

Take full control over your mount as you dive, hover, and turn through the skies with precision and intent.
This is not just a dragon fight. It is a test of mastery in the air where you breathe fire, clash with rival beasts, and strike with claws and teeth in real-time aerial combat.
Scorch the earth or blacken the skies, strike from above or burn them where they stand. Your dragon is fury unbound, whether soaring through the clouds or roaring across the battlefield.
Steel leviathans tear through the clouds with cannon and flame, but dragons are no mere beasts of burden, they are wrath incarnate. Dodge their broadsides, weave between flak and fire, and bring down empires with claw and fury.
On the ground, combat unfolds with weight and intent a deliberate clash of steel, spell, and steam. Players can dismount their dragon at any moment, engaging in close-quarters battle with swords, axes, spears, steampunk firearms, and a diverse arsenal of elemental magic. Timing, spacing, and precision define each encounter, rewarding skillful play over button-mashing.
Meanwhile, your dragon continues the fight above, an independent ally weaving through the sky, harassing enemies or responding to commands. Leap from cliffs into the chaos below, and with a single call, your dragon will catch you mid-fall, turning a deadly drop into a tactical maneuver.
This seamless blend of air and ground combat empowers players to fight their way from above, from below, or both at once.
Sagas of Lumin offers a deep story where your choices change the outcome. The world is morally complex and avoids cliché good-versus-evil narratives.
The Structure of the Universe
The world of Lumin is a semi-open fantasy universe blending steampunk, medieval, and gothic aesthetics. It spans 15 unique cultures across vast floating islands, some the size of continents, connected by dragons, airships, and magical vessels.
Dragons are central to both travel and warfare, while other rare and unique creatures exist as anomalies. Humans are the dominant intelligent species, with a few rare exceptions.
There is no clear good or evil, every faction and character follows their own beliefs and interests. Cities, towns, and villages are scattered across islands with diverse biomes, and each nation has its own language and culture, though architecture reflects regional heritage more than borders.
Magic & Religion
In the world of Lumin, magic comes from a universal energy called Aer. While anyone can use Aer with tools made from a special metal called Aernum, a rare few, about 2 in 100,000, are born able to channel it directly. These individuals, born with glowing green eyes, are known as Drairs.
Drairs can manipulate Aer instinctively and even control the minds of animals, which allows them to ride and command dragons. Because of their unique abilities, Drairs have profoundly shaped Lumin’s history and serve as both religious and political figures.
They belong to a strict sect that considers them chosen by Aer itself. This religion teaches that Aer is divine energy, and Drairs guide souls to reunite with it, or risk fading into nothingness. While belief in Aer is universal, organized worship is led solely by Drairs, whose authority is considered sacred.
According to legend, the first Drair was a divine being born from Aer, and all Drairs are reincarnations of fragments of their soul. However, this is myth; in truth, Drairs are simply rare genetic mutations, though no one in Lumin understands genetics.
As technology progressed, particularly with the invention of firearms and tools that let regular people wield magic, the Drairs' power and religious authority began to wane, though belief in Aer endures.
Governance System
All countries in the Lumin universe are independent entities with their own forms of government, military forces, and legal systems. For example, while slavery is permitted in some countries, it may be illegal in others. However, all of these countries are united under a coalition known as the "Alliance." The Alliance governs all external relations.
The Alliance has a parliament, in which each country is represented by a Consul (Ambassador). Every ten years, the head of parliament, the "High Consul," is elected in a vote that includes all the Consuls of the member countries.
The Alliance does not have its own standing army, but it maintains a small, elite guard unit. The Alliance’s military is formed by assembling the armies of all the member countries when needed. This army is commanded by the elite guard and the Drairs, who are Dragon Riders. The High Consul serves as the head of the military.
There are only three small independent groups known to exist outside the Alliance, though they are too small to be considered full-fledged countries. These groups live nomadic lifestyles on islands located outside the borders of the Alliance nations and are not seen as a significant concern by the Alliance.
Among the countries in the Alliance, some are monarchies or kingdoms, while others are governed by democracies, constitutional monarchies, or dictatorships.
Drair Clans
Drairs are raised in temples from childhood. At 18, they become apprentices (Chirach), assigned to a Master. Rank is based on service to the sect, not magical strength, and competition among Drairs is intense. Each clan has its own heraldry and robes. At 20, they face a dangerous Trial to earn full Drair status failure often means death. Every Drair bonds with a dragon, growing together. If the Drair falls behind in strength, the dragon may rebel. Replacing a dragon involves a deadly airborne transfer, as Drairs can only control one creature’s mind at a time.
Drairs also serve as warriors, using powerful magic, close-combat weapons, and rarely, firearms. Though forbidden to marry or have children, Drairs are allowed physical relationships some clans include ritual practices involving sexuality and hallucinogens as a path to the divine.
Despite their decline in influence due to technology and democracy, Drairs remain one of the most dominant and feared powers in the Lumin universe.
Malerus
Malerus are magic users who channel the world's energy, Aer, through tools made of a rare metal called Aernum. Unlike Drairs, they aren’t born with innate power and must rely on training and equipment. Spellcasting for Maleruses is slower and more demanding, drawing on both their environment and their own strength.
Historically, Maleruses were seen as heretics by Drairs and were persecuted for generations. Over time, as technology and politics evolved, they gained legitimacy. Today, most are trained in military academies across various nations, following a standardized curriculum agreed upon by the Alliance.
Drairs are elite dragon riders born with the ability to channel magic directly. They form a powerful sect that operates like an independent nation politically influential, economically entrenched, and militarily feared. While technically part of the Alliance, Drairs act autonomously, with temples and fortresses across the world serving as banks, courts, and military outposts.
The sect is divided into clans, all under a central Sacred Temple believed to be built on the tomb of the first Drair. The highest authority is the Grand Master, chosen by the clans.
A defining trait of the Malerus class is ship ownership. A Malerus without a ship is not fully recognized, and ships are central to their identity, used in both combat and civilian life. These ships are considered personal property, even for military-trained Maleruses.
Maleruses often view themselves as an aristocratic class, with many continuing family traditions. While they once fought for the rights of ordinary people to use magic, many now choose paths such as mercenary work, trade, or piracy over idealism.
Although the old conflict with the Drairs has mostly faded, cultural memory and occasional prejudice still linger especially among families with deep roots. In practice, however, the two groups frequently collaborate, particularly when transporting dragons or during major military campaigns.
Lumin History
The history of the Lumin universe is primarily documented by the Drairs, blending myth and biased narrative. According to their texts, the first Drair was a divine manifestation of Aer, who united scattered tribes, introduced magic, and brought dragons to humanity.
Over time, the Drairs positioned themselves as spiritual and political leaders, enforcing their authority through holy wars, most notably the Great Wrath, which crushed rebellious nations. This conflict revealed the growing power of ordinary Malerus, prompting the Drairs to establish the Alliance, a unifying political system where all nations had representation.
Though initially dominant, the Drairs’ control weakened as magic and technology spread. Their once-centralized order fractured into semi-independent clans, and the Alliance evolved into a more democratic system, though Drairs still wield influence through tradition, economy, and their dragon-riding legacy.