Lumen

FantasyHighEpicPolitical
1plays
0remixes
Dec 2025

In Lumen, a world shrouded in void fog and devoid of stars, the Song of ether lets mortals command fire, wind, frost, and lightning while the very use of magic accelerates the planet’s inexorable sinking, threatening to plunge all into the Depths where souls wander through water, tundra, and magma. Amidst this peril, fractured nations—Etrea’s snake‑scaled supremacists, the Authority’s blue‑marked navy, the militant One Hundred Legions, and the shadowy Ministry—clash over control of islands, technology, and the ancient prophecy that the Drowned Gods may awaken to erase reality itself, all while daring divers and Hive insectoids fight for survival in a world where every note of the Song could be the last breath of civilization.

World Overview

Follows the basic lore of Deepwoken, taking place in a world devoid of stars. The world is split into several crusts, the Depths -- the place where all souls go when they die (a multi-layered water-scape each with different conditions. First layer is underwater, second is the tundra, third is magma etc). The land of the living is the Surface - and the lands above the skies are called the Lightborne. Races were formed through hereditary vows with animals, and monsters of various kinds run rampant - the main magic of the world being through the Song - allowing people to control natural 'attunements' (Flame, Lightning, Wind, Frost), while there is also artifical ones - such as Lifeweave (Plants), Shadowcast, Bloodrend and Ironsing. This magic is the reason the world is sinking, and its further expediting the process in its use. The world is believed to be a dream of the Drowned Gods, sleeping gods that when awoken, will erase reality as a whole - most acting through old structures or thralls. Mid-magic, only at smoke-technology.

Geography & Nations

Mainly ocean, with islands scattered about -- most of the world is enveloped in a "Void fog", an encompassing and mysterious veil only thrawted by Lightkeepers kept locked away in lighthouses. The main islands/factions consist of: Etrea: The Supremist island of 'Etreans' humans with the only inconsistency being snake fangs, slitted eyes, scales littering their features, pale skin and forked tongues. Uses eastern tech, like katanas, mainly drawing from japanese culture. Authority: Major naval figure ran by 'Adrets' - a race of unknown hereditary known for their blueish skin and strange facial markings. Allow others in thei rranks, but are seen as far lesser than Adrets. One Hundred Legions: Traditionalist force ran by 'Khans' - monkey people categorized by their fluffy sideburns and golden/silver growns adorning their head - they utilize gale and thunder the most, and mainly use martial arts and strange western weaponry. Ministry: Cultists of wide variety, the founders of Shadowcast. They wish to sink the world beneath the waves, and are ruled by twelve different "Prophets". The lower the number of the prophet, the stronger they are - the first being one of the grandest figures in the world of Lumen. Followers of Navae: A large tribal force consisting of 'Gremors' deer people with antlers sprouting from their head, often in dark shades of brown. They utilze ice magic, spears, and martial arts. Summer Company: Industrialist faction who mass produces early guns and cannons - they are very strict on their business. Ignition Union: A group similar to the summer company, yet more focused on mining endeavors into Lumens molten crust. Makes a majority of the high tech, enemies with Summer Company. Divers: Adventures with a high death tole, braving the depths in favor of riches and fortune. They harbor strong individuals amongst their "Black Diver" ranks, yet most are cannon fodder. Hive: Insectoid groups consisting only of bugkin, they utilize Lifeweave and Ironsing to fuel their efforts. Most of their technology comes at the cost of the surrounding land, constructing great 'Hives', or massive trees, out of the lifeforce of islands.

Races & Cultures

1. Vesperian Appearance: Tall, armored insectoid people. Chitin masks, segmented limbs, beetle-like horns or shells. Origin: Hail from the Hive—a highly structured, militaristic society. Often linked to knightly orders and disciplined upbringing. Notes: Serious, honor-bound, rarely show emotion. 2. Ganymede Appearance: Glass-like crystalline bodies with glowing veins. Their faces look smooth, hollow-eyed, almost statue-like. Origin: Created through mysterious circumstances—may be artificial or alchemically “born.” Notes: Emotionally muted but extremely intelligent; lore ties to astronomy and possible extra-luminant roots. 3. Adret Appearance: Pale-skinned, white-haired, sharp features. They all have a faint cold aura and sometimes blue or silver eyes. Origin: From the Central Luminant, known for tradition, discipline, and a culture centered on duty. Notes: Mechanically linked to self-control; narratively common in noble or soldier backgrounds. 4. Celtor Appearance: Human-like, typically seen with brown or olive skin tones. Very “classic RPG human.” Origin: Widespread and diverse; found across all Luminants. Often portrayed as merchants or adventurers. Notes: The baseline Deepwoken race—flexible in lore and style. 5. Etrean Appearance: Deep tan to reddish skin, angular facial structure. Men often depicted with thicker brows and jawlines. Origin: Native to the Etrean Luminant, a harsh region dominated by strict religious tradition and slavery. Notes: Tied deeply to in-game political lore. 6. Khan / Khenra Appearance: Canine or jackal-like humanoids with fur, long ears, sharp snouts. Fur color varies: white, brown, red, black. Origin: A desert civilization with strong martial culture—similar to ancient warrior tribes. Notes: Very recognizable due to the jackal features. 7. Gremor Appearance: Hyena-like features—wide jaws, spots or patches, bulky frames. Origin: Nomadic clans known for survivalism and primal traditions. Notes: Playful but dangerous; often misunderstood. 8. Felinor Appearance: Cat-like humanoids: feline ears, slitted eyes, sometimes whisker markings. Origin: Forest-dwelling tribes that value agility and hunting skill. Notes: One of the most popular aesthetic races. 9. Tiran Appearance: Striking, almost metallic hair colors (white, steel, blue), sharp angled faces. Origin: From northern regions influenced by military orders. Notes: Shares design notes with Adret but with a “colder warrior” vibe. 10. Canor Appearance: Lion or wolf-like humanoids with thick fur, pronounced muzzles, and powerful builds. Origin: Ancient warrior societies—often compared to legendary beasts in lore. Notes: Known for physical strength and heroic archetypes. 12. Capra Appearance: Goat-like humanoids—horns, fur accents, slit pupils. Origin: Mountainous regions with druidic or pastoral communities. Notes: Very expressive and popular for mystical characters.

Current Conflicts

1. Authority vs Etrea The central, confirmed political conflict. The Authority is actively expanding its influence, clashing with Etrea’s sovereignty. 2. Authority vs Ignition Union Canonically opposed. The Ignition Union is a rebellious technocratic group resisting the Authority’s control. 3. Summer Company vs Etrea Confirmed through island events and quests. Summer Company’s expansion and slave trade put it in direct conflict with Etrea. 4. Ministry vs Hive The Ministry’s Depth-aligned agenda directly opposes the Hive’s order-centric discipline and anti-chaos doctrine. 5. Divers vs Ministry The Divers oppose Depths corruption and entities—the Ministry directly spreads said corruption. This conflict is canon and explicit. Also, the sinking - which is the great island when all of Lumen will be brought beneath the waves - it happened with Celtor, a grand kingdom brought under by an unimaginable force.

Magic & Religion

Ether The basis for everything that is mystical. A rhythm striking chords ; it is what can be described as the heart of the world. Such a current is what powers the breath in our lungs; what allows us to listen, sing, and behold. Ether is inherently granted to all beings that hold life, though the amount varies per individual. It is not an invention, but rather a facet of life hidden away from humanity until recent discovery, accredited to a group of researchers in 816 BT. Although all humans instinctively utilize ether, only some are able to consciously manipulate it. Whether through natural talent, being blessed with the ability at birth, or simply putting in work and effort, humans with the ability to manipulate ether tap into a world of magick unlike most other aspects of life. To begin to consciously manipulate ether, one must first become “aware” of it. The meaning of awareness does not simply refer to the knowledge of existence, but rather, a grasp on it akin to an understanding. Such a grasp is theorized to be obtained through constant exposure and interaction with ether. This speculation would explain why some are naturally born with the ability and some come to it more easily than others. Of course, practice makes perfect; those who have spent time honing the skill will have a better grasp of how to bend ether’s strands to their will. When one becomes aware of Ether, it commonly appears in the form of an ambiguous energy, vaguely resembling flowing water. Though most commonly seen in a rivery blue hue, drifting peacefully, deviations in behavior and appearance are not unheard of. Ether resides within oneself, and is often expended during the process of manipulation; a sort of trade for the ability to influence the world’s own. Ether is used to influence natural parts of the world, otherwise referred to as Aspects. Ether can be used to light a flame, or cause lightning to strike from the heavens. It can be used to raise stone from the earth or even steal from the light itself. One’s ability to do so depends entirely on their ability to manipulate ether; though some may become particularly attuned to one form of nature. Attunement The act of attuning oneself to The Song allows for the usage of some of its most primordial elements. Harnessing aspects of nature, in tandem with refined manipulation of ether, one can bind themself to an essential force of the earth - and a specific verse of The Song. Whether the chaotic notes of gale, the hushed rhythm of frost, or the frenzied crescendo of flame, Attunement is the primary mean in which one intertwines themself closer with The Song - focusing on a particular verse and imbuing their very spirit with it’s notes. When attuned to a certain aspect of nature, Ether Manipulators gain the ability to directly affect it. One versed in flamecharm may be able to gather the surrounding area’s heat and form it into a small flame. A galebreather can swiften their steps with a strong wind. Although their forms vary, most every attunement has some use. All Ether Manipulators possess the ability to at least slightly influence the whims of nature. The Attuned both specialize and excel at it - but have more narrow fields of manipulation as a result of their focus on a specific element or elements. Attunements all stem from very specific aspects of nature. It is theorized that the creation of an “artificial attunement” from a more broad concept would be possible - but the consequences of such are sure to be dire, as seen in cases such as the infamous “Shadowcast,” outlawed for it’s ability to drain the ether from individuals unwillingly. Mantras When one becomes attuned to The Song, they gain access to its Mantras; specific verses that can be incited with the proper connection. From a flaming respite to a grand bolt of thunder, Mantras see use in nearly all aspects of life. One may create a mantra to light a hearth, or to spring a field of flowers from the soil. Of course, mantras can also be used to fire off bullets of wind or cleave a man’s arm with a fiery slash. While anyone with a decent talent in ether manipulation can replicate similar effects, perfection is not able to be achieved without specifically creating a mantra. Mantras are created through a process involving primarily innovation and repetition. Ether manipulators harmonize with the song in order to learn a specific note, casting through it’s many verses in order to settle upon one they find particularly useful or enjoyable. Though the methodology deviates mantra-by-mantra, it is agreed that, generally, one can learn a mantra most effectively through processes that they personally resonate with. A chef might create a dish while they actively call upon the notes of the flame cooking it. A traveling merchant may use a familiar wind to push their cart forward. Overtime, they perfect their arts until the notes become a part of them; at which point their particular methodology is considered a Mantra, able to be used at a moment’s notice without much preparation - only requiring focus and an appropriate amount of personal ether. Elemental ingredients Elemental ingredients are naturally-forming objects within the world that are imbued with flows of ether far greater than everyday items. Though their effects vary, any skilled ether manipulator is able to draw out the great potential these items hold. The common folk find usage in such ingredients as well. Nowadays, elemental ingredients are used in many pieces of technology. Whether weapons of war slotted with dying embers, factories powered by spark glands, or even illicit substances mixed with powdered galestone, elemental ingredients have become a material in the same vein as steel or copper. Though not the rarest of products, their expense is driven by a high demand and odd method of creation. It is believed elemental ingredients form in the vicinity of great emotional impact. It is theorized particular aspects of the song are tied to certain emotions. The four most common elements of the song - Fire, Gale, Frost, and Thunder - are thought to be tied to basic human emotion, though the exact emotions are a common topic of debate. The most prevalent theory links Flame to more “explosive” emotions such as anger and empathy, Gale to more “chaotic” emotions such as relief or joy, Frost to “quiet” emotions such as sorrow or amusement, and Thunder to “orderly” emotions such as justice and control. This theory is supported by the odd way ether seems to react to emotion, especially within attuned individuals. Those without proper control over their feelings may have their ether flare in moments of intense emotion. Flamecharmers may light small embers within their eyes; a frostdrawer’s hands may begin to crystalize. Though the inner workings of ether are largely unknown, investigation of this strange lifeblood is one of Lumen’s biggest priorities. Dieties: 2. Ethiron A celestial entity tied to knowledge, ascension, and higher cosmic structure. Domain: Cosmic law, fate, judgment. Worshipped by the Disciples of Ethiron. 3. The All-Mother Referenced in fauna, Primadon lore, and various rituals. Domain: Nature, beasts, primal life. Not directly involved in mortal affair 1. Yun’Shul — Lord of the Mind Domain: Insanity, Loss of Self, Wishgranting, Soul manipulation Worship: Temples, shrines, and oaths tied to small statues which he acts as a medium through. Name: Klorifel (also stylized Klorifiel / Clorifel depending on source) Domain: Fire Heat Combustion Ash / Purification through Flame Notes: Klorifel is part of the set of elemental gods alongside Yun’Shul. Flamecharm, divine fire motifs, and certain ritual flame references are attributed to Klorifel’s influence, not a nature deity. Often contrasted with Yun’Shul’s wind and Ethiron’s stars, forming a triad of powerful celestial elemental forces.

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Frequently Asked Questions

What is Lumen?

In Lumen, a world shrouded in void fog and devoid of stars, the Song of ether lets mortals command fire, wind, frost, and lightning while the very use of magic accelerates the planet’s inexorable sinking, threatening to plunge all into the Depths where souls wander through water, tundra, and magma. Amidst this peril, fractured nations—Etrea’s snake‑scaled supremacists, the Authority’s blue‑marked navy, the militant One Hundred Legions, and the shadowy Ministry—clash over control of islands, technology, and the ancient prophecy that the Drowned Gods may awaken to erase reality itself, all while daring divers and Hive insectoids fight for survival in a world where every note of the Song could be the last breath of civilization.

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 Lumen?

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.