Overview

The sun is dying. Nobody is handling is particularly well.

The people of Gudnak might not know why the sun is dying, but they definitely know things are changing. Each year the sun, a relatively important part of their ecosystem, doesn’t seem to want to emit quite as much light as it used to. According to some Gudnakians, this is because some heathens weren’t saying their daily prayers. According to others, this is the heralded End Time that they’ve been reading about in their ancient demon-scripture. There are probably more opinions than these two, but none of them are Correct. 

But what they do know is that it’s becoming increasingly crowded in Gudnak because, regardless of why, there isn’t as much light or warmth or (related) food as before.

  • First of all please don't be mad we called this a Bible. It's just a good word. I guess it's also The Good Word. Yikes, we're wildly off course already. Anywho, welcome to Gudnak, we're psyched to have you.

    In this world, we blend epic fantasy stories and fantastically epic dad jokes.

    Our stories love to straddle a fine line between the fantastical and the bonkers, embracing the absurd and the dark with a knowing nod. In Gudnak, even the most nail-biting battles have a little room for a good belly laugh.

  • In Gudnak, we lean more Terry Pratchett than George R.R. Martin in that we actually finish story assignments. Oh, also in tone. 

    We know that wizards, dragons and giant herdbeasts don't really make sense so we allow ourselves to gloss over details to tell a good story. No science could explain why a Gryffdog is the way it is and we like it that way.

    Our characters, however, are very much “in it” and don't break the fourth wall. Their world is dying and they are very upset about it. They're authentically very mad at one another. We use the tropes of high fantasy and the medieval era to make wild situations, but our heroes are still brave and bold when handling them, and our villains equally diabolical. And also maybe a bit sarcastic and tongue-in-cheek.

    In all honesty they are doing better than I would, given the circumstances.

  • We're irreverent, human, and clever. We also like to point out how clever we are! It’s like somehow showing humility through braggadocio. We avoid foul language, sexual innuendos, toilet based humor, and gratuitous gore. We’re mature but not in like an edgy NC-17 way.

  • Nothing is off the table given it aligns loosely with the world and the faction involved. As long as no storytelling rules are broken and the narrative tone is adhered to, individual stories do not need to have each detail exactly homogenous.

    It's not a deceitful or untrustworthy narrator telling the story so much as an untrustworthy source- these are tales told in an oral historical record/oral tradition, not a written one, and as such, the stories have aged and changed with time- particularly the details, in the classic sense of The Man Who Shot Liberty Valance, "This is the West, sir. When the legend becomes fact, print the legend." So the narrators over time have added flourishes to make the story flow better, sound better, to increase their own prestige, etc…

    This is both an ancient history and a current event

    The heroes and villains are limited to individuals- not the whole faction, the factions are ambiguous in their protagonist/antagonist status.

    The stories within the world (as told by current characters) are even more ambiguous and adhere even less to the real facts of the world, e.g. the Refractory has legends or hymns about one time when one of their rituals actually did "work"- relight the sun or what have you, the Gloaming has a myth about the mysterious entity/dealer who made the pact with the Everking, and the S.A. has a legend about the origin of the shards (that can differ minorly or substantially from their actual origin)

  • Yes, we’re funny. Undeniably so. But we’re using humor to tell stories. Our work features grand battles, legendary quests, and deep lore, all with a twist of the absurd that keeps things light. Humor is the narrative device we use to keep the audience engaged while driving the plot forward. 
    The hallmark of a good Gudnak tale is one which leaves the reader thinking,  “that's so freaking cool” with a smile on their face. 
    Our stories support a game where people fight for control of a very small area. Peace is almost never an option and the story shows that. Not only are there dwindling resources with the world dying, the people of Gudnak really just don’t really like each other. Alliances are fleeting and fragile, uncommon and driven entirely by each faction’s belief in the inferiority of the others and using that to their advantage.

The Refractory

  • The Refractory is a fervent faction of faithful fighters devoted to the worship of Solara, the Sun Goddess, and the most organized military and economic power in the world of Gudnak. They perform intricate rituals to summon Solara each morning and blame the sun's current about-to-die situation on the non-believers (aka everyone else).

  • When the Elven kingdom fell (more on that later), the Refractory seized the opportunity to take power. They arose from a deep reverence for Solara, driven by the belief that their rituals are essential to bringing forth the sun. As such they seek out the lands closest to her light, conquering swaths of fertile land near the equator of Gudnak.

    As Solara’s light wanes, immigrants who flock to Refractory lands are given an option - convert or die. With a seemingly endless supply of followers, these zealots believe that restoring faith in Solara will save Gudnak from eternal darkness. So when they stab people they think they are doing Good.

  • Refractory society revolves around intense ritual, starting each day with the Dawn Calling. At each of their citadels hundreds of worshippers gather before dawn and chant “Eldun. Rathsma. Hist.” in unison to beg Solara’s forgiveness for their sinful world. They do this until the sun fully rises over the horizon. So far (in their opinion) this has worked – so they don't ever take a day off.

    The Refractory breed hybrid creatures to aid in their dogged pursuit of non-believers. This has created delightful beasts like Gryffdogs and their slightly-scarier counterparts Bullgryffs. Unfortunately they haven’t nailed down the science yet (note: we’re pretty sure they don’t believe in science) and weird creatures sometimes come out with wings that don’t work for the size of their body.

    The Dark Inquisition operates in the shadows, with its members avoiding sunlight to signify their unworthiness to bask in Solara's light. They have even harsher ideas of who qualifies as a heretic, and the degree to which they should be punished.

    1. Elenor: The youngest High Priestess in the Refractory's history, inspiring her followers with her fervent faith and leading the Dawn Calling rituals.

    2. Lord High Inquisitor: The enigmatic leader of the Dark Inquisition, shrouded in mystery and overseeing the rooting out of heresy across Gudnak.

    3. The Kennel Master: This jolly old fella rounds up the fleet of Gryffdogs, and helps train them to accompany the Refractory’s Hunters out in the field. Most of the Hunters are actually from the same family as Mr. Patriarch Kennel Master, hence all the red hair going on.

  • Item description

The Shardsworn Alliance

  • A diverse cast of fantasy races huddled around “shards” of crystalline magic from a celestial event. The shards grant power and, more importantly, the warmth needed to survive in the ever-shrinking arable lands of Gudnak.

    The Shardsworn Alliance is a melting pot of a few of fantasy's formidable creatures. Orcs, goblins, elves, ogres, and even the last living centaur call this faction home. Each member brings unique abilities, perspectives, and cultures, contributing to the Alliance's rich tapestry of strengths and weaknesses. The smaller the details here the better (ie. Goblins like pranks and arts & crafts. Orcs often carry Refractory armor as trophies of their victories. Ogres are followed around by tiny wyverns that feast on the messy remains of their kills. etc.)

  • Long ago the skies of Gudnak were alight with the Celestial Cascade, a spectacular event that rained down shards of a cosmic crystal. Those who discovered these shards found themselves granted extraordinary powers and the warmth needed to withstand the encroaching cold. Over time, they formed the Shardsworn Alliance, a faction dedicated to mastering the shards' powers and using them to maintain a semblance of balance in a world growing ever colder and more competitive

  • The Shardsworn are dedicated to survival first and foremost, understanding that without each other they would all…die. However, the constant in-fighting and power struggles within the Alliance add an unpredictable layer to their already chaotic existence.

    Clans & Families within the Shardsworn Alliance play a crucial role as "shard tenders," guardians of the precious shards. These families tend, protect, and shape the shards to create powerful weapons for their kin. Through generations, shard tenders sing with the resonance of the shards, shaping them over decades into tools of immense power. 

    Among their most notable creations are Century Blades, a perfectly symmetrical pair of shards, renowned for their balance and incredible power.

    1. Valkyrie, the Elven Scion: A descendent of the royal elven bloodline that defeated the Everking,the Valkyrie walks with regal grace, commanding both respect and warmth. She understands the need for survival, given the fall of her once-mighty ancestry.

    2. The Shard Dragon: A majestic and fearsome entity, the Shard Dragon holds loose control over the Alliance and other typically-violent monsters. Its immense power is matched only by its unpredictable nature, providing both protection and a wildcard element that keeps allies and enemies alike on their toes.

    3. Master of the Hunt: Apparently the last living centaur. Wise and respected across the different groups, which is rare. He helps train the Shardsworn Hunters and teaches everyone the secrets of the woods that they often lurk in.

  • The Shardsworn Alliance introduces a unique blend of strategic depth and playful unpredictability to Gudnak, featuring:

    • Destruction/Burn: Unleash devastating attacks that scorch the battlefield and decimate opponents.

    • Hunters: Track and target enemy heroes with unparalleled precision.

    • Deploy Abilities: Activate powerful effects when placing units on the grid.

    • "Mixed" Stacks: Combine different types of units for synergistic benefits.

    • Traps: Set cunning snares to catch opponents off guard and turn the tide of battle.

The Gloaming

  • The Gloaming are a sinister and mysterious faction (but cordial! They always RSVP on time), ruled by the Everking who made a dark pact to save his reign. His kingdom, located in the frozen north, is now a realm of undead, and he is driven by a relentless quest for vengeance against the descendants of his twin brother.

  • The Gloaming's origins trace back to a brutal war between twin elven brothers vying for control of Gudnak centuries ago. Faced with inevitable defeat, the Everking made a desperate pact with a mysterious entity, gaining immense power at the cost of his kingdom's life. This dark bargain transformed his realm into a land of undead, where he and his subjects are cursed to an eternal (yay!) but shadowy (boooo) existence. They lay dormant for a long time, but have now mysteriously awakened to expand their kingdom. How? Why? We’re eager to find out ourselves.

  • Life in the Gloaming revolves around the same courtly rituals that once made their kingdom the fanciest in all the land. They are now undead, but they don’t let that stop them from petty disputes over inheritance and dowries, or political posturing and backstabbing. The Everking's dark rule is a dichotomy of intense thirst for revenge and an unwillingness to admit that, even if he ‘wins’, he has lost. He is stubborness in Elven Skeleton form. 

    The kingdom is a cold, desolate place, shrouded in twilight and filled with the remnants of ancient battles (sometimes literally frozen mid-battle). With the dying sun, the Gloaming's undead inhabitants are a formidable force who “live” (they don’t love that term) easily without sunlight or food.

    1. The Everking: The ruler of the Gloaming, who made a dark pact to save his kingdom, now cursed to rule over an undead realm. He is obsessed with destroying the descendants of his twin brother. Wields a big sword and sometimes sits on a throne outside.

    2. The Veiled Queen: The enigmatic and oddly charming consort of the Everking. The true power behind the throne. 

    3. The Privy Council: A group of dark seers who advise the Everking and are wildly out of touch with the fact that they are, in fact, skeletons.

  • Item description

Delguon

  • The Delguon are a subterranean society of dwarves that have historically kept to themselves for the most part. At some point they dug up some pretty gnarly Demons (they don’t like that word) that look a lot like horrific deep sea creatures and formed a cult (they don’t like that word either) around them. Now that the rays of the sun are weaker, the Delguon can rejoin the surface world and vye for control of it as their Dem– uhhh bosses command.

  • The reclusive Delguon have been building their underground cities for so long that they’ve developed a sensitivity to the harsh rays of sunlight of the surface world. Good thing that pesky sun is dying, huh? Surface dwellers still know precious little about the Delguon, but it appears their underground cave network is quite expansive, as sinkholes continue to pop up across the map, with unsettling Demons and even more unsettlingly pale miners streaming out of them. It’s a nuisance.

  •  Delguonian society is based on worship, selflessness, and trying to pronounce Demon names correctly to avoid being eaten on the spot. Many Demons grant “blessings” to their favoured (sic) subjects in the form of strange mutations. The mighty Crusher Brutes are an example of this, with their massive crab claws and increased strength. The masses gather at their Underchurch to hear the good word of their overlords (to the best of their interpretation, they don’t super know what the crab demons say).

    1. Naz’brussik: Also known as the Queen Below. A gigantic crab draped in ceremonial robes and candelabras. She bestowed the Forgefather his Hammer, and is generally looked at as the head honcho Demon, though their hierarchy and rules aren’t fully known.

    2. Forgefather: This hearty guy handles the famous Delguon forge and was one of the earliest of the devout to be blessed. He often acts as the go-between the Queen Below and her worshippers. Less random cultist snack incidents that way.

    3. The Underchurch Reverend: The most fanatical of the cultists, the Reverend’s charisma is boundless as he deepens the faith of the broader Delguon community and convinces more and more of them to don the robes. He has almost no remorse that most of his recruits are immediately sacrificed.

The Auroxi

  • The Auroxi are a nomadic people who have built their civilization on the backs of colossal Divine Herdbeasts, which they revere as living gods. These mighty creatures carry entire cities upon their backs, with the Auroxi weaving (this is the first of many weaving puns strap in) their lives around these majestic beings.

    The Auroxi are intrinsically tied to the movements and health of their Herdbeasts. Each not only carries an entire Auroxi city on its back, but also provides them with magical fur out of which they weave magical bolts of fabric. These bolts are central to their culture, protection, and survival.

  • For centuries, the Auroxi have followed their divine Herdbeasts across the steppes, believing that these creatures were bestowed upon them by the gods. The bond between the Auroxi and their Herdbeasts is sacred, with each Herdbeast considered a living deity whose movements and behaviors are interpreted as divine will. Over time, Auroxi Herdsmen have mastered the art of guiding the Herdbeasts’ paths. While the beasts do not directly bend to the will of the Auroxi, they can be subtly guided.

    With the changing climate of Gudnak, the Herdbeasts have left the steppe for the first time in their history, seeking greener pastures to feed their nearly endless appetites. The Fateweavers of the Auroxi have predicted this conflict for generations and the Auroxi have prepared for war.

  • Auroxi culture is deeply intertwined with their Herdbeasts, both spiritually and practically. The Herdbeasts are central to Auroxi life, providing not only transportation and shelter but also the raw materials for their magical crafts. The Auroxi perform elaborate rituals to honor their Herdbeasts, and their daily lives revolve around the protection, care and worship of these magnificent creatures.

    1. Fateweavers: Revered figures within Auroxi society, Fateweavers are responsible for creating the Fatewoven Tapestry, an immensely powerful fabric that chronicles the path and predicts the future of the Auroxi people. This tapestry is consulted for guidance in times of uncertainty and is believed to be imbued with divine wisdom..

    2. Death Leapers: Heroic Auroxi fighters who defend their cities with unparalleled bravery. These warriors leap from the backs of the Herdbeasts, using wings made of magical fabric bolts to glide through the air and strike their enemies with deadly precision. They are the epitome of Auroxi valor and devotion and their position is sacred.

    3. Bolt Benders: Skilled warriors who can shape magical fabric into elemental weapons. These weapons harness the power of the elements, making the Bolt Benders formidable in both crafting and combat. Their creations are essential to the Auroxi’s defense and daily life.

    • “Bolts”: Weaving and utilizing magical fabric bolts for a variety of purposes, from crafting weapons to creating wings for flight. This also lets us make numerous puns – like “Lightning Bolt”

    • Predictions: Consulting the mystical tapestry to predict and influence future turns.

    • Defense: The Auroxi excel at defending their stronghold and the Gates square.

    • Mobile Stronghold: Unlike other Strongholds, the Auroxi Stronghold has legs. It is deployed onto the battlefield and can move around and even attack enemy fighters!

The Rotborn

  • The Rotborn are a bunch of weirdos that harnesses the power of decay to their advantage. Of all the not weird ones in Gudnak they are definitely the weird ones. But they are pragmatic! 

    Comprised of decaying amalgams called rotgolems, mushroom people known as fungoids, and the humanoid Sporefolk who care for them, the Rotborn thrive in the dying forests of Gudnak. Their green magical goo (currently unnamed) allows them to use decay to their advantage, commanding armies to do their bidding.

  • Centuries ago, the enigmatic Engineer foresaw the impending doom of the world of Gudnak using science and a careful measure of celestial bodies. Nobody believed her. So she shouted louder! Still, no response.

    In response, she developed a method to breathe life into the dead and rotting, which she knew would someday be prevalent. This scientific breakthrough gave rise to the Rotborn, a faction that she knew could endure Gudnak’s decline. The Engineer's vision of a world reborn through decay has since become the guiding principle of the Rotborn.

  • The Rotborn embrace decay as a natural part of life, seeing beauty and power in the cycle of death and rebirth. The Sporefolk, humanoid beings who tend to the rotgolems and fungoids, are devoted caretakers and devotees to the words of the Engineer. They view their role as a duty – they are the only ones who can ensure that life remains after the sun’s death.

    1. The Engineer: The enigmatic and reclusive creator of the Rotborn, who foresaw the end of the world and developed the reanimation fluid that gave life to the faction. His legacy and vision continue to guide the Rotborn.

    2. The Protean: A rotgolem said to be created by the Engineer herself, the protean is the ultimate personification of the rapid evolution that the Engineer believed would help her creations thrive. The Protean can take almost any shape necessary to ensure it gains an advantage on the battlefield.

    • Networked Constructs: The Rotborn can create intricate networks of underground mycelium and above ground spore colonies – linking them together to share power and enhance their abilities.

    • Power Drain: The Rotborn weaken their foes through the power of decay, emitting poisons and toxins to drain their vitality.

    • Reanimation: The Rotborn can use the enemy’s graveyard as a resource, stealing their abilities and power to buff their fighters.

    • Evolution: Many of the Rotborn can rapidly adapt to their situation, using abilities of enemy fighters against themselves.

The Marvorren

  • The Marvorren are a faction of all-female mermaid sea snakes who revere the moon goddess Lunia. Their underwater empire is now emboldened by the failing sun, believing now is the time to rise from the Tides to conquer Gudnak.

    The Marvorren inhabit the treacherous waters of the Fang Coast. Devoted to Lunia, the moon goddess, they draw transformation & magic from the lunar cycles, their powers waxing and waning with the phases of the moon. The Marvorren’s society is steeped in a deep connection to the tides, and they are governed by the serene yet formidable Empress Liara.

  • The Marvorren descend from a lost and forgotten empire. During the Shard Storm, a large meteor smashed into the middle of their city, burying its ruins beneath the water line. The only surviving part of the clifftop temples of the Lunia, who were staffed by an all female clergy.

    By Lunia’s grace the Priestesses adapted to their new underwater life. Still able to assume their human form until the moon

  • Life among the Marvorren is one of courtly grace and beastly thirst for revenge. Their society is a blend of ancient rituals and strategic cunning, with a deep reverence for Lunia. By the light of the full moon, they gather to perform ceremonies that honor their goddess as they transform into beasts, the personification of their anger towards the inhabitants of Gudnak.

    The Marvorren are also skilled in the arts of transformation and spycraft, sending out spies in human form that blend seamlessly into the upper echelons of surface societies.

    1. Empress Liara: The serene yet formidable ruler of the Marvorren, Liara commands from the Coral Throne with wisdom and a sharp wit. Her connection to Lunia is profound, allowing her to wield powerful lunar magic that can sway the tides and influence the moon’s light.

    2. Melponne, the Prima Sirena: The most prolific and revered singer of the Marvorren, Melponne commands great respect amongst her peers. She spends evenings luring unsuspecting Gudnakians to their deaths through the enchanting sounds of her voice.

  • The Marvorren introduce a unique blend of strategic depth and transformative power to Gudnak, featuring:

    • Transformation: Spies who can take human form and transform into sea monsters under the full moon.

    • Lunar Magic: Abilities that wax and wane with the lunar cycles, offering a dynamic and evolving playstyle.

    • Tide Control: Manipulating the battlefield with spells that control the tides and currents.

    • Songs: The Marvorren can sing haunting melodies that control the actions of opponents’ fighters.