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== Factions of Endless Legend == === Wild Walkers === [[File:WildWalkers.jpg|300px|thumb|right|]] Your usual wood [[elves]] that have HUGE ears with Native American vibe... that used their druidic talents of animal empathy and stone and wood-shaping to build a fucking awesome industry and build masterpieces of architecture. Their talents revolve around The Sharing - animal empathy that they can use to subdue animals, see through their eyes, feel their emotion, or turn into them. The Sharing isn't safe, however: those who Share often can fall into explosive, uncontrollable rages. Changing of their ways didn't go without pain: a tribe of rebels who dislike cities and say that Gaia will abandon the Walkers for forsaking their tradition rises against the king, but the rebellion is quickly suppressed. {{clear}} === Broken Lords === [[File:BrokenLords.jpg|300px|thumb|right|]] They are [[vampire]] aristocracy combined with [[Rubric Marines]]: they are spirits encased in armor that have to eat souls or consume Dust to survive. Before the incident that made them abandon flesh, they were either mutated Concrete Endless or humans of the Roving Clans. (Or are humans mutated Concretes?) As Auriga dies, as she always does, it becomes more and more clear that the Lords of the Amber Plains find it more and more difficult to produce dust and they struggle with how to handle creation of this life giving substance. Many of them see nothing wrong with simply taking living creatures and draining them of life, but the more noble and honourable of them seek other methods to sustain themselves without being genocidal maniacs. The Broken Lords are incredibly wealthy, requiring Dust as the currency of the setting to literally buy their own population - this raises some interesting questions about their society and how its built up: Do they straight up create new broken lords from the dust or do they just resurrect some of their dead brethren? At least one Broken Lord managed to escape the death of Auriga. {{clear}} === Ardent Mages === [[File:ArdentMages.png|300px|thumb|right|]] Originally one of Roving Clans, they are Rage mages of the setting. They derive power from disassociating mind with body (that reminds you of someone, eh?) by going through pain and suffering. BDSM [[wizard]]s are always glad to sacrifice a limb or two for more power and knowledge. Incredibly focused on gathering new knowledge and developing a greater understanding of dust magic and the world around them, the Ardents are willing to go to great lengths to achieve their goals. For example, the Ardents can facilitate their own production of resources through the construction of huge floating pillars that affect the land around them - in many cases, the Ardents happily strap their own people to these pillars in order to increase their power. {{clear}} === Vaulters === [[File:Vaulters.jpg|300px|thumb|right|]] The "main character" of the series. People that crashed a spaceship on Auriga and lived through numerous cataclysms in underground vaults and tunnels, those created by the Endless or newly dug. Vaulters forgot most of their technology, and so they run around [[Stormcast Eternals|in power armor and armed with crossbows]]. They worship science and metal. They experimented on one of their clans and expelled it when it revolted, thus creating another faction - The Forgotten. The Vaulters still tell stories of the sky they came from, and for that reason one of their major motivations is to recreate the ship that they crashed on and return to the stars from whence they came - being the canon 'winners' of Endless legend, this creates a great deal of (justified)[[Rage]]. {{clear}} === Cultists of Eternal End === [[File:CultistsoEE.png|300px|thumb|right|I have no mouth and I must remove Endless]] Two robots (The Queen and The Unspoken) created by the Endless that weren't shut down properly and went mad from waiting millennia in the darkness. They now hate everything the Endless created and strive to annihilate all traces of the Endless's legacy, first on Auriga, and then across the stars. They build up only one city and from there send preachers, who use charisma and mind control to turn less civilised minor factions into zealous mobs, eager to serve the Queen and to destroy her enemies. Beings of immense power, the Queen and the Unspoken mindbreak those around them to force them into cooperating - denying their original purpose of uplifting other species and doing a better job of ruling the galaxy than the Endless did. They do make for some incredible characters though, such as Urol the Speaker who was so affected by the psychic raging of The Queen that her subjects could not communicate well, his mind was wiped clean and he could only think of the languages of Auriga. {{clear}} === Drakken === [[File:Drakken.jpg|300px|thumb|right|]] A race of skulky lizardmen that was uplifted by Endless into huge, proud and obedient dragons to serve as stewards of Auriga and fend off the Allayi. They are diplomancers of the setting: they have the most influence on international affairs, contacts with everyone from the turn 1, and their diplomacy does work as mind control. There is a distinction between winged and unwinged Drakken, and the largest of them are closer to the more traditional winged monsters - though rather than a huge need for hoarding wealth, the Drakken scorn gold and advances of science in the face of history, knowledge of factions and historical artefacts. They're also a quality over quantity kind of race - bringing a few incredibly powerful units into battle rather than the hordes or glass cannons of other races. {{clear}} === Necrophages === [[File:Necrophages.jpg|300px|thumb|right|]] Another species native to Auriga, uplifted by the Endless as well. Carnivorous locusts with low intelligence and iron guts, the Necrophages can't be at peace with anyone and get food from killing enemy units. They carry disease on their blades and jaws, and they are coming to your neighborhood to lay eggs in your sorry hind-leg ass. Created as a biological weapon, the Necrophages who are sentient are slowly fading back into the madness of the old times - losing what little grasp on their own minds they have and returning to the simple beasts they had been before immersing themselves in dust to gain greater perspective. In their main campaign quest, they see no hope of surviving this end of Auriga - and instead focus on hiding millions of eggs far beneath the surface in hopes of rising again. {{clear}} === Roving Clans === [[File:RovingClans.png|300px|thumb|right|More bright colors for the Silk Road!]] Former relatives (or allies?) of Broken Lords, they are nomadic traders that control the market of Auriga and can exclude anyone they dislike from using it. While being nomadic, they still manage to have cities, carried on backs of giant Setseke beetles. With a society focused on mobility and being able to move across the world, every unit of the roving clans has cavalry speed, and their mighty beetle cities can relocate with minor penalties if needs be. As the people who see dust most as currency, their mercantile nature prejudices them against war, and for this reason they cannot declare it. However, their natural guile predisposes them towards finding other ways to strike at their enemies and thus they can hire mercenaries to conduct their wars for them entirely anonymously. {{clear}} === Allayi === [[File:Allayi.jpg|300px|thumb|right|]] Fluffy shifter bat-moths and natives of Auriga, and, possibly, creators of The Guardians. They get more powerful in winter, while everyone else gets weaker. They're incredibly in tune with the nature of Auriga and seek to heal her. As highly religious fluffy bat-men, they gain a great personal understanding of Auriga and her seasons. Worshipping Auriga however comes with a price - specifically, strange and powerful "Pearls" created by the planet's long winters - which they use both to expand their cities with magical Garths, and to gain the blessings of Auriga herself through a temple (though this can be constructed and used by all races). Some of their units and equipment also require these pearls to be created. {{clear}} === Morgawr === [[File:Morgawr.jpg|300px|thumb|right|]] The Endless created in their time many races and lab experiments - the Morgawr are one of the few that truly terrified them. Locked deep in undersea facilities for millennia, [[Cthulhu|the Morgawr are a creepy psychic fish hivemind]] with the only dedicated naval units in the game. Their main goal is to escape the chains that bound them and to survive no matter what. Hivemind isn't actively the best term for them though - to justify Morgawr heroes in game, they're only a 'hive mind' in that they all have a telepathic connection to one another while still being individuals. It just makes them much more likely to act in concert. This technically makes them more like real life Eusocial insects, individuals with the full goal of protecting the colony. Capable of exercising their psychic might to mind control their enemies, the Morgawr are an incredibly dangerous enemy entirely capable of turning that previously easily ignored minor faction army a province away into a major thorn in your side. {{clear}} === The Forgotten === [[File:The_Forgotten.jpg|300px|thumb|right|That guy in the back must be able to create shadow clones.]] Created by the Vaulters during horrific experiments on their own people, the Forgotten are the bitter mutated remnants of an outcast clan. Adept in espionage and stealth, they excel as assassins and spies - preferring to kill from the shadows and steal what they cannot gather or research themselves. Decorated with tattoos and piercings, the Forgotten do everything they can to both disassociate with the vaulters who cruelly created them as well as hide their true form. Their abilities in this latter regard go so far as to allow some of them the ability to transform into mist at will, making them incredibly hard to hit and exceptionally good at hitting. {{clear}}
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