Champions, welcome to our latest faction analysis!
Our previous debriefings have covered the industrial might of Scales and the cold, necromantic horror of Eclipse. Next, we turn our attention to ancient forces that respect neither technology nor death: Thorns.
We're distributing crucial intel on the lore and art of the Thorns faction. The primal, defiant spirit of Terrene Gall. This nation of druids and faerie kin is ready to unleash nature's wrath on all who trespass.
Dive into our third dev blog below:
Lore
Population: Approximately 1.5 million (many more beasts and nature spirits)
Capital: None
Governing Body: The Great Circle
Each of the Champions, as well as elder and respected Faerie spirits are invited to join
Notable Locations: The Great Meet of the Bark, Tree of Life, Buried Camp, Jade City, the Great Glade
Thorns: The Guardians of Nature
Situated in the deep green forests and groves of Terrene Gall resides the faction of Thorns - a land of beasts, overgrown druidic shrines, and living flora. They were originally content with tending to their hidden reserves, providing nature a peaceful haven, with no intent to join the Second Great War.
That all changed when the dragon hordes of Strife rose and the demon kin began their ruthless campaign. During these early skirmishes, the First Tree, known as the Tree of Life, was targeted and succumbed to disease and wilted. Without the protection of the First Tree, the pollution and destruction of ongoing war quickly corrupted their sacred land.
The Final Straw
By the time the mercenary armies of Scales invaded, not for conquest, but to plunder their forests for bio-fuel to power their factories, the patience of the children of Orthas had run out.
This galvanized the Hollow Folk, Bark Druids, and Faerie Kin to action. They set a course to put down the immediate threats – the dragon hordes of Strife and the mercenary incursions of Scales - for good. But why stop there?
As they reclaim their corrupted land, a new resolve has taken root: press ever onward until the world of civilization is pushed back to an older, natural order. Thorns must take up the charge to defend nature, at the cost of all who oppose it.
Art/ Inspiration
Scavengers of the Wild
The Thorns faction began as the guardians of the natural world, inhabiting the deep forests and groves of Terrene Gall. Content to provide a haven for life, their innocence was shattered by the ravages of the Second Great War. Now, they are scorned scavengers, determined to protect their home and eradicate all who would casually corrupt it.
Their strategies are rooted in growth and overwhelming the enemy with the sheer force of nature, fueled by their will to cleanse the land. They do not just stand their ground; they devastate those that invade their territory. Like a rose, they hold a beauty that is also dangerous.
The faction itself consists of many creatures, serving as both soldiers and mounts, alongside Fae Kin, Bark Druids and The Hollow:
Bark Druids: A race of sentient tree people, who have become twisted and burnt by the ravages of war and pollution, using the husks of armored vehicles as protection.
The Hollow: The displaced people of the forest, who lived off the land in solitude until destruction came to their home. They now scavenge weaponry and gear from fallen enemies, and utilize biofuel from the remaining life trees to create flying Earthships and breed mutated creatures to devastate the invading armies.
Weapons and Technology
While they typically favor natural or magical weapons over technology, recent times have forced them to adapt by scavenging weapons and armor from their defeated enemies. They are still one with nature but they now scavenge and recycle the remnants of war for their benefit and protection. This necessity has given them a unique, makeshift aesthetic.
Their clothing is generally composed of hardened-leathers, augmented with the scavenged armor and metal fittings of defeated units from the other Factions. For example, the Bark Druids protect their bark with armor made from the pieces of destroyed tanks and vehicles, while using the barrels of anti-air cannons and telephone poles as massive weapons.
Many of Thorns’ units, particularly the Hollow, require breathing apparatus systems or facial coverings to filter out the pervasive pollutants that have been released into the air by Strife, Scales, and many of the other Factions.
The Thorns generally shy away from fire as a light source. Instead they rely on nature magic and fuel from the dying Tree of Life. This gives their ships and habitations an unearthly, mystical look that stands in contrast with the scorched and scavenged metal of their defenses. This dichotomy perfectly encapsulates their struggle: defending a fading natural world using the physical refuse of the technology that is killing it.
Thorns makes their home in the rainforests of Terrene Gall – a breathtaking landscape with deep green forests, ancient groves, and clear blue skies, though it now struggles under the weight of war and toxic pollutants.
Dotted among the greenery are ancient, overgrown, druidic shrines overgrown that exist in synergy with the landscape. Beasts and exotic creatures soar above the canopy and roam the ground below, punctuated by stunning beams of light that break through the leaves.
Plant life is wide and varied, and any structures built here blend effortlessly with the natural landscape, which is a testament to their deep connection with nature.
The Corrupted Heart: The Tree of Life
Looming over all is the massive Tree of Life, which is believed to be the first tree in Terrene Gall. However, it no longer stands as a pure beacon. It now pulses with corruption as it attempts to filter the pollution upward and purge it from the land. It’s struggle perfectly encapsulating Thorns’ struggle: living in a perfect sanctuary that has been fundamentally poisoned, forcing them to fight for their very existence.