The mountain hermits, the origin of the cast, lock themselves away in the hospitable mountain ranges of Myar in hope of living a comfortable life. These communities have no formal name for themselves, but rather, refer to themselves as humanity as a whole, believing themselves to be the last remnants.
The communities operate in a psuedo-religious status quo where live revolves around 'trials' and 'paths'. The concept of currency is almost completely foreign to the hermits, who rarely even barter with one another. There are five communities across the five main mountain ranges, each one being governed by a 'hand' with their own unique quirks and takes on the Myar Mountain culture. While there is no federal or overarching government per se, the five hands partially co-govern across the mountain ranges in a council, with some room for independence.
Some trials are broad and abstract: for example, while the 'great trial' broadly refers to life and success in the trial is subjective, smaller trials with strict rules and requirements are spread throughout the culture, such as coming of age trials and path trials. Paths refer to professions, ranging from the Path of the Hand (politics and government) to Path of the Land (farming). Each person is mostly free to choose their own path when they come of age, although the hand of the community has the final say of who goes where, depending on what's needed. Changing paths is accepted but frowned upon. Notable paths include the Path of the Keeper, the only mandatory path reserved specifically for those who survived being voidtouched, and the Path of the Ranger, one of few combat-focused paths that specialize in expeditions beyond the walls.
Every so many years, when a voidcraft is recovered and repaired, the five communities will gather and put forward offerings to begin the Path of the Void. Each community approaches their offering differently: in the past, both a single champion of a community has been offered and multiple criminals have been offered. Those who walk the Path of the Void embark on a suicide mission: take into the void seeking out an effective promised land.