검색 결과

294,178,652개 중 1~10개 표시 중
0
BUTTERFLY SLAUGHTER 0.09
방금
Survarium
3
This is a joke...
포럼내 "SCUM 일반 토론"
12
Really
방금
Bnn1
97
Update 7.9 - HEAD2HEAD feat. Ned
방금
Tomtoot
90,228
85
How high can we count until silksong comes out?
방금
cardvark61
0
No HUD on Swirly Sands hole 2
방금
Darkstar
4
Mech stratagem launcher when?
방금
dinkleberg
31
1
Battlefield has always been better than COD
방금
Shadowlet
1
Excellent job in the remaster guys, now lets get COH 1 the same treatment!!
방금
=HellFire=
1
Worldbuilding
방금
uslessbot
Ha, I can't wait for the final version, so I'll fantasize a bit while there's no lore.

Humans and "The Returned" (Kingdom of Aethern and the Gray Arches):
The humans of Aethern mastered Thanaturgy – not dark magic, but a sacred science of reviving fallen warriors and sages. The ritual required complex "Cradles of Life" and preserved the deceased's personality, creating the class of "Returned." These weren't mindless zombies but citizens with dulled emotions and eternal loyalty to the kingdom, serving in legions or dangerous labor. However, the greedy orcs of the Black Jaw clan, seeking the secret of an eternal army, destroyed the primary Cradle during their assault. The catastrophic necrotic energy release corrupted Aethern's lands and beyond. Now every night, all improperly buried dead rise as mindless skeletons and zombies, spreading chaos until dawn when they crumble to dust again. Aethern now faces a dual siege: from the orcs and from its own hubris-born curse.

Orcs (Clans of the Ember Steppe):
These orcs aren't primitive barbarians but a magically scarred people. Their green skin and "Ember Rage" stem from an ancient elven cataclysm. This Rage grants inhuman strength but burns their minds and shortens lifespans. War isn't bloodlust but a physiological necessity to release accumulated energy and gather resources for shamans restraining the affliction. Their attack on Aethern wasn't just envy of Thanaturgy (which they saw as perversion) but desperate hope that the Returned's elixirs could stabilize their Rage or cure them. The Cradle's destruction and subsequent Nightborn Dead became their unintended nightmare.

Elves (Lunar Exiles) & Trolls (Tik'tan Alliance):
The guilt-ridden Lunar Exiles, who caused the orcs' curse, renounced high magic to become nomadic balance-keepers. Their unlikely allies are the Tik'tan trolls – pacifist masters of symbiosis and logistics. Their "living cities" grown from jungles are hubs of bioengineering, medicine, and transport, breeding giant beasts for cargo/passenger movement. Their healers treat both physical and magical wounds, refusing combat as harmful to life's web. Their alliance with elves focuses on healing the ancient orc curse and new Nightborn Dead plague through evacuation and mediation.

Gnomes & Dwarves (The Innovation League):
Forget underground kingdoms and goldlust. The League are frail intellectuals and hedonist-engineers. Their brittle bodies and short lifespans made them embrace technology as both shield and entertainment. Their fortified city-labs produce wonders from domestic gadgets to terrifying weapons, driven by curiosity, thrill-seeking, and absolute safety. They "loan" inventions to warring factions for field-testing, treating conflicts as grand, bloody experiments. Gold is merely a conductive metal to them. Their cynical arms dealing fuels wars while they observe from impregnable towers.

Ogres (Chroniclers of the Void):
These ancient scholar-giants guard forgotten truths in their fortress-libraries. They alone remember:
The true nature of the elven disaster that cursed the orcs
The original principles of Thanaturgy
They watch as the Innovation League's toys, orcs' desperation, Aethern's tragedy, and the Nightborn Dead weave a catastrophic tapestry. They rarely intervene, believing races must find their own path – but their archives may hold cures for necrotic plague or Ember Rage... for a price of equally valuable knowledge.

Tauren (Smelters of Eternal Stone):
Once spiritual nomads, tauren evolved into supreme masters of material. Their innate earth-bond became the arts of "Stone Melting" and peerless metallurgy. They can:
Carve cities from cliffs in days
"Alchemize" stone into concrete-like supermaterial
Forge weapons/armor of legendary quality
Their forges are power centers, their craftsmanship coveted by all factions against Nightborn Dead or each other. They honor naturally departed ancestors and despise Thanaturgy's cycle-breaking, but pragmatically trade their skills, maintaining neutrality.

Avina (The Sky Bazaar):
Replacing dragons, the Avina are a mercenary conglomerate of flying species (griffons, hippogryphs, lesser dragons, wyverns, giant eagles etc.) united by bloodlust, spectacle hunger, and gold-greed. Ruled by instinct, they sell services (scouting, troop transport, aerial combat) to the highest bidder, switching loyalties for better offers. Their chaotic presence turns battlefields into carnage-filled theaters, much to the Innovation League's delight.

Undead (Night's Death Waltz):
A global phenomenon, not a race. Each night, the Cradle's destruction energy raises all improperly buried dead as mindless skeletons/zombies. These Nightborn Dead:
Attack anything living
Collapse at dawn
Repeat nightly
Aethern's Returned scorn them as "puppets" defiling true Thanaturgy. For others, they're a nightly terror and reminder of life-death balance.

Dryad-Centaurs (Wastejudges / Soul Reapers):
Forget gentle nature spirits – these are ruthless enforcers of natural law. Appearing as centaurs (deer/horse/predator lowers, bark-skinned humanoid uppers), they "purge" anything deemed unnatural:
Diseased forests
"Civilization parasites" (criminals, knowledge-bearers)
Whole settlements
Their Soul Scythes don't just kill – they harvest souls for eternal torment in hidden "Gardens of Anguish," where spirit-slaves toil in mines/plantations. Their arrival means extermination.

Dark Elves (Veiled Harmony / Worldshadows):
Shunned by surface races and Lunar Exiles (for keeping shadow magic), they dwell in lightless caverns as masters of illusion and stealth, blending perfectly with stone and darkness. Their "Harmony Through Balance" philosophy has them:
Assassinate warmongers
Sabotage armies
Steal dangerous artifacts
Ironically, stronger factions often coerce them into service as elite spies/assassins, twisting their peacekeeping into war-profiteering.

Goblins (Trembling Arrows / Flame Tongues):
These skittish tinkerers are:
Cowardly survivalists (panic at melee combat)
Expert archers/siege engineers
Orc-slaves (unable to resist Ember Rage)
Enslaved as "Flame Tongues," they maintain war machines and rain poisoned/fire arrows from rear lines, praying to avoid frontline duty. Few free clans hide in constant terror.

Wolfkin (Shadeshapers / Social Virus):
Not classic werewolves but sapient wolves using forbidden illusion magic to:
Perfectly mimic specific individuals
Infiltrate governments/families/militaries
Sow paranoia and steal secrets
Undetectable without powerful magic, they thrive in wartime distrust, though their endgame remains ominously unclear.
294,178,652개 중 1~10개 표시 중