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Still WIP

Lore Principles

for Truffles & Dermaphytes

  • There’s a lot of factions in the lore (given and sandbox).
  • The game allows each faction to have all experience levels and maneuverability levels.
  • The lore is not about faction vs faction. there can be alliances between factions and conflicts inbetween factions.
  • The Rot from the Weald is also existing and each faction can have a rotten variant.



Lore texts by Kip.

The Decree

I solemnly swear, to follow The Decree

The Decree are an imperial state reigned by a monarchy. They also host an array of commonwealth states across the globe, where they import rare metals, Aether and other trade goods. The Decree make close allies of The Iron Tear and The Knights of Embersworn. They have a shaky relationship and territorial disputes with The Divine. They are consistently at war and have internal struggles defending against political and religious zealotry, rogue science and military coups. The central tenet of The Decree is to defend the kingdom, their monarchy and their way of life. This is determined in the central document “The Decree” - which was founded when the monarchy first rose to power, destroying the Elder Republic. They work through diplomatic negotiation, force or underhand military tactics. Science and new technology is adopted fast into the warmachine, with battlefronts demanding adaptive weapons and integrated resource and trade streams.

The Iron Tear

Life is limited. Pain is partial. Machinery is immortal

The Iron Tear are part biological, part mechanised collective of like minded scientists, industrialists and philosophers who are determined to reach the point of immortality. They hope to achieve this, and to some degree already have through replacing their own biological organs and bodies with clockwork and machine parts. They are master technologists, engineers and tinkerers - and were born from mass industrialisation pushed by The Decree. As their beliefs splintered further from The Decree at a time of great disruption - a bargain was struck. The Iron Tear would provide mass produced tanks, mecha and machinery for The Decree, in exchange for materials, economic stability, and a territory to call their own. This portion of land is known as “The Foundry”. Following great adaptive processes and upgrading their own biological deficiencies has made The Iron Tear a worthy adversary. They operate in alliance with The Decree. However, The Knights of Embersworn regard them as abominations, and have accused them of historical transgressions with allegations of theft of their prized material Emberilium - for use in their mechanical creations. There are also rumours they have secretive trade deals with The Divine - but these are unconfirmed. Whilst mostly fighting alongside their allies, The Decree, they have also sought the capture of areas with abundant Aether. They have a majority share and foothold in most mining operations across the globe.

Knights of Embersworn

Our future, is held in our bloodline

Part Nomadic, part agricultural, the Knights of Embersworn are made up of five allied houses - all following a singular centralised belief - that their ancestry, tradition and culture is to be preserved, and the past contains the key to a bright future. Shunning the majority of modern inventions and machinery in favour of historical weaponry, armour, horses and artefacts the Knight of Embersworn believe the power of their ancestors is passed down through their material goods. Furthermore, their access to Emberilium, a rare metal has made their military power and prowess long lasting. Emberilium is known to be the strongest metal across the globe, and is considered sacred by the Knights of Embersworn. Closely allied with The Decree, the majority of their farming output is delivered in exchange for foreign goods, ores and metals. The Knights of Embersworn view the Iron Tear as a harbinger of evil - but put up with their existence at the request of The Decree. Smaller trade deals and treaties are also in place with The Divine - who often request reconnaissance information in exchange for teas, spices and food. The Knights of Emberswarn have fought on many fronts and a variety of other insurgent uprisings and cult activities. They are often called upon by The Decree to squash territorial disputes.

© by Julian - A Knight Airborne
© by Julian - A Knight Airborne
 

The Divine

Forward unto divinity.

The Divine is a feudal society ruled by a single Emperor. With an entrenched caste system that dictates each role within a systematic hierarchy. Each family house having a role within the broader system - from agriculture, education, health & hygiene, communications, metallurgy, food & commerce and resource management. Separate from this is a military and industrial offshoot that fuels the war machine of The Divine. This is all underpinned by a system of devout religious zealotry The Emperor is seen as an avatar of one of the Seven Divine Beings. With the birth of each successor ushering in a new avatar of the next deity in line. To die or devote one's life to the Emperor, runs parallel to devoting one's life to the Church of the Divine. The core tenets of The Divine is to dedicate their efforts to seeking quality, perfection, glory of the Emperor - and ultimately, divinity. The Divine have a variety of major disputes and military pursuits, anywhere with abundant Aether. They have various treaties in place with The Knights of Embersworn and The Decree, although more often than not these diplomatic tensions reach a pinnacle and end in battle. Some rumours also discuss a back hand alliance with The Iron Tear.

The United Tribes of Vae

Strength is earned

Though considered primitive or barbaric by many of the other factions, the United Tribes of Vae are actually biologically superior in many ways. Through prolonged exposure to the harshness of the Vae, tropical diseases and consistent subjection to Aether - they have evolved strong bone structures, higher muscle mass and a resistance to Aether mutation. Each tribe also boasts it own special skill sets dependent on their habitat and cultural beliefs - including the use of large beasts and denizens of the Vae, in both domestic and military situations. Comprised of what is estimated to be over a hundred or more tribes from across the entirety of the Vae - a singular cultural tenet protrudes the varied belief systems of the United Tribes of Vae - to kill another of ‘The Vae’ is a show of weakness, to defend one’s realm, is a show of strength. Strength is earned through might and wit. Closely allied with The Fae, due to an assault on the Vae and Ewru - each faction is determined to defend their homeland, whilst respecting the territories of the other. The United Tribes of Vae fight in a very direct manner, using brute strength and the environment to overcome adversity and defeat more technologically advanced factions.

The Cult

Our differences make us stronger, our loyalty infinite.

Emerging across the globe in cities, settlements, trading posts and mining operations a variety of Cults are formed from splintered whispers, pseudo religions and rebellions. Those that survive the initial inquisitorial onslaught are welcomed into a broader underground network, simply named “The Cult”. The Cult operate in the shadows across the globe claiming vital resources, territories or areas of significance - leaving destruction in their wake. It is recorded that The Cult have a foothold in every major settlement. Hosting a variety of extreme beliefs, traditions and often occult activities - The Cult is host to a wide array of philosophies and religions. In-fighting, cross-cult disputes and underhand tactics are used regularly. In some rare cases they have been known to ally with The Realm and The Nether - however this information is potentially unfathomed. There is also some rumour The Cult is operated by a singular warlord - with ties to The Dead. However this is also unconfirmed. Those that have sought to confirm this, do not return with information.

The Realm

A new realm will be brought forth. As written. As told.

With political and economic foothold across most of the globe, The Realm are a collective of religious fanatics and financiers - that solely follow The Faith Of The New Realm. Its core belief is that a new world will emerge from the ashes of the current, with those who follow the faith, ascending as immortals in this new Eden - also known as Dawn - or “The Realm”. Originally constructed from pilgrims and followers of The Faith from across the various continents of the globe, The Realm rose to power after discovering a deep network of caves and tunnels - an abundance of valuable materials were discovered here, including gold, silver, copper and trace amounts of Emberilium. As well as Aether veins and supposedly geological spires that confirm the prophecy of The Faith Of The New Realm. The Realm are partly responsible for the souring trade and political power, however long outstanding debts and blasphemers of The Faith have now become enemies of The Realm. A newfound warmongering and religious zealotry has emerged - pushing the boundaries and edges of the realms territories and swaying power distribution through a series of sanctions and financial support. Whilst not directly allied with any one nation, the realm have at some point done business with The Divine, The Fae, The United Tribes of Vae, The Knights of Embersworn and The Decree. As well as underhand and secretive deals with The Dead, The Cult and The Nether.

The Nether

T’chava Eltor Vediria

Very little is known of the origins of The Nether, however they have fast risen to power in the far reaches of The Realm. Some researchers believe they are an offshoot of The Decree, who sought to research Aether found in Ewru and The Vae. It is believed that their knowledge to extract an aqueous solution from Aether - has led to the discovery of a sub-dimensional pocket - from which forbidden knowledge and other-worldly creatures have emerged. Aptly labelled Black Aether - many rumours state that this allows the abusers of this substance to access and control the demonic spawns that emerge from the sub-dimension known as The Nether. Those that transgress on this journey often don’t return with their full sanity, and ramble in a strange language, spouting strange prophecies and portents. The Realm and The Decree (and their allies) regard any that follow the dark path of the Nether to be blasphemers and ultimately an enemy to sanity. However, some say that these prophets of doom are not eliminated, but captured and held to unlock untold secrets that could turn the tide of war.

© by Julian - Polypore
© by Julian - Polypore