“All things must end. We are merely the hands that guide them there.”
Across the galaxy, the Covenant presents itself as a faith of order, reverence, and divine purpose. Its cathedrals rise in gothic splendor upon countless worlds—vaulted halls of gold and stone where robed figures chant scripture and preach unity beneath a silent, unseen God.
To the common citizen, they are holy warriors and pious scholars, offering structure in a chaotic age and purpose in a fractured galaxy.
But this is only the surface.
At the heart of the Covenant lies a truth both sacred and terrifying:
Their God does not speak.
This Omnigod, believed to exist beyond Dwethia—beyond even the outermost layers of reality—offers no visions, no commandments, no miracles that can be clearly proven.
There are no burning bushes.
No divine voices.
Only silence.
And yet, the Elders believe.
They believe not because they are told—
but because they have seen.
Through visions, fragments of cosmic understanding, and what they call True Sight, the highest among them perceive not events, but structure—threads of possibility, outcomes branching and collapsing, paths that lead inevitably toward conclusion.
From this, they have reached a singular, unshakable truth:
This universe is not meant to endure.
This truth is not spoken openly.
To the masses, the Covenant preaches salvation, unity, and divine purpose. But within its inner circles—among the true Elders—exists a far darker doctrine:
They are not here to save the universe.
They are here to ensure that it ends… correctly.
Not through chaos.
Not through destruction.
But through shepherded inevitability.
They believe existence is a flawed and temporary state, and that to prolong it is to deepen suffering. War, decay, and cosmic horror are not aberrations—they are symptoms of a reality that has overstayed its welcome.
And so, the Elders do not merely await the end.
They align events toward it.
Where others act, they select.
Where others fight, they resolve.
They do not force outcomes.
They allow only those outcomes which must occur.
Despite their shared belief, the Covenant is anything but unified.
There is no single church. No central authority. No universally accepted doctrine beyond the inevitability of the end.
Instead, the Covenant exists as a vast constellation of sects, orders, and crusades, each interpreting the will of the silent God in their own way.
Some act as peaceful shepherds, easing suffering and preparing worlds for quiet extinction.
Others become militant crusaders, believing conflict is necessary to purge the unworthy before the end.
Still others descend into paranoia, seeing heresy and corruption in all things—turning even upon fellow Elders.
Without a speaking God to guide them, every revelation is suspect. Every vision is debated. Every leader is questioned.
For even those who see the end…
do not always agree on how it must arrive.
The origins of the Covenant are lost to time, buried beneath myth and contradiction. Yet all sects agree on one figure:
The First Prophet.
He was among the first to glimpse what lay beyond reality—who first perceived not only the existence of the Omnigod, but the structure of endings themselves.
He spoke of an ending not to be feared, but understood.
Until the Orcs found him.
In their hunger for power, they consumed him—body and soul—seeking to claim his knowledge as their own. From this act were born the first God Eaters, beings forever marked by that profane communion.
Yet even in death, the Prophet’s vision endured.
For knowledge, once realized, cannot be undone.
Only… reinterpreted.
To those who encounter them on the battlefield, the Elders appear as beings of divine radiance—towering figures clad in golden armor, draped in scripture, their presence both awe-inspiring and deeply unsettling.
They do not rage.
They do not revel.
They do not hesitate.
They move with the quiet certainty of those who have already seen what comes next.
Attacks meant to strike them falter—not always because they are blocked, but because the moment in which they would have succeeded… no longer occurs.
Blows they should not survive are endured—not through strength, but through the simple absence of any outcome in which they fall.
And in their gaze, there is no hatred for the living—
Only the calm recognition that all things have already begun to end.
To become an Elder is not a matter of rank, bloodline, or even devotion.
It is a matter of revelation.
There is no ritual. No trial. No path that can be followed.
Only a moment—quiet, absolute—where the individual perceives the structure of reality as it truly is.
Not as a sequence of events.
But as a field of possible conclusions.
And in that moment, something shifts.
Not in the universe—
but in what the individual is allowed to be within it.
Elders do not walk the galaxy as radiant beings.
They live as ordinary men and women—priests, soldiers, wanderers, scholars—indistinguishable from any other follower of the Covenant.
Many never reveal what they have become.
Because they do not need to.
For even unseen, their presence alters the shape of events.
When the moment demands it, the veil falls.
A stillness overtakes the world.
Time does not stop—
but it seems to hesitate.
Where once stood a mortal, something else now remains.
Their form expands, reshaped into a being of impossible radiance—towering, armored in gold and scripture, their body wreathed in a cold, divine light that burns without flame.
Words—ancient, unknowable—drift across their form like living law.
To witness it is not merely to see power.
It is to feel… conclusion.
Those who become Elders do not gain power.
They lose illusion.
Where others see possibility, they see limitation.
Where others see hope, they see delay.
Where others see war, they see the final movements of something already decided.
And so when they act, they do not do so to conquer.
They act because there is no longer any version of events in which they do not.
Perhaps the most unsettling truth of all is this:
There is no way to know who among the Covenant has already ascended.
The priest offering guidance.
The soldier at your side.
The figure whispering scripture in a distant hall.
Any one of them may already have seen the end.
Any one of them may already be deciding… how you reach it.
Despite their differences, many threads run through the Covenant’s teachings:
Awareness of one’s place within a greater whole
Detachment from the illusion of permanence
Acceptance of endings as natural, not tragic
But beneath all of it lies a quieter truth:
That reality is not something to resist.
It is something to resolve.
And that all things—no matter how vast, how powerful, or how enduring—
are already closer to their end than they appear.
Elders are those who have witnessed the final truth of existence and returned unchanged—save for what they now understand. They do not fight with strength or speed, but with certainty, moving only along paths where they cannot fail.
To face an Elder is not to test your skill, but to discover whether there was ever a version of events in which you survived.
Elders can be any race and are modeled on 40mm Bases.
Wargear options: Elders are equipped with hand weapons and may add the following options:
Off Hand Weapon or Two-Handed Weapon (1pt)
Throwing weapon (4 pts)
Bow or Longbow (7pts), Composite Bow or Crossbow (6 pts)
Special Rules:
Spiritual Armor: When using destiny for Heroic Resolve this unit may gain a point of destiny back on a natural 6.
Wings of Light: Elders may ignore terrain when moving but must end their movement in a place their model's base can fit.
Elders do not command ships, nor do they engage in battle as other elites do. Instead, they travel as silent passengers—observers who intervene only when the outcome demands it.
Any Cruiser or Warship-class vessel aligned with the Covenant may elect to carry an Elder.
Increase the ship’s points cost by +20
The ship gains +1 Destiny and +1 Faith
An Elder does not enhance the ship through force, but through certainty. Under their presence, events align, threats diminish, and outcomes resolve as they must.
When enemy forces attempt to board the vessel, they do not face resistance alone—
They face judgment.
Key Words: [Temple][Harvest 20]
28R 10A
Key Words: [Elite]
Special Rules:
Spiritual Armor: When using destiny for Heroic Resolve this unit may gain a point of destiny back on a natural 6.
Wings of Light: Elders may ignore terrain when moving but must end their movement in a place their model's base can fit.
Tiny Army: This unit is modeled on a 10mm base.