Difference between revisions of "Category:Factions"
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All pages on factions are collected in this category. | All pages on factions are collected in this category. | ||
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*[[Knalgan Alliance]] | *[[Knalgan Alliance]] | ||
− | *[[Drakes]] | + | *[[Drakes]] |
− | == User made factions and eras == | + | == User-made factions and eras == |
− | = | + | These eras and factions can be found on the campaign server via the Add-Ons button, and are generally fairly complete and up-to-date. For a list of factions which are unfinished, see the pages on [[Unfinished Factions|unfinished]] and [[Abandoned Factions|abandoned]] factions, or visit the [http://www.wesnoth.org/forum/viewforum.php?f=19 forums]. |
− | + | ===Extended Era=== | |
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− | + | The Extended Era (EE) contains a number of unique factions, as well as modified versions of many of the Default factions. It's vaguely set in the time period described by the campaign [[Under the Burning Suns]]. Its thread is [http://www.wesnoth.org/forum/viewtopic.php?t=10430 here]. The EE is currently maintained by Noyga. | |
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− | *[[ | + | *[[Aragwaithi]] -Wayfarer |
− | ** | + | **A strong, agile race of humans from the southern deserts. |
− | *[[ | + | *[[Chaos]] -Neoriceisgood |
− | ** | + | **These warriors of darkness have given their souls so that they might serve the Gods of Chaos alongside their demonic followers. |
− | *[[ | + | *[[Dark Elves]] -Belwar |
− | ** | + | **Cave-dwelling elves, who have devoted themselves to darkness and delight in cruelty. They are accomplished in both magic and swordplay, but are unaccustomed to the outside world. |
− | *[[ | + | *[[Kalifa]] -Noy |
− | ** | + | **A faction based on the armies of the Persian Empire. |
− | + | *[[Sidhe]] -Thunderblade | |
+ | **Also known as the wild elves, these view themselves as superior to other races, and even disdain the company of other elves. Their nobles are powerful mages, but they are generally frail in combat. | ||
− | *[[ | + | *[[Steppe Orcs]] -Zhukov |
+ | **Calling themselves the "Steppe's Children", the Steppe Orcs one are of the nonaligned tribes dwelling on the Wild Steppe of the far north, outside the authority of the Orcish Clannate. Their tribe has never known wealth and the hardship of their lives, extreme even by Wesnoth's standards, has left them incredibly hardened. Semi-nomadic in nature, they wander the frozen vastness of the plains, establishing temporary camps in which to wait out the harsh northen winters. While not overly warlike in character, constant clashes with human barbarians and the Northern Elves has caused them to be territorial and wary of all outsiders. | ||
===Era of Myths=== | ===Era of Myths=== | ||
− | + | The Era of Myths (EoM) consists of several factions based on myths and legends. It is maintained by JW; the EoM thread is [http://www.wesnoth.org/forum/viewtopic.php?t=10231 here]. | |
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− | *[[ | + | *[[Celestials]] -JW |
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**The Celestials are a very spiritual race, believing that there is power in Light and Darkness; and they choose to side with the Light. They believe in this so heavily that they keep their settlements lit at night through bonfires and the aid of a rare species of pixie that radiates light from it's skin. They name these pixies Light Archons and worship them as demi-gods. Celestials also believe something to the effect of "the whole is greater than the sum of the parts." Working together they can achieve great accomplishments quickly. | **The Celestials are a very spiritual race, believing that there is power in Light and Darkness; and they choose to side with the Light. They believe in this so heavily that they keep their settlements lit at night through bonfires and the aid of a rare species of pixie that radiates light from it's skin. They name these pixies Light Archons and worship them as demi-gods. Celestials also believe something to the effect of "the whole is greater than the sum of the parts." Working together they can achieve great accomplishments quickly. | ||
− | *[[ | + | *[[Devlings]] -dreampilot |
− | ** | + | **Tiny (but very angry) demons who delight in pestering other races and causing general mischief. Their small size makes them very weak, but they have large numbers and employ many sneaky tactics to overwhelm their enemies. |
− | *[[Elementals]] | + | *[[Elementals]] -fmunoz |
+ | **Spirits of nature, bound into physical form by magic. Most are strongly tied to specific terrains, and can heal when stationed there. | ||
− | + | *[[Therians]] -JW | |
+ | **The Therians, a.k.a. Shifters, are a community of humans seperated from the rest of Wesnoth in the lands to the south-east. Living their lives unaware of the turmoil the rest of Wesnoth faced, the Shifters focused on studying the arts of magic. Upon the discovery of the art of shapeshifting a new way of life began. Every village in the Therian community has a school dedicated to the arts of magic with a heavy emphasis on the art of shapeshifting. This is why they are known as the Shifters. | ||
− | *[[ | + | *[[Vampires]] -Jester |
− | + | **The Vampires control several cities and villages. They feed upon the human (slave) population that lives there. Vampires themselves are very seductive and attractive creatures. Their mages use fire- and shadow magic, boiling the blood of their victims and destroying their souls. | |
− | *[[ | + | *[[Wargs]] -Shadowblitz, Logan |
− | + | **These manwolves live mainly in (snowy) forests and hills. They are a very peacefull race, only fighting to protect their sacred Mother Nature. Their alliance of nature includes not only werewolves, but humans, Woses, and fairies. | |
− | *[[ | + | *[[Windsong]] -Megane |
− | ** | + | **The Windsong are essentially historians: they spend centuries at a time hiding in their Foundation, located on an island in the frigid northern seas, simply watching and recording what goes on in the world outside. However, when the balance of power in the world seems to be tipping, they leave their sanctuary to set it right, believing that any nation which becomes too powerful will cause the world to end. |
− | + | ===Imperial Era=== | |
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− | + | The Imperial Era (IE) is set in a world known as Orbivm. This era, and a number of campaigns which use it, are currently developed on a separate forum, which can be found [http://www.exong.net/orbivm/forum/ here]. | |
− | *[[ | + | *[[Arendians]] |
− | + | **The Arendians are a nomadic culture, living in clans that move around following the herds of game animals which roam the Arendian plains, which lie to the north of the land of Lavinia. They do however have a few permanent settlements for trade reasons.<br>Despite their nomadic culture they have a king and royal family, whose origins came from one of their warriors of myth, who slew the greatest dragon to blacken the Old Continent's skies, Gresh. In achieving this he united the clans into one nation and founded Arendia as it is today.<br>The Arendians people are obsessed with honour and bravery, to the extent of throwing out people who break their word, commit adultery, or flee from battles, these lone wanderers roam the lands attempting to redeem themselves in the eyes of their people. | |
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− | *[[ | + | *[[Cavernei]] |
− | ** | + | **Modification of the mainline Dwarves. |
− | * | + | *[[Frost Elves]] -Temuchin Khan, Xan |
+ | **When the Orcs first arrived in the lands north of Wesnoth, many Elves were forced to flee their ancient homes. While some crossed the ocean to the north of the Old Continent, most took refuge in the forests that have ever since housed the North Elves. Adjusting gradually to their new environment, these Elves survived and their descendants became quite adept at survival in the arctic wastes. They have become great hunters and skilled beast-tamers, and have developed some highly specialized units that maximize their snowy, icy environment. | ||
− | *[[ | + | *[[Lavinians]] -Turin |
+ | **The Lavinian Empire, based in the plains of Lavinia in the center of the Old Continent, is the dominant force there, rivaled only by the Aiyira. They are threatened occasionally by the northern Marauders, and they are not good sailors, but on land they are unstoppable. This is true especially of their homeland, and of the Nemidian lands to their southwest. | ||
− | *[[ | + | *[[Marauders]] -Disto |
+ | **The Marauders are a group of humans, isolated in the cold north, and toughened by the lack of Allies, they live as tribes and each tribe can be from a small village to a large set villages led by a Warlord. Diverse in skills but they do not meddle in magic. Having to defend themselves against all foes they are as strong and hardy as any and fear is no barrier to them.<br>The Marauders' lone ally is the North Elves, and they are only allies because any war between them would be fruitless and a waste of lives, and because of their mutual enemy, the Wild Elves. | ||
− | *[[ | + | *[[Orcei Gladiatores]] -Temuchin Khan |
+ | **These orcs and goblins are forced by the empire to participate in vicious gladiatorial games. However, they have recently begun to rebel and put their fighting skills to use breaking free from their masters. | ||
− | *[[ | + | *[[Wild Elves]] -Thunderblade |
− | + | ** The Wild Elves live in the forests to the east of the Marauders. They are a solitary folk, disdaining all men and defending their borders with their lives. They have a strict sense of honor, and they see themselves as the only true elves left. All other elves they view as traitors. | |
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− | * [[ | + | ===Other Playable Factions=== |
+ | *[[Free Saurians]] -Lizard | ||
+ | **Saurians who live in a society separate from the Drakes. |
Revision as of 16:02, 24 February 2008
This page is being revised. Please ask in this forum thread, to coordinate with the reviser before beginning your own edit.
Alternatively, simply post in the related discussion page (or create one if it doesn't already exist)
All pages on factions are collected in this category.
Contents
Default Era factions
User-made factions and eras
These eras and factions can be found on the campaign server via the Add-Ons button, and are generally fairly complete and up-to-date. For a list of factions which are unfinished, see the pages on unfinished and abandoned factions, or visit the forums.
Extended Era
The Extended Era (EE) contains a number of unique factions, as well as modified versions of many of the Default factions. It's vaguely set in the time period described by the campaign Under the Burning Suns. Its thread is here. The EE is currently maintained by Noyga.
- Aragwaithi -Wayfarer
- A strong, agile race of humans from the southern deserts.
- Chaos -Neoriceisgood
- These warriors of darkness have given their souls so that they might serve the Gods of Chaos alongside their demonic followers.
- Dark Elves -Belwar
- Cave-dwelling elves, who have devoted themselves to darkness and delight in cruelty. They are accomplished in both magic and swordplay, but are unaccustomed to the outside world.
- Kalifa -Noy
- A faction based on the armies of the Persian Empire.
- Sidhe -Thunderblade
- Also known as the wild elves, these view themselves as superior to other races, and even disdain the company of other elves. Their nobles are powerful mages, but they are generally frail in combat.
- Steppe Orcs -Zhukov
- Calling themselves the "Steppe's Children", the Steppe Orcs one are of the nonaligned tribes dwelling on the Wild Steppe of the far north, outside the authority of the Orcish Clannate. Their tribe has never known wealth and the hardship of their lives, extreme even by Wesnoth's standards, has left them incredibly hardened. Semi-nomadic in nature, they wander the frozen vastness of the plains, establishing temporary camps in which to wait out the harsh northen winters. While not overly warlike in character, constant clashes with human barbarians and the Northern Elves has caused them to be territorial and wary of all outsiders.
Era of Myths
The Era of Myths (EoM) consists of several factions based on myths and legends. It is maintained by JW; the EoM thread is here.
- Celestials -JW
- The Celestials are a very spiritual race, believing that there is power in Light and Darkness; and they choose to side with the Light. They believe in this so heavily that they keep their settlements lit at night through bonfires and the aid of a rare species of pixie that radiates light from it's skin. They name these pixies Light Archons and worship them as demi-gods. Celestials also believe something to the effect of "the whole is greater than the sum of the parts." Working together they can achieve great accomplishments quickly.
- Devlings -dreampilot
- Tiny (but very angry) demons who delight in pestering other races and causing general mischief. Their small size makes them very weak, but they have large numbers and employ many sneaky tactics to overwhelm their enemies.
- Elementals -fmunoz
- Spirits of nature, bound into physical form by magic. Most are strongly tied to specific terrains, and can heal when stationed there.
- Therians -JW
- The Therians, a.k.a. Shifters, are a community of humans seperated from the rest of Wesnoth in the lands to the south-east. Living their lives unaware of the turmoil the rest of Wesnoth faced, the Shifters focused on studying the arts of magic. Upon the discovery of the art of shapeshifting a new way of life began. Every village in the Therian community has a school dedicated to the arts of magic with a heavy emphasis on the art of shapeshifting. This is why they are known as the Shifters.
- Vampires -Jester
- The Vampires control several cities and villages. They feed upon the human (slave) population that lives there. Vampires themselves are very seductive and attractive creatures. Their mages use fire- and shadow magic, boiling the blood of their victims and destroying their souls.
- Wargs -Shadowblitz, Logan
- These manwolves live mainly in (snowy) forests and hills. They are a very peacefull race, only fighting to protect their sacred Mother Nature. Their alliance of nature includes not only werewolves, but humans, Woses, and fairies.
- Windsong -Megane
- The Windsong are essentially historians: they spend centuries at a time hiding in their Foundation, located on an island in the frigid northern seas, simply watching and recording what goes on in the world outside. However, when the balance of power in the world seems to be tipping, they leave their sanctuary to set it right, believing that any nation which becomes too powerful will cause the world to end.
Imperial Era
The Imperial Era (IE) is set in a world known as Orbivm. This era, and a number of campaigns which use it, are currently developed on a separate forum, which can be found here.
- Arendians
- The Arendians are a nomadic culture, living in clans that move around following the herds of game animals which roam the Arendian plains, which lie to the north of the land of Lavinia. They do however have a few permanent settlements for trade reasons.
Despite their nomadic culture they have a king and royal family, whose origins came from one of their warriors of myth, who slew the greatest dragon to blacken the Old Continent's skies, Gresh. In achieving this he united the clans into one nation and founded Arendia as it is today.
The Arendians people are obsessed with honour and bravery, to the extent of throwing out people who break their word, commit adultery, or flee from battles, these lone wanderers roam the lands attempting to redeem themselves in the eyes of their people.
- The Arendians are a nomadic culture, living in clans that move around following the herds of game animals which roam the Arendian plains, which lie to the north of the land of Lavinia. They do however have a few permanent settlements for trade reasons.
- Cavernei
- Modification of the mainline Dwarves.
- Frost Elves -Temuchin Khan, Xan
- When the Orcs first arrived in the lands north of Wesnoth, many Elves were forced to flee their ancient homes. While some crossed the ocean to the north of the Old Continent, most took refuge in the forests that have ever since housed the North Elves. Adjusting gradually to their new environment, these Elves survived and their descendants became quite adept at survival in the arctic wastes. They have become great hunters and skilled beast-tamers, and have developed some highly specialized units that maximize their snowy, icy environment.
- Lavinians -Turin
- The Lavinian Empire, based in the plains of Lavinia in the center of the Old Continent, is the dominant force there, rivaled only by the Aiyira. They are threatened occasionally by the northern Marauders, and they are not good sailors, but on land they are unstoppable. This is true especially of their homeland, and of the Nemidian lands to their southwest.
- Marauders -Disto
- The Marauders are a group of humans, isolated in the cold north, and toughened by the lack of Allies, they live as tribes and each tribe can be from a small village to a large set villages led by a Warlord. Diverse in skills but they do not meddle in magic. Having to defend themselves against all foes they are as strong and hardy as any and fear is no barrier to them.
The Marauders' lone ally is the North Elves, and they are only allies because any war between them would be fruitless and a waste of lives, and because of their mutual enemy, the Wild Elves.
- The Marauders are a group of humans, isolated in the cold north, and toughened by the lack of Allies, they live as tribes and each tribe can be from a small village to a large set villages led by a Warlord. Diverse in skills but they do not meddle in magic. Having to defend themselves against all foes they are as strong and hardy as any and fear is no barrier to them.
- Orcei Gladiatores -Temuchin Khan
- These orcs and goblins are forced by the empire to participate in vicious gladiatorial games. However, they have recently begun to rebel and put their fighting skills to use breaking free from their masters.
- Wild Elves -Thunderblade
- The Wild Elves live in the forests to the east of the Marauders. They are a solitary folk, disdaining all men and defending their borders with their lives. They have a strict sense of honor, and they see themselves as the only true elves left. All other elves they view as traitors.
Other Playable Factions
- Free Saurians -Lizard
- Saurians who live in a society separate from the Drakes.
Subcategories
This category has the following 2 subcategories, out of 2 total.
Pages in category "Factions"
The following 10 pages are in this category, out of 10 total.