drawing my enderman oc

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drawing my enderman oc
Aket-gurd of the sword
This is the main character in my Last Land endermen story. He was stranded in the Overworld as a pup when Player attacked the End, and he's trying to get back home.
He doesn't act like a normal Endermen, as he was stranded very young. He doesn't know how to teleport, and he wants you to look him in the eye when talking to him.
He's weird, according to the other Endermen.
Feel free to send asks
Holy shit my hand hurts. Too much typing. Need. Break. *dragging myself away from my Enderman headcanons posts*
Endermen headcanons, pt 7
Transportation
1. Animals/beasts of labor?: N/A
2. Vegicles?: N/A
3. Paths and roads?: N/A
4. Which locations are the least accessible? The most accessible? Why?: Going to and from the main island and the outer islands is the easiest because of the latent teleportation energy of the End. Going between dimensions, however, is harder depending on where you start and end. Think of it as the layers of a pyramid; it's easier to fall down a pyramid, but harder to climb back up. The Overworld, being the bottom layer of the "pyramid",bis the easiest to get to, but the hardest to get to the End from. The Nether, the middle layer of the "pyramid" is harder to get to from the End because of the effort of stopping the "fall" halfway down, and harder to get to from the Overworld because of the "climb". To go straight from the Overworld to the End, however, is the hardest of all teleportation feats. It takes almost all of your effort and energy, and some Endermen have even died from the stress.
Endermen headcanons, pt 6
Trade and economy
1. Do they trade? With whom?: No, they do not trade with other races. How Villager Clerics and Piglins acquired Pearls, however, is unknown.
2. Do they have a currency? Describe how it works: N/A
3. Describe the technologies, if any: N/A
Endermen headcanons, pt 5
Geography:
1. Where do they live?: Mostly in the End, but some Hauntings or lone Endermen occasionally live in the Overworld and in some parts of the Nether
2. What do their houses look like?: The Endermen have lost the knowledge of building since there are no natural elements to hide from (wind, rain, etc.), instead devoting their time to finding the scarce food scattered across the End. They once built End cities, but now they have fallen into disrepair and are infested by the shulker.
3. Have they adapted well to their environment?: Very. They came to the End looking very much like us and having a vast knowledge of crafting and building that we could never achieve. Over the years, they adapted. The dark of the End changed their eyes, and their skin changed for camouflage. The Chorus trees, being their only source of food once their supplies ran out, forced them to grow taller to reach the fruit. The teleporting properties of the fruit were absorbed by the Endermen, preventing the fruit from tel4porting them unwillingly as well as granting them the power to teleport without the fruit.
4. Describe the land around them and how the interact with it. Are they using their resources effectively?: the End is a barren wasteland made up of the main island at the center, and over a hundred outer islands located about a 1000 meters (1 km) away from the main island. It is a dark, space-like dimension, with the islands floating over the Void. The End is inhabited by Endermen, shulkers, chorus trees, and the Dragon. The Endermen use everything they can to survive in such a desolate environment.
5. Are they near other tribes? If so, what are the relationships between the tribes? Are they allies?: the Endermen in the End do not live near other sentient creatures. However, Endermen living in the Overworld and Nether occasionally encounter the other sentient races: Players, Piglins, Villagers, Zombies, and Skeletons. They view the Villagers with curiosity, generally give Piglins their space, have an apprehension for Zombies, and respect the Skeletons. For the Players, the Endermen feel a variety of emotions: Interest, curiosity, fear, uncertainty, confusion, and above all else, fascination. There are signs that they may experience the Uncanny Valley Effect towards the Player, just as Players experience the Effect towards the Endermen.
Endermen headcanons, pt 4
Taboos/rules/forbidden topics?:
Talking about Redne;
Disobeying or rebelling against the Dragon and Her Champion;
Backing down from an Ietfet or surrendering if the Ietfet is to the death;
looking into another Enderman's eyes unless they are your mate or you are challenging them to an Ietfet;
Dishonoring Ender and Her descendants or the Champion.
Endermen headcanons, pt 3
The people
1. How are the different genders treated? How do they act?: the two genders are generally treated equally. This is because their deity is female, but their representative, the Dragon's Champion, is male. This causes very little gender bias, with any favor generally leaning towards females. The two genders usually don't act differently, except during courtship, when the female is more aggressive.
2. Coming of age stuff?: an Enderman comes of age between 14 and 17 years of age, when their Pearl finishes developing and they can teleport without aid. The Enderman who comes of age is celebrated and given an adult name.
3. Who's in charge? Why?: the Dragon, descendant of Ender (the First Dragon), is in charge because of Her immense strength and because of the skill required to kill Her. Her Champion is second in command because She said so.
4. Are the people human?: no, they are Endermen
5. How do they raise their children? Describe a family unit: Family units are called Hauntings. Hauntings typically have between 2 and 5 members, but Hauntings in the End can have up to 20 members. Hauntings may or may not have a mated pair, matriarch, patriarch, or both, but often include siblings and close friends. Child rearing is a group effort.
6. Pets? Livestock?: N/A
7. Describe some of the people in your tribe. How do they interact with the rest of the tribe?: The Dragon's Champion is the Dragon's second in command and the Dragon's representative to the Endermen. More often than not, the Champion is also seen as the Dragon's "mate", caring for Her and Her Egg as well as claiming the Egg as his own. The Dragonscale cloak the Champion wears can be many styles, but is always made from the hide of the current Dragon's predecessor. The strongest nweket (baby Enderman) of the generation is taken from their mother and given to the current Champion to raise as his own and to train as the next Champion. There is only ever one Champion and Champion-in-training (called a Nwegurd, meaning "new guard") at a time. The Nwegurd is the Champion for the youngest generation currently living. The Nwegurd is given a name ending in "-gurd", and once they become Champion, they are given a name ending in "-cant" (meaning "champion"). The Nwegurd only becomes Champion when the old Champion dies. Being chosen as Nwegurd is a great honor -- and a greater curse. The Champion and Nwegurd have the respect of all Endermen, but can never gave a true Haunting. They cannot take on a mate or produce children of their own blood. The most responsibilities are expected of them, including making sure the Dragon and the other Endermen have eaten before you can even start your own meal, putting yourself forward as the first line of defense, and executing Endermen that rebel against the Dragon. The Champion often takes on more Draconic features the longer they are Champion. These effects stem from merely being in the Dragon's presence for so long. These "gifts" include scales, horns, a Dragon tail (rarely), and Dragon wings (rarely). When a Nwegurd is chosen, they are brought before the Dragon for their first gift: the Dragon language.