgarde inhabit the city, sworn to protect Ethiron at all costs. In order to ensure Ethiron's continued slumber, a 9-fold ritual is performed on his puppet. Unfortunately, the last one failed. It houses the final current boss of deepwoken, the scion of ethiron, a massive entity residing in a large temple at the back of New kyrsa, New kyrsa itself is reminiscent of the lovecraftian sunken city "R'lyeh".

Races & Cultures

During the events following the tides, humanity itself died out due to their sudden need for evolution, the current races are all known as aspects as they are humanoid with animal features. Adret: are a common aspect that have blue skin with orange eyes and face markings. Adret have a willpower and charisma bonus upon selection, as well as three extra points to be able to use when powering up similar to the Autodidact boon. Additionally, you get a higher starting reputation across all factions. Adret are considered a new aspect and originate from the Central Luminant. Unlike other aspects, Adret do not have a distinct animal feature, and instead have tattoos on their face as a unique feature. The Adret are a historically recently arrived aspect of spiritually adept individuals that make up the bulk of the greatest force in the world; The Central Authority. The spirituality derives from the markings that are upon their face, representing future in life/what they are to be. When gaining these markings, it is up to the Adret on what they mean. Others will always interpret their own markings one way or another. They are the most "human" race. Celtor: are a common aspect with a pale-ish green skin, grey hair and a racoon-like marking on their face. Celtor variants are based on the real life Mustelidae family, consisting of weasels, badgers, and otters, among others. Celtor have a charisma and intelligence bonus, as well as perks related to ships. Celtor are portrayed as rich, greedy and prideful. They formerly had a place to call home, the City of Celtor, but was sunken into The Depths. Etrean: Etreans are described as snake-like people, who commonly have pale skin, and slit eyes. They are the most common aspect, and can be found most commonly at Etris. Etreans get an Agility and Intelligence bonus upon selection, as well as some resistance to negative and poison effects, at the cost of shorter positive effects. Etreans are commonly depicted as being Xenophobic and intolerant of the ways of other aspects and areas. Canor: Canor is an uncommon aspect considered to have the characteristics of a canine but the attributes and features of a lion and dog. Canor appear with a mane and varying facial markings around their eyes. They benefit from a Strength and Charisma bonus upon selection as well as reduced damage to and from guildmates. Canor don't strongly side with any particular faction, most of their original ones having died out, but their loyalty and dedication often results in them being high ranking members among the whole Lumen, such as Klaris of The Divers, Morredh of The Authority, and Alpha of the Ignition Union. Their blind loyalty is such that they receive marginal preferential treatment from the otherwise prejudiced Central Authority. Canor have three distinct facial markings to choose from. Gremor: Gremors are an aspect similar to deer. They appear with greenish, blue or brown skin, with horns. They have a passive Fortitude and Strength bonus when choosing attributes. Additionally, they possess an internal compass and a lower starvation rate, as well as boosted reputation with The Children of Navae. Khans: are a rare aspect with light skin, and a monkey-like appearance. Khans have a special crown on their forehead reminiscent of wukong which they and they alone possess. Khans have a strength and agility bonus, the ability to use equipment 3 points earlier as well as having increased reputation with The Hundred Legions. Felinor: One of the most distinct aspects in Lumen for their infamous cat ears, Felinor garner the most attention of all aspects in Deepwoken. They are a rare aspect with little social or political influence to their aspect, mainly varying with the individual themselves. The bonus stats for Felinor are 2 Charisma and 3 Agility, with improved stealth as well as multiplied climbing height. Vesperian: Vesperians are described as a beetle themed aspect with organically grown masks and very dark skin. They are most commonly seen at Greathive Aratel along with ganymedes. Vesperians always start off with +3 Fortitude and +2 Willpower as well as natural armor that regenerates when you rest. Kiron: Kirons are a rare aspect with bat-like features. Their Agility and Intelligence attributes are innately increased, as a result of years of spelunking experience. Chrysid: The Chrysid people are an aspect that resemble moths, bearing their compound eyes and feathery antennae. They are a rare aspect to see, and they carry close ties with the other aspects of Greathive despite their conflicting view on technology. They have a stat bonus of 2 Agility and 3 Charisma, as well as the ability to track attacking foes through terrain by automatically shedding "Mothwing Dust" onto them. Tiran: Tiran is a rare aspect that has a bird motif. They have special circle-like markings on their face. They have an Agility and Willpower bonus, take 15% less fall damage, and they spawn with an unbreakable glider. Ganymedes: are a snail-based aspect in Deepwoken that appear with dark skin, abnormal eye figurations, and sometimes wearing their signature hat. Albeit being few in numbers and considered outcasts by other races, they are gifted individuals and possess a deeper understanding of the deep than most. Ganymedes sport a stat bonus of +2 Intelligence and +3 Willpower. Capra: Capra are an aspect similar to goats, exhibiting various goat-like characteristics such as horns, rectangular pupils, and even masks shaped like a goat’s skull. Capra NPCs are rarely found in the Lumen of Deepwoken, and their characteristics are unspecified. Capra start with an intelligence and willpower bonus along with the ability to buff the regeneration of others at a campfire, with each buff having more potency dependent on the aspect variant. Krulians: Krulians are a mysterious species that possesses demigod-like powers. They are essentially the missing link between the Drowned Gods and the people of Lumen. According to The Ferryman, not many Krulians have been seen by the people of The Etrean Luminant, implying that Krulians are either from The Depths or some islands in the Voidsea. He also mentions that they are the "next step in the evolutionary chain" and that they are "the superior aspect that will live on after the Drowned Gods awake." They have no set appearance, shapeshifting into whatever they see fit. In the Ferryman's case, he appears as a white-haired Etrean wearing the Ferryman's Coat. Whereas The Gaunt Man is a tall pale humanoid who doesn't appear to be trying to take the appearance of any of Lumen's aspects. He wears the Varicosan Finery outfit. It has been stated by the devs that "Every Krulian has a purpose." and that they are also servants of the Drowned Gods, therefore it could be interpreted that they would be what the Lightborns are to Celestials, just with Drowned Gods. While weaker on the surface, they become far more powerful in The Depths. The Krulian Knife seems to originate from them. Additionally, The Ministry appears to worship the Krulians in some form, considering how almost every member wields a Krulian Knife and the faction's goal being becoming the entity they serve. Krulians do not take Oaths. Krulians were described as "amalgamations of souls" by ragoozer. It is unclear how they come to be, or if the Ferryman's degree of individuality is shared by every Krulian. Deepwoken: Deepwoken is a term used to refer to the individuals who have consumed pieces of Drowned Gods,[1] causing them to "wake to the secrets of the deep". When a person consumes a fragment of a Drowned God, they attain immortality and supernatural powers related to the entity from which the fragment came from and essentially become "human" gods themself. As a consequence of becoming a Deepwoken the individual undergoes physical changes, though the nature and magnitude of these transformations are unknown. There are three known Deepwoken. They are all likely well over a thousand years old. Amorus Pleeksty Pleeksty ate a part of Korilfiend in the form of a meteor flower. He received pyrokinetic powers, leading to the invention of the Flamecharm Attunement. The First Prophet of The Ministry The Drowned God from which the First Prophet consumed a piece of is currently unnamed. His powers are unknown, but he would be able to defeat Pleeksty.[2] Drallis Ehr of The Central Authority Both the details of The Drowned God they ate and Drallis' powers are unknown.

Current Conflicts

The current tensions in the overworld are at an all time high, all areas except etris and fort merit feature bandits and monsters. Etrea, The hundred legions and the authority are all currently at war with each other for control of land in the eastern and etrean luminants. The ministry from the shadows is attempting the sink the entire world below the waves just as they did with celtor. The current lord regent of etris is actually secretly the fourth prophet of the ministry with the goal of sinking etrea into the depths. The divers and the ignition union are currently fighting over exploration in the second layer of the depths and are hostile to each other. The depths offers an area for warriors to gain skill and priceless artifacts, especially so in the second layer.

Magic & Religion

Within deepwoken exists the song, all magic is just different aspects of the song. Part 1: Attunements elemental applications of the song are referred to as "attunements" and while their applications are potentially limitless, they are currently used through shortcuts known as "mantras". Examples of mantras are "flame sprayer" that channels flamecharm to create a barrage of fire to come out of ones hands or "Lightning clones" That channels thundercall to create momentarily two clones to attack and confuse the opponent. Flamecharm: is an Attunement that grants the user the ability to create flames using Ether, giving them access to abilities which focus on DOT and AoE effects, while still providing a notable amount of utility and mobility Frostdraw: is an Attunement that grants the user the ability to bring forth frost and the freezing cold, giving them access to abilities which focus on area denial and debuffs. Frostdraw is slightly slower compared to other Attunements, but still offers offensive options that are relatively quick and cunning. This translates to the fact that the Attunement would fit well to people who have a defensive approach to combat. Landing Frostdraw Mantras applies Chill, which slows down enemies Thundercall: is an Attunement which grants the user the ability to control, conjure and create thunder and electricity, giving them access to abilities which focus on combat, stunning, and movement. Thundercall makes use of a highly unpredictable nature due to its speed and high slow/stun potential. Galebreath: is an Attunement that grants the user the ability to manipulate, conjure and control winds, giving them access to abilities that focus on movement, projectiles, and large AoE. As well as possessing the ability to lower attack speed when hitting an opponent with a gale mantra Shadowcast: is an Attunement that, if previously unlocked, can be started with at character creation. It is unique due to the fact that it drains Ether from those that are hit by its Mantras and returns the drained Ether to the caster. This does come at a cost to its damage output, which tends to be a little lower. Shadowcast applies a black particle effect on hit that can be stacked. Many Shadowcast Talents are centered on Ether drain, obscuring vision and AoE. Ironsing: is an Attunement based around the ability to harness and manipulate metal, commonly used by Blacksmiths around the Luminants. It applies metal rods to enemies, allowing for a variety of interactions depending on the chosen Talents. Bloodrend: is an Attunement that grants the user the ability to control, manipulate, and conjure their own blood. Bloodrenders excel in long fights, their power ramping up as the fight goes on due to the effects applied to enemies from Blood Poison and Blood Drain. They can counter their opponents' sustain while using sustain to benefit themselves. However, Bloodrend is difficult to make use of outside of single target combat, as blood poison decays, making it hard to achieve high percentages of it against multiple enemies. It's extremely effective at long to mid range. To counter this attunement, prioritize staying up close and applying constant pressure, as Bloodrend lacks close range low windup mantras. Keep in mind that any mistake is likely to lead to you getting severely punished by the Bloodrend user, even at close range from Mantras like Bloodcurdle. Bloodrenders can leverage the Hemorrhaging mechanic, dealing 15% of a PvE enemy's health once a threshold of blood drain is met. This threshold can be built up by using any source of blood drain, not exclusively Bloodrend. When this procs, the enemy will lose a percentage of the blood poisoning you've applied to them BLOODREND IS ONLY OBTAINABLE BY DEFEATING CHASER IN LAYER TWO. Part 2: Resonance Resonances, also known as Bells, are individual unique abilities the player character can obtain through reaching the apex of mortality, power 20, the abilities of a bell can vary and can essentially manifest as almost anything from the ability to store the souls of enemies to fire as a beam to a wide area field that grants the user powerful buffs, resonance is represented by your character's connection with the Song in the form of a hip-slung bell that will generate upon obtainment and can come in various shapes and colors. Once the Resonance itself is obtained, players can call forth their ability at will Part 3: oaths "Oaths" are viewpoints and beliefs that a character vows to live by until the day they fall. They chiefly serve to further define the player character's potential, personality, and story- providing a progressable set of abilities alongside a set of rules or actions to swear under. Due to the unique nature of swearing an Oath, only one can be wielded at once. It is possible to break an Oath with the Shrine of Yun'Shul, but "it's called an Oath for a reason." Heed the consequences that come with becoming an Oathbreaker. Every character begins as a simple Pathfinder, meaning they are without an Oath, but not devoted to being Oathless. Being a Pathfinder offers no real advantages, but it may protect you from others who need Oath Kills for their progression, such as Linkstriders or Contractors, however, don't rely on it. Oath: Arcwarder is one of the 17 obtainable Oaths in Deepwoken. It heavily focuses on defense; four of its passives are defensive, and the other two are mobility. It still allows for a fair bit of offensive play however as dash allows the user to close gaps and maneuver around opponents, and both combat mantras are as effective if not more in aggressive play. The Arc Suit is a defence orientated piece of semi-sentient armour that the Union bestows upon their most trusted. It fuses with the soul of those who swear the oath, allowing them to manifest it around them at will. Arcwarders are sworn to become a conduit of protection to their fellow Union mates and do whatever it takes to defend them. Notably, Arcwarders are the only people known to utilize Plasma in their attacks, likely from a result of the Flamecharm and Thundercall being combined within the suit. Oath: Bladeharper is one of the 17 obtainable Oaths in Deepwoken. It's known for the user's ability to gain extreme proficiency with its incorporeal slash-based attacks, and the ability to massively buff its offensive means by landing consecutive hits or sacrificing health. The Bladeharper Oath is a result of the player conducting a Reflection Ritual at the Sky Statues scattered around the Luminants. The user makes a Vow with their own weapon, to spend the rest of their future with their own blade, out of the many futures presented to them during the Reflection Ritual. Oath: Blindseer is one of the 17 obtainable Oaths in Deepwoken. The Oath is based around utility and uses sanity as its resource. It can serve many useful and potentially life-saving purposes in combat and in The Depths. It is the opposing Oath to Visionshaper. It is mainly used to soothe the minds of those who have gone insane. Oath: Contractor is one of the 17 obtainable Oaths in Deepwoken. This Oath offers varying combat abilities ranging from gap closers, counters and ranged grabs allowing for a versatile and offensive playstyle. The Oath allows you to manipulate the Puppet Strings of Zi'eer, the true name of the Lord regent of etris. You Vow yourself with the malevolent Regent of Etrea, and to The Ministry by extension, as a Contractor in order to assist Zi'eer in his plan to eventually sink Etrea into The Depths, causing another Great Drowning in the process. You become a puppet to The Ministry, literally and figuratively. Oath: Dawnwalker is one of the 17 obtainable Oaths in Deepwoken. It focuses mainly on high damage output. This Oath utilizes the power of the Radiant Tones, a Verse of the Song that can reproduce Light, however, it is not the same Light that Lightkeepers use to illuminate the Voidsea to facilitate traversal between luminants. Lightkeepers are born with the ability to produce light, and are not "taught" how to use it. Dawnwalker's light is based on research into Lightkeeping but cannot illuminate the Voidsea. The Divers, instead of lighting a path through the Voidsea using the Light, use it to defend against The Depths itself. Oath: Jetstriker is one of the 17 obtainable Oaths in Deepwoken. It is highly praised (and detested) for its fluentness in agility. Allowing users to quickly escape nearly any dangerous situation with correct usage of its tools. This Oath also greatly takes advantage of the momentum mechanic, with Jetstriker's Talents being the only existing method to quickly gain momentum in a combat scenario. The Oath's powers are attained by vowing to literally flow alongside the Song itself, following wherever it leads you like a current. Detached on apprehension of where you find yourself, as long as the Song led you there. "Journey before destination". Oath: Saintsworn is one of the 17 obtainable Oaths in Deepwoken, being centered around the usage of multiple attunements, and elemental Hero's Blades. It allows you to harness the power of the souls of the Five Heroes and wield their abilities in combat with their souls watching over your strife. It enhances attunement attacks Oath: Saltchemist is one of the 17 obtainable Oaths in Deepwoken. It's a highly customizable utility and support based Oath based around Alchemy. Where it's benefits and applications vary greatly on the potions in your arsenal, allowing for various buffs to yourself and debuffs to your enemies. It is the only Oath that requires intelligence. The effects of this Oath happen as a result of drinking the Root Panacea, an ancient mysterious concoction that allows the consumer to turn their own body into a factory for brewing. The user also is capable of using the Virtuous Salts, ancient ingredients that act as tremendously potent catalysts for alchemy. Oath: Silentheart is one of the 17 obtainable Oaths. It sacrifices Mantras and Attunements as a whole in exchange for the ability to change weapons during battle and a unique set of attacks integrated into your moveset. Silentheart is a result of a Vow made with The Dreadstar, a mysterious entity residing in the Voidsea made from the souls of various deceased individuals. Vengeful due to its death at the hands of the users of Mantras, it falsely believes it can rewire the hearts of those willing to engage in a Vow with it to avoid using the Song. Upon the Silentheart reaching their true potential, the Dreadstar fuses with them to form a single entity. Unfortunately, the Song is so permeating that the Silentheart is only able to sidestep the Mantras that killed them; their newfound abilities too rely on the Song. Had it truly become disconnected, the Silentheart would have become an ordinary human being with little strength or durability, akin to a Lightkeeper and their inability to use the Song. The Vow is one of malevolent nature however, as The Dreadstar likely gave the user's previous, song-attuned heart to the Drowned God Yun'Shul, Keeper of Hearts, possibly in an attempt to earn their favour. This is evidenced by The Dreadstar themselves, who state that the user's "Heart has already been claimed" upon Oathbreak. Oath: Soulbreaker is one of the 17 obtainable Oaths in Deepwoken. It is an Oath related to Murmurs, specifically the ability to wield all three at once. Upon obtaining this Oath, purple-glowing white strands of energy are attached to your shoulders and wrap behind your head. You have constant Ardour particles emitting from your chest. Any weapon you equip will have purple and black lightning humming around it. The King of Etrea was famous for his exceptionally powerful Ardour. He, however, also wielded all three Murmurs in what Etreans think was a result of a deal with the Mur Of Light, an Etrean deity. This is a myth however, as the King in reality would travel to the then above-surface Southern Luminant and strike a deal with the Drowned God Yun'Shul, becoming a Soulbreaker himself and shattering his soul into three pieces. Oath: Starkindred is one of the 17 obtainable Oaths in Deepwoken. It allows one to take advantage of the anomalies that appears on one's body after drinking the blood of a Celestial. It is a balanced Oath, having good options for both combat and mobility. The Starkindred Church is a malevolent cult that worships Celestials and believes that they are capable of "transcending" by consuming parts of them. This very Oath is a result of drinking the Holy Ichor, the blood of a Celestial, and cannibalizing several Starkindred. Drinking the Ichor Seems to give the consumer some form of higher awareness but leaves their body in constant agonizing pain. It is the Celestial equivalent of becoming a Deepwoken. Oath: Visionshaper is one of the 17 obtainable Oaths in Deepwoken. It allows one to utilize the power of illusions with a pact made with The Nestmind to quickly and effectively overwhelm their enemies in various ways. It is the opposing Oath to Blindseer. Visionshaper as an ability is the power to make illusions reality, one granted by a Vow the user makes with The Nestmind, allowing them to bring Deep Owls into reality by simply imagining them being real. The Visionshaper pact is a malevolent one however, as once a certain amount of time has passed, the Deep Owls devour the Visionshaper's mind, killing them. This has no reflection in game, however. Part 3: Murmurs Players can only obtain one Murmur, though gaining the Soulbreaker Oath, you can wield all three Murmurs. Currently, there are three known obtainable Murmurs; Ardour, Tacet, and Rhythm. Should you wish, they can be removed via the Shrine of Yun'Shul, Keeper of Hearts, using a Wish. Murmurs are strong but hard to master abilities. A weak user will have a harder time making good use of them until they become stronger and more experienced. As such, Murmurs scale with the user's Power, reaching their maximum potential at Power 20. There are currently three Murmurs: Ardour - A Murmur that increases outgoing M1 posture damage by 20% and decreases incoming posture damage by 15%. Ardour Scream - An offshoot talent that debuffs the enemies defense by 25% and posture by 50%. Requires 15 strength and 40 willpower on top of Ardour Tacet - A Murmur focused on stealth and concealing oneself, which allows the user to become invisible to other players Tacet Drop Kick - An offshoot 0-star attunementless mantra that requires 5 strength and Jus Karita on top of Tacet Rhythm - A support-based Murmur that allows for tracking of others and their health. Spotter - An offshoot talent that allows you to show your allies HP of any entity or player while being in Rhythm Part 4: Gods and religion Aeod the waking god: An entity spoken of by Lightkeepers. The Unspoken Vow of Lightkeeping is tied to Aeod, who may have something to do with its origins. Lightkeepers: Stationed in Lighthouses at the edges of the Luminants, these rare individuals are capable of Illuminating a path through the Voidsea, forcing it to retreat. A scant few are born with the Gift of Lightkeeping, with each individual bearing the heavy responsibility of driving back the Void to enable the transportation and exchange of goods, information, and people. Lightkeepers are afforded little freedom, often spending their lives wasting away in their Lighthouses guarded by a legion of soldiers. A nation's economy rests on its Lightkeepers, with passage between the Luminants being strictly controlled and tariffed by the few that have Lightkeepers in their retinue. The Celestials: The former inhabitants of the Heavens above. Similar in many ways to Mankind, but of a different species altogether. When the Tides came, the Celestials were driven from the Heavens down to the Surface below. Many within Lumen view the Celestials as Gods, with many major religions within Lumen worshipping them. Of these religions, the Starkindred Faith is one of the most populous, holding considerable influence over the Western Luminant and beyond. Celestials modify their own bodies using the Song. The Drowned Gods: Entities of immense and unknowable power that are said to slumber deep within the Depths. Many believe that the Song has stirred them from their sleep and brought about the Tides. Should a Drowned God wake, it's also believed that it would result in Lumen's undoing. The names of Drowned Gods are often spoken in hushed tones or through euphemisms in fear that it may bring them closer. Worship of Drowned Gods is taboo across most of Lumen, with their faithful being branded as cultists and heretics. Ethiron, the Maelstrom's Eye: A Drowned God said to preside over Wind. Their gales are said to drag even Time itself into their wake. The Drowned God Ethiron is thought to preside over Second Layer, granting it the moniker of 'The Eternal Gale'. Korilfiend, the Inferno's Provenance: A Drowned God said to preside over Heat. Thought to reside within the Third Layer. A flower containing vestiges of Korilfiend's power is said to have been consumed by Amorus Pleeksty, who later developed the art of Flamecharming. Krulians: Enigmatic beings thought to be envoys of the Drowned Gods. The Ferryman referred to them as 'the closest bridge between the Gods below and your kind'. The Gaunt Man used the analogy 'if you are a stalk of wheat, then I am a loaf of bread', which likely has some relevance to the nature of Krulians. Probably. Yun'Shul, Keeper of Hearts: A Drowned God said to preside over Hearts. A broker of many deals, Yun'Shul is said to act through innumerable proxies. Though Yun'Shul's whereabouts are a mystery, their servants are particularly numerous within the First Layer, perhaps due to its proximity to the Surface.

Planar Influences

while the depths is thought to be a separate plane to lumen as it is where souls find themselves with a physical presence upon death, the depths actually exists as a physical location below the waves of lumen at the deepest point of the sea. Actual different planes are: A conscious intersection: It is a world of illusion inside your own mind. The Nestmind is an NPC that appears in the A Conscious Intersection. It has an appearance similar to the heads of many Deep Owls within a black void. It is the final step obtaining the Visionshaper Oath, being the entity that gives you the oath. The origin of The Nestmind is unknown, but it is most likely the source of the Deep Owls in the First Layer. The Voidheart: is a location in Deepwoken. It is the forward base of the The Knives of Eylis, who signed a contract with Eylis herself. The Voidheart is the resting place of The Knives of Eylis. Located in an unknown location and only accessible in people's dreams, it represents itself as a large set of corridors and grey walls. The Voidheart is described as a location with no physical form. The various members "dream" of this place and find themselves within it. Leaving the Voidheart is referred to as "waking up". The Voidmother is the reason the Voidheart exists. According to it, there is no singular, unified Voidheart. Everybody sees it differently, but it maintains the immaculate white hallway appearance across each person. Only players who have selected the Voidwalker Origin can access this area.

Historical Ages

The eras in deepwoken are denoted by the establishment of the markor citadel. BCE (Before Citadel Era) CE (Citadel Era) The main eras of deepwoken are The old world: Mainly denoted as the time of the canticlysm or the golden age of song before the tides arrived The Resurgence: The current period of history, usually dated around the fifth century BCE with mankind's adaptation to the new state of the world. The Shallows: The period of history following the Canticlysm in which technology and knowledge rapidly dwindled, ushering in a dark period of history in which little is recorded. Pushed to the very peaks of the world, mankind died in its droves to famine, conflict, and the horrors of the Depths that emerged with the Tides.

Economy & Trade

Economy and trade function similarly to other fantasy worlds and trade is done in notes.

Law & Society

law and society work similarly to other fantasy worlds.

Monsters & Villains

All enemies will be given a power recommendation to gauge power this will be denoted with (P:X) next to their name with X being the recommended power. Part 1: Regular humanoid enemies Bandits (P:1) : These can be found everywhere but are most concentrated in erisia songseekers (P:5): These are warrior monks who have lost their minds and wield the powers of one of the 4 basic attunements. THey are mostly found at songseeker isle. The golden rats(P:8): These are warriors adorned in heavy golden armor and are obsessed with fights to the death they are very rare but found everywhere. Part 2: Faction specific humanoid enemies Ministry scouts(P:3): Armed with daggers, stronger than regular bandits, adorned in black garbs. Ministry necromancer(P:4): No direct form of attack however they will summon three mudskippers adorned with plate armour to fight in their stead Summer company scouts(P:3): armed with pistols, stronger than regular bandits. ignition union guards(P:8): Situated at miners landing, the home of the ignition union, wield ironsing attunement and carry heavy greatswords. Vigils(P:8): Vigils are situated at the isle of vigils, they wield galebreath and katanas. Etrean guard (P:8): Situated at war zones and etris, they wield spears and galebreath and are the main attacking force of etrea. Etrean royal guard (P:15): Adorned in black heavy plate mail with grotesque helmets that cover their faces, they are only situated at the lord regents palace and are extremely skilled. There is also something wrong with them, they dont seem human... Knife of eylis (P:4): Assassins from the knives of eylis, will carry out assassinations and you may find yourself faced with one. Authority soldier (P:3): The footmen of the authority, wield all manner of weapons but are relatively weak. Authority officer (P:4): The leaders of squads of soldiers, stronger and can use thundercall unlike their counterparts. Authority captains (P:12): Usually seen alone, much stronger than their counterparts and capable of using either thundercall or frostdraw. Authority lieutenant (P:15): The strongest regular enemies the authority has, similar in power level to etrean royal guards. Hive guards(P:5): Guards for the hive, similar in power to other faction base guards. Apprentice diver(P:1): The weakest of divers, commonly referred to as fodder. Divers: (P:10): Seasoned divers, able to use an attunement and fairly strong. Black diver(P:20): The strongest of divers, each one is extremely difficult to take down and possesses a resonance, an oath and an attunement. Legion soldier (P:5): Similar to other faction guards, can use thundercall Legion captain (P:12): Similar to authority captains, use galebreath Legion snipers (P:10): Attack from long range firing bolts of concentrated thunder with thundercall. Celtorian guard (P;15): Passive enemies who will only attack if attacked, extremely tanky but do not use an attunement Part 3: monsters Monsters can be found both inside and outside of the depths but depths counterparts of monsters are much stronger. Mudskipper (P:1): Blue zombies, identifiable from the coral stuck to their heads, very weak with only fists to fight with. Bloatskipper (P:1): Similar to mudskippers but fat and green, upon death they explode. Mudskipper brute (P:6): Larger mudskippers, the coral now completely covering their bodies forming dangerous armour and their coral covered fists pack a punch, roughly 1.5 times the size of a human and they are purple and yellow. Angels(P:5): Rare in the overworld, they are white humanoids featuring a spear and wings, they can use an unidentified light based attunement to fire spears of light. They are found within the city of drowned celtor in the depths more commonly. Mudskipper knight (P:3): Stronger mudskippers wearing plate armour and featuring a sword. Megalodaunt (P:6): Giant white humanoid monsters with the distinguishing feature of a shark head covered in coral. They fight with their claws and can fire coral at enemies through a blowhole in a machine gun fashion. Roughly 3 times the size of a human. Terrapod (P:5): Giant crustacean turtle hybrids that are purple and feature 4 bladed legs, they attack with these. roughly 1.5 times the size of a human. Deep owl (P:8): Humanoid owl monsters, they feature claws and can launch black feathers at enemies, roughly 3 times the size of a human. Rock golem (P:6): Big stone golems that can smash with their fists and fire beams from their chests. roughly 2.5 times the size of a human. Alpha megalodaunt(P:10): Similar to megalodaunts except purple in colour, they can additionally utilize the murmur of tacet to quickly become invisible and appear behind their prey to attempt to attack them. Brainsucker (P:3): Giant bats who attack with claws on their feet, roughly the size of a human. Lionfish (P:6): Giant carnivorous fish found only at sea on rare occasions, are able to bite and slam their bodies into ships. roughly 3 times the size of a human Thresher (P:10): Giant crocodiles found on land at aratel island in the desert, they can burrow underground to surprise prey roughly 1.5 times the size of a human King thresher (P:15): Larger threshers denoted with their signature blue skin, are able to breath fire and hit much harder than regular threshers. Part 4: DEPTHS ONLY monsters Bone keeper (P:18): Large humanoids seemingly made out of bone armour. can charge and smack enemies with their massive fists, can also throw bone spears. These are only found in the eternal gale. roughly 1.5 times the size of a human Crustaceous rex (P:10): A giant crab, roughly 4 times the size of a human. Gigamed (P:1): Big jellyfish, can occasionally release electrical pulses but are relatively harmless. roughly half the size of a human. King gigamed (P:10): Larger gigameds that can release more dangerous and widespread electrical pulses and spawn rounds of 3 gigameds that attack you. 5 times larger than a human. Nautilodaunt (P:19): Humanoids with octopus heads, extremely proficient in martial arts and thundercall and are some of the toughest enemies to beat in the world. roughly the size of a human. Enforcer (P:15): Found at the top of the cathedral of the interstice, acts as an agent of the depths in the trial and is only found in the trial, once beaten, a soul will regain corporeal form and ascend back to lumen from the depths, features a large axe and heavy armour as well as a mysterious ability to pull enemies towards it. roughly 1.5 times the size of a human. Bounder (P:19): A giant white dog creature only found rarely in layer 2 of the depths, will charge and jump at enemies from afar and are extremely dangerous, roughly 2.5 time the size of a human. Kyrsgarde soldiers(P:15): humanoid Enemies only found in New kyrsa the sleeping city, they have heads reminiscent of crystals and wield weapons made of ice and are hard to kill. Roughly 1.5 times the size of a human Mudskipper broodlord (P:18): The strongest mudskippers, similar in appearance to mudskipper brutes and have massive barnacle fists and can summon hordes of mudskippers to attack foes. Identifiable between brutes due to their entirely purple coloration. Roughly 1.5 times the size of a human. Part 5: Bosses Chaser, scholar of crimson (P:20): Chaser, Scholar of the Crimson Contract is a humanoid Boss that is fought in Floor 1 of the Second Layer. He is found within The Maw of Ethiron, specifically in the Cathedral of Ethiron. He is also a Black Diver, though in reality an operative serving The Ministry. He was once an aspiring Diver, graduating as one of the greatest of his generation, only surpassed by Klaris Llfiend, Mother of Lights and Akira.[1] Eventually, he betrayed the Divers, joining the Ministry instead. He served as an apprentice for and was gifted the ability of a Bloodrend-based Oath by the Ministry's Second Prophet, during which he developed the Flareblood Kamas.[2] Funnily enough, Chaser does not use the Flareblood Kamas at all during the fight. He allied himself with the mysterious Kyrsgarde and volunteered to lead an expedition into the Eternal Gale. However, by the time they reached the Second Layer, he tore the expedition apart, though Apprentice Diver Azel Corbet managed to record his fears and suspicions before being lost. Another expedition would then be sent, but that too was lost. A third expedition arrived to the Second Layer, but they soon ran out of food. Its members grew suspicious, Journeyman Diver Skeli recording that Chaser could no longer be trusted or allowed to reach the 'Forbidden City' and some tried to flee to the Ignition Union's nearby holdout, though they would be killed by Chaser. Eventually that expedition too would be wiped out.[3] Appearance-wise, he is a young male greymarch Adret characterized by his unique eye color and facial markings. He also has a Resonance that allows him to extract power from the effigies of the dead,[4] with the multiple bells on his hips representing those effigies. However, he is incapable of using them. His eyes are blood red and have a swirl pattern, likely as a result of his own variant of the Oath. He uses attacks based on bloodrend which is obtained upon defeating him. Dread serpent (P:17): A giant dragon serpent found only in the void sea. Roughly 100* the size of a human. can fire beams of frostdraw. Duke ishamon erisia (P:15): The ruler of erisia, residing in a manor at the top of upper erisia, His resonance allows him to create golems and he is the father of all golems in deepwoken. Uses galebreath attacks and shields. He is a noble who resided in the City of Celtor before its submergence and part of a lineage that ruled the island of Erisia. In appearance, Duke Erisia is a Marten Celtor. He wears a Slate Aristocrat Coat over the Eager Tradesman starter outfit with Eyeglasses. He also has a green Resonance by his side that allows him to create and control Rock Golems, although it is never visibly used during the boss fight. Duke Erisia is a martial arts user though does not seem nearly adept at fighting with his fists as with his wind. Alongside his martial attacks, he wields extremely powerful Galebreathe Mantras. The ferryman(P:17): The Ferryman is an instanced Boss fought at the Boatman's Watch within the Eastern Luminant's Voidsea. A strange figure referenced in old folklore of the surface world, he is member of the enigmatic race of Krulians and claims to be the closest bridge between the Drowned Gods and the people of Lumen. According to the stories of old, the Ferryman is a benevolent individual who bestows gifts upon those who summon him, though most fail to mention that these gifts aren't earned without a fight. The Ferryman actively despises the mortals who dwell on the surface, offering up unfair wagers, with the mortal betting their life, and him only betting a "Relic." According to Yamaketzal, he is an amalgamation of souls dredged up from the "dregs of the dregs." He was mistreated by the people of the surface and returns the favor by tormenting them. He has pale white skin and a black trenchcoat and a white ponytail. Maestro evangarde rest (P:20): The strongest vigil and leader of the vigil monks at the isle of vigils, he is a weaponmaster being able to freely wield every weapon in the world with masterful expertise and can utilize galebreath to a masterful degree as well, wears his white priest robes, features a slick backed hairstyle and heterochromia with a green and purple eye. One of the strongest mortal individuals in the world comparable to the Lord Regent. Primadon (P:17): A giant ape roughly the size of 100 humans, only found at the monkeys paw, an island north east of aratel. Zi'eer the fourth prophet (P:20): The "final boss", the lord regent of etris and the fourth prophet of the ministry, summons the player into his domain where he launches string based attacks at the player from his throne, the player must push forward to zi'eer and destroy his throne to fight him properly and even then the lord regent is extremely powerful. The scion of ethiron (P:20): another final boss, the scion is found at the temple at the end of new kyrsa the sleeping city and will be unsealed upon entering the temple, fires unimaginably powerful wind based attacks at the player.

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Frequently Asked Questions

What is Better Deepwoken?

In the fractured archipelago of Lumen, the Song—a relentless, unseen force—drives the world into a perpetual tide of drowned souls, monstrous sea‑borne horrors, and fractured factions vying for control of the ever‑deepening Voidsea. Adventurers must navigate treacherous islands, confront rival powers like the Central Authority and the Deepwoken, and brave the abyssal Layers of the Depths where the Song’s echo becomes a deadly, life‑altering battleground for survival and supremacy.

What is Spindle?

Spindle is an interactive reading app where you become the main character in richly crafted story worlds. Think of it like stepping inside your favorite book—you make choices, shape relationships, and discover how the story unfolds around you. If you love series like Fourth Wing or A Court of Thorns and Roses, Spindle lets you live inside worlds with that same depth and drama.

How do I start a story in Better Deepwoken?

Tap "Create Story" and create your character—give them a name, a look, and a backstory. From there, the story opens around you and you guide it by choosing what your character says and does. There's no wrong way to read; every choice leads somewhere interesting, and the narrative adapts to you.

Can I write my own fiction?

Absolutely. Spindle gives storytellers the tools to build and publish their own worlds—craft the lore, the characters, the conflicts, and the magic. Once you publish, other readers can discover and experience your story. It's a beautiful way to share the worlds living in your imagination.

Is Spindle a game?

Spindle is more of an interactive reading experience than a traditional game. There are no scores to chase or levels to grind. The focus is on story, character, and the choices you make. Think of it as a novel where you're the protagonist—the pleasure is in the narrative, not the mechanics.

Can I read with friends?

Yes! You can invite friends into the same story. Each person plays their own character, and the narrative weaves everyone's choices together. It's like a book club where you're all inside the book at the same time—perfect for friends who love the same kinds of stories.