Contents
- 1Biodata
- 2Power Progression
- 3Background / History
- 4Abilities & Skills
- 4.1Hidden Knowledge and Inspiration
- 4.2Dream Control
- 4.3Migrant Surge Exploration
- 4.4Light of First Acquaintance
- 4.5Spirit Perception
- 4.6Resonance
- 4.7Shared Dreams
- 4.8Mystic Rituals
- 5Equipment / Weapons / Items
- 6Organizations and Affiliations
- 7Lords of Witnesses and Phases
- 8Limitations and Risks
Biodata
| Feature | Details |
|---|---|
| Name | Knower |
| Alias(es) | 有知者; underground practitioners may be called “Taboo-Touchers” 33 |
| Occupation/Role | Practitioners of Hidden Knowledge and Inspiration who investigate supernatural phenomena and explore the Migrant Surge 17 18 |
| Status | Existing supernatural class in the Theolan Empire and surrounding world 1 17 |
| First Appearance | Mentioned as a mysterious transcendent group in Chapter 1; formally explained in Chapter 17 1 17 |
Power Progression
| Stage / Realm / Level | Chapter | Notes |
|---|---|---|
| Dream Control training | 19 | Aspiring Knowers learn to remember, verify, recognize, and control dreams. Inspiration around three times the ordinary level can enable lucid dreaming 19. |
| Knower | 18–21 | A person separates spirit from soul in a lucid dream, pierces the Astral Realm’s boundary, and enters the Migrant Surge Layer. This requires Inspiration near ten times the ordinary level and exposes the person to Aberration and Lostness 18 19 21. |
| Third-rank Knower | 30 | Fan Ning’s Candle gift temporarily raised his spirit to the strength of a late third-rank Knower 30. |
| Middle-rank Knower / Fourth rank | 20, 39 | Middle-rank Knowers can bring Migrant Surge matter into the waking world. Their exploration corresponds broadly to the Ring Mountain Region around the Radiance Tower 20 39. |
| High-rank Knower | 27, 39 | High-rank Knowers are associated with crossing the Ring Mountain Region and descending toward the Basin Region near the Radiance Tower 27 39. |
| Dawnbringer | 39 | A Knower who passes through the first gate and enters the Radiance Tower becomes a Dawnbringer 39. |
Rank boundaries and advancement methods are not fully standardized; individual Knowers may experience different powers and routes of progression 39.
Background / History
Knowers are distinguished from ordinary people by two qualities: Hidden Knowledge and Inspiration. Hidden Knowledge consists of secret, intuitive, transcendental truths rather than rational or experiential knowledge. Inspiration is the strength of the spirit, which contains a trace of the first sacred spark refracted from Luminous Radiance 17 18.
According to the theory of Radiance refraction, the Convergence Point produced Radiance, which refracted into limited divine aspects and the Lords of Witnesses. Luminous Substance formed the Radiance Tower and the surrounding Migrant Surge, described as the will behind the visible world. The visible world itself is the Unknowing, formed from distorted “silt.” Knowers attempt to pierce this outward appearance and perceive the deeper structure beneath it 17 18.
The path is dangerous by design. The world’s apparent reality shields ordinary minds from transcendental forces, while deliberate exploration may expose a person to madness, corruption, or identity loss. The two principal dangers are Aberration and Lostness 18.
Abilities & Skills
Hidden Knowledge and Inspiration
Hidden Knowledge and Inspiration form the foundation of every Knower.
- Hidden Knowledge includes Secret History, Migrant Surge exploration, Phases, Mystic Rituals, and knowledge of Knower abilities 50.
- Inspiration strengthens the spirit and allows a person to perceive and interact with supernatural layers of reality 17 18.
- High-level knowledge can be fatal without protective rituals or sufficient Inspiration 19 21.
- Inspiration is not a perfect measure of rank; Hidden Knowledge, Phases, rituals, and individual abilities also affect a Knower’s strength 39.
Dream Control
The Dream Control Method is the usual route toward Knower advancement.
- Recall dreams immediately after waking.
- Record recurring details and patterns.
- Perform safe reality checks.
- Recognize when one is dreaming.
- Gain control over the dream and its surroundings 19.
- A lucid dream provides access to the Astral Realm Layer.
- A sufficiently inspired spirit can tear open the Astral Realm’s boundary and enter the Migrant Surge Layer 18 19.
- Frequent lucid dreaming can expose ordinary people to nightmares, hostile thoughts, or entities from the Migrant Surge 19.
Migrant Surge Exploration
Knowers explore the Migrant Surge to obtain Hidden Knowledge, mystical materials, and stronger Inspiration.
- Entry normally occurs through lucid dreams.
- A Knower must retrace the route to the entry point to return safely.
- Deeper exploration progressively weakens consciousness and increases the risk of Lostness 39.
- Random entry points can lead to barren regions, forbidden locations, dangerous entities, or the attention of a Lord of Witnesses 19.
- More than eighty percent of explorers who become lost fail to escape before their Inspiration is exhausted 20.
Light of First Acquaintance
A newly ascended Knower receives a unique gift from the Radiance Society during the first encounter with the Migrant Surge.
- The gift is connected to the chosen waymarker and its Phase.
- It establishes the Knower’s initial perception of the Migrant Surge.
- The first gift cannot be casually replaced, making the first waymarker choice strategically important 20 21.
- Fan Ning’s Candle gift allowed him to exchange the temperatures of two locations rather than directly creating heat or cold. It worked through obstacles within roughly ten meters and appeared difficult to use across large temperature differences 30.
- Knowers generally remain physically fragile; their abilities are often indirect rather than physically destructive 20 39.
Spirit Perception
Spirit Perception is the foundational mystical ability of newly promoted Knowers. Candle-Phase Knowers possess an especially strong form of it 50.
- Converts transcendental revelations into signals understandable through human senses.
- May operate through sight, hearing, taste, smell, touch, dreams, or other sensory forms.
- Allows a Knower to perceive Aether Bodies, Emotional Bodies, Astral Spirit Bodies, and Phase attributes.
- Candle Knowers can create a Spirit Perception Field without elaborate rituals.
- Rituals and mediums such as mirrors or rippling water can strengthen perception when interference is present 31 50.
- Perception does not automatically provide interpretation; a newly promoted Knower may see Phase colors without understanding their meaning 31 50.
Resonance
Resonance is a lingering supernatural effect produced by spiritual experiences and Phase dissonance in the Migrant Surge 50.
- It can manifest as a protective light or barrier.
- Resonance may assist a Knower during combat or other dangerous situations.
- After reaching the middle ranks, Knowers can refine Resonance into durable Spell Marks using special Migrant Surge materials 50.
Shared Dreams
Knowers can draw other people into shared or clear dreams.
- Shared Dreams are easier when participants are physically close or have recently been strongly reminded of one another.
- The recipient must accept the initiating person’s Inspiration.
- Skilled Knowers can sustain a Shared Dream involving multiple people, including non-Knowers 27.
- Shared Dream ability can cause observers to overestimate a Knower’s rank or experience 27.
Mystic Rituals
Mystic Rituals allow Knowers to communicate with Lords of Witnesses and handle Hidden Knowledge safely.
- Rituals may use candles, salt, water, crystals, mirrors, fragrances, music, prayers, symbols, and protective circles.
- Ritual structure depends on the relevant Lord of Witnesses and Phase.
- Rituals can provide protection from dangerous knowledge, reveal traces of the past, or activate supernatural effects 16 41 50.
- Ritual procedures require precise materials, language, symbolism, and Phase coordination 41 50.
Equipment / Weapons / Items
- Migrant Surge Waymarkers — Symbols that guide a Knower toward known locations and reduce the danger of random entry. They are generally single-use and require matching Luminous Essence Elixir for activation 19 20.
- Luminous Essence Elixir — Phase-aligned substance used to activate waymarkers and support Migrant Surge exploration. It is extremely expensive 20 21 25.
- Ritual Implements — Candles, candelabra, salt, crystals, mirrors, incense, oils, water, and other materials used to protect the mind or conduct rituals 16 41.
- Firearms and Ammunition — Practical weapons carried because Knowers remain physically vulnerable and often rely on mystical abilities to create an opening for a decisive shot 20 39.
- Mystical Texts — Books concerning Spirit Perception, Resonance, Secret History, Phases, rituals, and Knower advancement. Studying such works is a central responsibility but can expose the reader to dangerous Hidden Knowledge 19 50.
Organizations and Affiliations
- Guidance School — A Knower school operating publicly through the Woodpecker Inquiry Office. It focuses on urban universities, public schools, workers’ schools, poor schools, women’s schools, and other institutions outside noble education 17 38.
- Special Inspection Office — The government’s strongest Knower organization in Tioleian. It regulates underground Knowers, controls the spread of Hidden Knowledge Carriers, investigates supernatural incidents, and monitors new Knower registrations 35 37 38.
- Bologna School — Represents traditional noble circles and elite public schools 25 38.
- Church of the Sacred Sun — Handles mystical incidents involving its believers, particularly commoners 38.
- Orthodox Churches — Worship and pray to selected Lords of Witnesses, receiving revelations and spiritual comfort rather than studying them through a school’s methods 17.
- Taboo-Touchers — Underground Knowers who accept commissions and exchange resources or Hidden Knowledge through secret gatherings 33.
Lords of Witnesses and Phases
The seven named aspects of Radiance are:
- Candle — Inspiration, art, spirit, passion, flames, hope, dawn, and sacred fire.
- Key — Matter, reason, science, lightning, shaping, and dismantling.
- Ember
- Wasteland — Associated with memory, death, silence, and related destructive or barren qualities.
- Cocoon
- Pool — Associated with eating, pain, reproduction, blood, senses, and temptation.
- Derivation
Each Phase may be represented by a particular Lord of Witnesses or by a broader symbolic sign. A waymarker’s effectiveness depends on whether its coordinates correspond to the Lord or Phase it represents 17 20 31.
Limitations and Risks
- Knowers’ bodies remain vulnerable to physical injury and gunfire 20 39.
- Inspiration can be rapidly exhausted through combat, perception, rituals, or Migrant Surge exploration 32 33.
- Unprotected Hidden Knowledge may cause mental damage, Aberration, Lostness, or death 18 19 21.
- Entering the Migrant Surge without a reliable waymarker can lead to an unknown or forbidden region 19 21.
- Even powerful Knowers cannot normally perceive the Migrant Surge directly outside dreams 18.
- Rank is difficult to measure accurately, and advancement can produce unpredictable results, including stronger auxiliary abilities or a faster descent toward death 39.