War became sport. The lights stayed on.
How a city stopped fighting a war and started settling it in an arena — and who it licensed to end the argument.
The full canon lives on the game site — the Filament, the Accord, the Charged →
The Filament — one street, no daylight
The Filament
The city called the Filament is one endless street of light strung through a world that never sees daylight. Everything in it runs on flux — raw energy stored in crystal. Light, heat, water, work: all of it drawn off the same seam.
The Brownout Wars
For fourteen years the two halves of the city — Blue Side and Red Side — fought over a single crystal seam. They fought it street by street and floor by floor, and the longer they fought, the dimmer the Filament burned. It ended the way that kind of war always ends: not with a victory, but with the lights themselves beginning to die.
The Flux Accord
So the city signed the Flux Accord: no more war. Every dispute between the Sides — territory, power, pride — is settled in the arena instead, live, under the whole city’s eyes.
Each Side charges a core with everything it stands to lose. Break the other Side’s core, and the matter is settled. No territory changes hands in the dark. No result is argued afterwards.
No cheats.
No disputes.
Only the outcome.
Blue Side
One half of the Filament. One core to defend, one to break.
Red Side
The other half. Same seam, same stakes, opposite end of the street.
The Charged
Flux does not only run machines. Enough of it, close enough, for long enough, and it changes what it touches. The city calls them the Charged.
A furnace-tender who walked out of the fire still carrying it. A capacitor that woke up angry. A siege platform that read its own decommission papers and disagreed. A forest that got up. Whatever the flux takes, it gives back on two legs.
56 of them hold a league licence, and every one of them fights for a Side, not against a person. Every licence runs the same ladder: Drone to Apex.
The seven classes
tank · 8
Soak the damage, hold the line, refuse to move.
Bulwark · Dromm · Vantar-9 · Moss · Warden Oak · Anchor · Gearheart · Aegis Prime
brawler · 5
Close the distance and stay there. Short reach, heavy hands.
Pyroclast · Piston · Gnash · Maul · Roux
fighter · 7
Duelists — trade blows, dash in, sustain through the fight.
Vaskir · Ember · Ratchet · Bramble · Jolt · Turbine · Bolt
assassin · 11
Pick the target, close, and leave before anyone answers.
Threx · Volt · Fang · Krix · Drift · Umbra · Vyper · Veyla · Sable · Nyx · Shard
marksman · 5
Damage at range, from the safest place they can stand.
Redline · Lumen · Comet · Ion · Zephyra
mage · 11
Burst, control, and the area damage that clears a lane.
Pyra · Cryos · Nimbus · Aurora · Hexa · Sylph · Amperis · Cinder · Rift · Frostbite · Tidecaller
support · 9
Shields, heals and speed — why your carry is still standing.
Lyra · Kyrelle · Wisp · Coral · Solvane · Skiff · Thistle · Chorus · Starling
Licence grades
Seven tiers, each split into divisions — except the last one. Apex is meant to take a season.
🛡
Drone
0+ MMR
3 divisions
⚡
Circuit
300+ MMR
3 divisions
✦
Netrunner
600+ MMR
4 divisions
👁
Specter
1000+ MMR
4 divisions
🔥
Overclock
1400+ MMR
5 divisions
⭐
Synthetic
1900+ MMR
5 divisions
💠
Apex
2400+ MMR
no divisions
Voices from the league
Six of the 56 front Season 1: Neon Dawn.

VOLT
ASSASSIN
The Rogue Capacitor
“Nothing outdraws a lightning bolt.”

BULWARK
TANK
The Unmoving
“You'll go around.”

THREX
ASSASSIN
The Blink
“You won't see the second one.”

PYRA
MAGE
The Emberwright
“Stand back. This gets bright.”

LYRA
SUPPORT
The Shieldsinger
“Nobody dies today. Not on my watch.”

REDLINE
MARKSMAN
No Brakes
“Brakes were sold separately.”
The League Registry
All 56 licensed fighters, straight from the game.
tank· 8
Bulwark
Immovable. Huge health, constant regen, shockwaves and self-repair.
Dromm
Veteran fortress guardian of the outer sectors. Walls hire him for protection.
Vantar-9
Retired siege specialist. Recommissioned himself.
Moss
An ancient grove guardian rebuilt for a new war.
Warden Oak
Guardian of the old grove. Slow to anger. Impossible to move.
Anchor
Deep-sea salvage veteran. Holds the line like it owes him money.
Gearheart
Clockwork knight. His heart ticks; his enemies stop.
Aegis Prime
The prototype defender every shield system descends from.
brawler· 5
Pyroclast
A volcano wearing a championship belt.
Piston
One arm is a hydraulic press. The other one is worse.
Gnash
Chews through towers. Considers minions a light snack.
Maul
The arena's demolition budget, personified.
Roux
Scrappy alley brawler. Wins fights, steals lunches.
fighter· 7
Vaskir
Duelist. Shoots fast, dashes in, cleaves — then heals back up.
Ember
Forged in the core furnace. She leaves scorch marks where she lands.
Ratchet
Built himself from spare parts. Still collecting yours.
Bramble
Every scratch he takes grows back as a spike.
Jolt
Compact, fast and carrying the punch of a truck.
Turbine
A turbine-powered duelist with an afterburner blade.
Bolt
First on the scene, first through the shield wall.
assassin· 11
Threx
Assassin. Rapid shots, blinks onto targets untouchable, escapes clean.
Volt
A rogue capacitor that learned to run. Nothing outdraws a live wire.
Fang
The last hunter of the ash jungle. Every wound feeds him.
Krix
Raised in the arena vents. Hears every footstep through the floor.
Drift
A courier who outran every radar lock placed on them.
Umbra
The dark between two lightning flashes, given a grudge.
Vyper
Two fangs, no mercy, a healthy respect for antidotes.
Veyla
You didn't see her. That's the whole point.
Sable
Probability bends around her. Bad luck follows the blade.
Nyx
Night's little sister. Twice as quick, half as kind.
Shard
A living splinter of the first shattered crystal.
marksman· 5
Redline
A speed-built sharpshooter with a rail rifle. Brakes sold separately.
Lumen
Fires condensed daylight. Shadows file complaints.
Comet
Circles the arena once a match. Everyone feels the flyby.
Ion
Every shot is a charged particle with your name on it.
Zephyra
Rides her own tailwind. Arrows arrive before the apology.
mage· 11
Pyra
Ranged burst. Long-range bolts, a wave-clearing nova, a mana shield.
Cryos
Cryogenic hunter. Freezes the field, shatters crowds and walls off routes with ice.
Nimbus
A storm cloud with opinions. Forecast: pain.
Aurora
She bottled the polar sky and drinks it before every fight.
Hexa
Six eyes, six spells, one very bad day for you.
Sylph
A crosswind that decided battles were more fun than weather.
Amperis
She doesn't cast spells. She closes circuits.
Cinder
The quiet ember that remembers being a wildfire.
Rift
He opens doors in space. He rarely closes them politely.
Frostbite
A winter hunter who learned to cast. The strike arrives with hail.
Tidecaller
The sea answers when he knocks. Loudly.
support· 9
Lyra
Guardian. Team shields, team speed, and a healing sanctuary.
Kyrelle
A choir of light wearing one body. Her allies simply refuse to fall.
Wisp
A lantern-lit rescuer who guides lost squads home.
Coral
Reef-priestess. Her healing songs have an undertow.
Solvane
A blessing with a body count of zero and a save count of thousands.
Skiff
A rescue specialist for a sky without oceans.
Thistle
Sharp to enemies, soft to friends. A garden with a guard dog.
Chorus
Three voices, one shield-wall of sound.
Starling
An aerial repair ace who patches armor mid-flight.
Crystal Clash · 2v2
Minion waves, towers, jungle buffs and bushes. You win by breaking the enemy core — and if none has fallen by 20:00, the team that did more takes it. Sudden death at 8:00 settles most stalemates first.
Conquest · 5v5
The full three-lane map with a jungle and the Omega Warden, on its own ranked ladder. Capped at 30:00.
Match results are certified by the game server, so a ranked win cannot be faked. Free in your browser — no download, no install.