That'd probably work really well, if you own the game you could even have a game running in the background of the campaign and have every what, 10-30ish ingame turns count as the current happenings for that session
How would you guys run a game in Endless legend's setting?
First off, I'd create the "setting" by starting a game (anomalies cranked up to max, natch) with six different factions, giving them some 50 turns to spread out a bit and establish themselves, then freezing it and using that as a map.
For system... well, I'll admit to being a total scrub and probably just running with 5E, albeit with restricted classes and archetypes. No wizards or clerics, for starters, and even the other casters would have to be rejiggered and refluffed.
Players would be intependent mercenary/adventurer types from the more personable factions and minor factions (so no cultists or morgawr, and uplifted necrophages are a big maybe). Focus, at least at the start, would be on the small stuff. Exploring ruins and anomalies, doing odd jobs for minor faction villages, just running into random shit in the wilderness, that kind of thing.
Also, I'd make the division between the major factions more blurred than they are in the game, so the party will be better able to travel between them and potentially take on contracts and trade once they start making a name for themselves. Auriga is fucking gorgeous, restricting yourself to just one part of it would be a mistake.
I feel like visiting an Ardent Mage city should be a bit like visiting a drow city. Exotic, plenty of business opportunities, but horrifying danger around every corner, and if you don't keep polite about it the locals are probably gonna murderfuck you.
Haven't played in a while but aren't the Ardent Mages nice but pain freaks?
They're not as bad as some other factions, and it does vary between people and clans, but on the whole they're pretty damn dogmatic and scary. They even have an Inquisition.
the vaulters look so fucking cool
Let's be honest, they all do. Pretty much the only mediocre faction are the Forgotten, mainly because their faction quest is very personal and barely fleshes out their culture or relationship with the rest of the world.
Speaking of faction quests, any you all would steal from? Cultists and their champion feel like a good way to do the evil dark lord with a sympathetic background, especially if the PC's knew the poor sap who gets turned.
There have been at least three big honking threads about this exact subject and a few other smaller ones. Unfortunately I've had no luck searching the archives.
Having one of the early questing villages get swallowed up by the Cult and added to their cannon fodder could definitely be a good way to get your party invested, yeah. Other quest hooks could be, hm...
The lone intelligent necrophage leader's futile plan to civilize his people. He hired mercenaries and scientists, the party could be among them.
Kehagana hiring the party to investigate ruins and anomalies, and clashing with her more conservative sister. Bonus points if her eventual brainwashing happens because of a relic the party brings her.
While I don't remember all that much of their quest, I'd definitely use the Morgawr as a major side threat. Have them gradually infiltrate and take over coastal villages. Have the party overhear rumours that more and more trading ships are vanishing, maybe even some warships. Definitely have them run into a band of thralls wearing the suicide berserker totems as a shock encounter.