Major Factions of the Age of Umbra

🕯️ The Lightkeepers Order

“The flame that burns in darkness”

Mission & Purpose

Dedicated to maintaining and protecting light sources that keep communities safe from the Umbral darkness. They are both practical engineers and spiritual guardians.

Core Beliefs:

  • Light is sacred and must be preserved at all costs
  • Every person deserves protection from the darkness
  • Knowledge of light magic must be shared, not hoarded
  • The Eclipse can and will be defeated

Organization Structure

  • High Keeper: Overall leader of the Order (currently Keeper Solaris Dawnward)
  • Circle Keepers: Regional leaders responsible for multiple settlements
  • Flame Wardens: Guardians of individual communities
  • Light Acolytes: Apprentices learning the sacred techniques
  • Beacon Engineers: Technical specialists who build and maintain light sources

Resources & Capabilities

  • Lighthouse Network: Communication system using light signals
  • Mobile Light Caravans: Squads that repair and upgrade community defenses
  • Sacred Forges: Workshops where enhanced light sources are created
  • Training Academies: Schools that teach both technical and spiritual aspects
  • Emergency Response: Rapid deployment teams for communities under attack

Territories

  • Primary Stronghold: Haven’s Light - A fortress city built around the largest remaining solar crystal
  • Regional Chapters: Present in most major settlements
  • Outposts: Small stations along trade routes and in dangerous areas
  • Mobile Operations: Caravans that serve remote communities

Relations with Others

  • Allies: Most settlement leaders, the Scholars of Dawn, moderate Umbral Walkers
  • Neutral: Merchant guilds, independent communities
  • Enemies: Umbral Cultists, creatures of darkness, those who hoard light sources

📚 The Scholars of Dawn

“Knowledge illuminates even the darkest night”

Mission & Purpose

Researchers and academics working to understand the Eclipse phenomenon and find a way to restore the natural order. They preserve knowledge and conduct dangerous experiments.

Core Beliefs:

  • Understanding the Eclipse is the key to ending it
  • All knowledge from the Pre-Eclipse era must be recovered
  • Scientific method and magical research can solve any problem
  • The truth, however painful, must be faced

Organization Structure

  • The Circle of Seven: Council of the most senior scholars (one seat currently empty)
  • Archscholars: Specialists in different fields of research
  • Field Researchers: Scholars who explore ruins and conduct field studies
  • Librarians: Keepers of knowledge and information coordinators
  • Students: Apprentices learning various disciplines
  • Expedition Guards: Warriors who protect scholarly expeditions

Areas of Study

  • Eclipse Phenomena: Direct study of Umbral effects and properties
  • Pre-Eclipse History: Archaeology and historical research
  • Lost Magic: Attempting to recreate ancient techniques
  • Creature Studies: Understanding Umbral corruption and creatures
  • Survival Sciences: Improving food production and community defenses
  • Prophecy Analysis: Interpreting ancient predictions and warnings

Resources & Capabilities

  • The New Archive: Rebuilt library containing recovered knowledge
  • Research Stations: Outposts for studying specific phenomena
  • Experimental Workshops: Facilities for testing magical theories
  • Expedition Teams: Well-equipped groups for exploring dangerous ruins
  • Communication Network: Messenger services between scholars
  • Information Trading: Exchange of knowledge with other factions

Territories

  • Primary Seat: Scholar’s Refuge - A fortified academy built in an abandoned university
  • Research Outposts: Small stations near ruins or phenomena
  • Partner Libraries: Agreements with communities to share knowledge
  • Field Camps: Temporary bases for extended expeditions

Current Projects

  • Project Daybreak: Attempting to recreate the Eternal Flame safely
  • The Great Survey: Mapping all known ruins and their contents
  • Umbral Specimens: Studying captured creatures and corrupted materials
  • The Chronicle: Recording oral histories before they’re lost
  • Prophecy Concordance: Correlating predictions from multiple ancient sources

🌙 The Umbral Walkers

“We walk in shadow so others may live in light”

Mission & Purpose

Those who have learned to safely navigate the Twilight Lands, serving as guides, messengers, and explorers. They’re the vital link between isolated communities.

Core Beliefs:

  • Adaptation is survival; resistance is death
  • Knowledge of the darkness is as valuable as mastery of light
  • Communities must stay connected or they will fall separately
  • Some risks are worth taking for the greater good

Organization Structure

Note: The Walkers are less formally organized than other factions, operating more as a professional guild.

  • Pathfinders: Master Walkers who know the safest routes
  • Runners: Message carriers who maintain communication between settlements
  • Guides: Escorts for important travelers or trade caravans
  • Scouts: Explorers who map new areas and report on threats
  • Traders: Merchants who specialize in inter-community commerce
  • Sellswords: Warriors who provide protection in the Twilight Lands

Special Abilities

Many Walkers develop unique capabilities from their Umbral exposure:

  • Shadow Sight: Ability to see clearly in near-total darkness
  • Umbral Sense: Detection of dangerous Umbral concentrations
  • Path Memory: Supernatural ability to remember safe routes
  • Dark Whispers: Limited ability to communicate with some Umbral creatures
  • Phase Step: Brief ability to become partially incorporeal

Services Provided

  • Message Running: Carrying news and communications
  • Trade Escort: Guiding merchant caravans safely
  • Rescue Operations: Extracting people from dangerous situations
  • Scouting Services: Providing intelligence on threats and opportunities
  • Route Planning: Advising on safe travel between communities
  • Emergency Supply: Delivering critical supplies to isolated settlements

Territories

Note: Walkers operate throughout the Twilight Lands rather than controlling specific territories.

  • Safe Houses: Hidden shelters along major routes
  • Trade Posts: Fortified stopping points for commerce
  • Signal Stations: Communication relays using coded light signals
  • Emergency Caches: Supply depots for rescue operations

Internal Divisions

Purists: Believe in minimal Umbral exposure and traditional methods Adapters: Embrace controlled Umbral exposure for enhanced abilities Opportunists: Focus primarily on profit from their unique position Guardians: Prioritize protecting communities over individual gain

⚔️ The Fortress Communities

“United we stand, divided we fall”

Mission & Purpose

Not a single organization but a loose alliance of the larger surviving settlements. They focus on collective defense and resource sharing.

Core Beliefs:

  • Strength through unity and mutual aid
  • Practical solutions over theoretical research
  • Military might is essential for survival
  • Resources must be carefully managed and shared

Member Communities

First Tier (Major Fortress Cities):

  • Ironhold: Military stronghold built in a mountain pass
  • Dawnwall: Coastal fortress city with a powerful lighthouse
  • Sanctuary: Underground city with the largest population
  • The Bulwark: Agricultural community with the strongest defenses

Second Tier (Regional Centers):

  • Crossguard: Trading hub at the intersection of three safe routes
  • Watchstone: Mining community that provides metals and gems
  • Harvest Home: Farming settlement with experimental crops
  • River’s End: River port that controls water transportation

Third Tier (Allied Settlements):

  • Dozens of smaller communities that contribute to mutual defense

Military Structure

  • The War Council: Representatives from major fortress cities
  • Strike Forces: Elite units that can respond to major threats
  • Garrison Commands: Local defense forces for each community
  • Patrol Networks: Scouts who monitor approaches to settlements
  • Militia Training: Programs to prepare civilians for defense

Resources & Capabilities

  • Combined Military: Largest organized fighting force in the known world
  • Trade Networks: Controlled commerce between allied settlements
  • Resource Pooling: Shared emergency supplies and equipment
  • Engineering Corps: Specialists in fortification and defense
  • Communication Lines: Secure messaging between allied communities

Current Challenges

  • Resource Disputes: Arguments over fair distribution of supplies
  • Military Priorities: Disagreements about where to focus defenses
  • Leadership Questions: Debate over whether to elect a supreme commander
  • Expansion Decisions: Whether to try to reclaim lost territories

🔮 The Umbral Cultists

“Embrace the darkness, for it is eternal”

Mission & Purpose

Those who worship the Eclipse as a divine force and seek to spread its influence. They range from desperate survivors to true believers to dangerously corrupted individuals.

Core Beliefs:

  • The Eclipse is a divine judgment or blessing
  • Resistance to the darkness is futile and wrong
  • Umbral transformation is evolution, not corruption
  • The old world deserved to fall for its arrogance

Organization Structure

Note: Cultists are loosely organized into competing cells and sects.

The Void Seekers: Believe in total surrender to the darkness The Shadow Blessed: Seek controlled transformation and power The Eclipse Prophets: Claim to receive divine visions from the darkness The Corruption Spreaders: Actively work to expand Umbral influence The Desperate: Not true believers but those who see no other choice

Capabilities & Threats

  • Umbral Magic: Corrupted but powerful magical abilities
  • Creature Alliances: Some cults can command Umbral creatures
  • Sabotage Operations: Attacks on light sources and community defenses
  • Recruitment: Converting desperate or disillusioned survivors
  • Intelligence Networks: Spies within normal communities
  • Corruption Rituals: Ceremonies that spread Umbral influence

Known Cells

  • The Whispering Dark: Based in the ruins of Prismhaven
  • Children of the Void: Nomadic cult that attacks trade routes
  • The Shrouded Circle: Infiltrators within several communities
  • Servants of the Eclipse: Extremists who perform human sacrifices

Relations with Others

  • Enemies: Nearly everyone, but especially Lightkeepers and Scholars
  • Neutral: Some desperate communities might trade with moderate cultists
  • Allies: Certain Umbral creatures, fallen scholars, and criminal groups

🏴‍☠️ The Scavenger Clans

“Fortune favors the bold and the prepared”

Mission & Purpose

Loose confederations of survivors who make their living by recovering valuable materials from the ruins of the old world. They’re part explorer, part trader, part raider.

Core Beliefs:

  • The past is dead; only the present matters
  • Everything has value to someone
  • Risk equals reward
  • Loyalty is to the clan, not abstract ideals

Major Clans

The Ironclaws: Specialists in military salvage and weapons The Crystalseekers: Focus on magical components and artifacts The Bonepickers: Recover everyday necessities and survival supplies The Vaultbreakers: Elite teams that crack the most dangerous ruins The Tradehounds: Merchants who deal in recovered goods

Operations

  • Ruin Expeditions: Organized raids on dangerous but valuable sites
  • Trade Caravans: Moving recovered goods between communities
  • Information Brokering: Selling knowledge about ruins and threats
  • Mercenary Work: Providing security and specialized skills
  • Black Market: Trading in restricted or dangerous items

Territories

  • Mobile Bases: Fortified camps that can be quickly relocated
  • Trade Depots: Semi-permanent markets in neutral locations
  • Claim Sites: Ruins that specific clans consider their territory
  • Safe Houses: Hidden shelters for use during expeditions

Relations with Other Factions

  • Complicated: Most factions need what the Scavengers provide but don’t trust them
  • Business Relationships: Trade with anyone who has something valuable
  • Competitive: Rivalry with Scholars over access to important ruins
  • Opportunistic: Will work with or against anyone depending on profit

🌿 The Verdant Circle

“Life finds a way, even in darkness”

Mission & Purpose

Druids, rangers, and nature specialists who work to preserve and adapt life in the Eclipse-changed world. They focus on developing Umbral-resistant crops and protecting surviving ecosystems.

Core Beliefs:

  • Nature is stronger than any magical catastrophe
  • Life must adapt rather than resist change
  • The natural balance can be restored with patience and wisdom
  • All life has value and deserves protection

Organization Structure

  • The Circle of Elders: Senior druids who guide the faction’s efforts
  • Grove Keepers: Specialists who tend to specific ecosystems or crops
  • Wild Runners: Rangers who patrol and protect natural areas
  • Seed Speakers: Researchers developing resistant plant varieties
  • Beast Friends: Those who work with animals and magical creatures

Achievements

  • Shadowcorn: Crops that can grow in minimal light
  • Duskfruit: Trees that bear nutritious fruit without direct sunlight
  • Guardian Groves: Protected forests that resist Umbral corruption
  • Symbiotic Farming: Agricultural techniques that work with the new environment
  • Creature Sanctuaries: Safe havens for non-corrupted animals

Territories

  • The Hidden Grove: Primary settlement deep in a protected forest
  • Seed Vaults: Underground facilities preserving plant genetic material
  • Experimental Farms: Test sites for new agricultural techniques
  • Ranger Stations: Outposts monitoring ecosystem health
  • Wildlife Refuges: Protected areas for surviving animal populations

Relations with Others

  • Allies: Communities that value their agricultural expertise
  • Partners: Scholars interested in their biological research
  • Neutral: Most factions appreciate their food production capabilities
  • Enemies: Those who would exploit natural resources unsustainably

🤝 Inter-Faction Relations

Alliance Patterns

  • Lightkeepers + Scholars: Shared goal of ending the Eclipse
  • Fortress Communities + Umbral Walkers: Mutual dependence for trade and communication
  • Scholars + Scavenger Clans: Information and artifact exchange
  • Verdant Circle + Fortress Communities: Agricultural support arrangements

Conflict Zones

  • Scholars vs. Cultists: Fundamental disagreement about the Eclipse
  • Lightkeepers vs. Cultists: Active warfare over light sources
  • Fortress Communities vs. Scavenger Clans: Disputes over territorial claims
  • Purist Walkers vs. Adapter Walkers: Internal ideological conflict

Neutral Territories

  • Trade Meets: Temporary gatherings where all factions can interact safely
  • Neutral Ruins: Sites considered too dangerous for any one faction to claim
  • Emergency Zones: Areas where faction conflicts are suspended during crises

Power Balance

Currently, no single faction dominates the others, creating a complex web of alliances, competitions, and conflicts that define much of the political landscape in the Age of Umbra.



Last Updated: 2025-07-18 Next Update: As faction dynamics evolve through play