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- Items (List) | MadGuardian
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- Shop Breakout Protocol Party Game | MadGuardian Terrain Sheets
Discover madguardian terrain sheets with Breakout Protocol, a thrilling party game. Get your madguardian terrain sheets today! Home Products for sale Breakout Protocol Breakout Protocol is a Deception based party game where one of the players is a monster looking to escape a destructing facility. The job of the other players is to find which of them is secretly the monster and prevent them from making it out of the facility, the only catch is everyone must find a keycard before time runs out or they will be entombed forever in the destroyed facility. Play as one of three roles The Monster and lie your way to victory by impersonating the other members of the team. Security and be the tough enforcer to go toe to toe with the hidden abomination. Scientist and use your knowledge of the facilities vast database to find helpful items for your team. Whomever you end up being enjoy the havoc and chaos of Breakout Protocol! 3-5 Players Check Breakout protocol! 12+
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Discover tabletop RPG terrain sheets and accessories at MadGuardian. Shop now for quality designs. 3D CAD & 3D Printing Custom 3D Modeling and 3D Printing Services. 3D modeling services Armor & Arcana Tactical Fantasy Role-Playing Game To Armor and Arcana TTRPG Accessories Quality PLA Tabletop kits and Tile Sets To Store Front Animations (Coming Soon) World on the Rim is in production. Stay tuned ! Now Available Buy Now Download
- 12-13 | MadGuardian
HOME HOME HOME HOME Level 1-3 Level 1-3 Level 4-6 Bestiary Bestiary home Level 1-3 Level 4-6 Level 7-9 Level 10-11 Level 12-13 Level 14-15
- Privacy Policy | MadGuardian
Privacy Policy RealColor Eyedropper is provided by MadGuardian. Camera access: The app uses the camera only to calculate an estimated sRGB color from the center of the live preview. Camera frames are processed transiently in memory. The app does not take photographs, record video, transmit camera data, or retain camera frames. Local data: Neutral-calibration values and hex colors you choose to save are stored only in the app’s private storage on your device. The app contains no advertising, analytics, account system, cloud sync, or network permission. Sharing: RealColor does not collect or share personal data with MadGuardian or third parties. Retention and deletion: Saved colors and calibration remain until you clear them here, clear the app’s storage in Android settings, or uninstall the app. Privacy inquiries: Contact MadGuardian through the public contact options at www.madguardian.com . Last updated: July 7, 2026.
- Armor and Arcana | MadGuardian
Join the Discord Gahiri the broken realm In the vast expanse of the Void, the gods shaped Gahiri, a small green and blue world set at the heart of creation. Encircled by two massive rings, Mythra and Inferna, Gahiri is watched over by the sun god, who orbited the world high in the sky. Beyond the rings, seven moons circle Gahiri, each one smaller, all connected as the realm of creation. Beyond the seven moons, at distances far enough to be forgotten, lies the edge of creation. The black of the night sky is not the absence of sunlight, but the heaving mass of uncountable Void creatures pressed against the Firmament, kept at bay only by the gods and their servants. Every second of every day, these beasts attempt to break through. When they succeed, the stars themselves rise to meet them in battle. Each twinkling point of light in the sky is a fallen scholar, ascended after death into the ranks of martyred warriors, forever tasked with fighting until the final days of creation. In this cradle of the gods, a great empire once rose to unimaginable heights. Its arcane mastery shaped reality itself, towering spires reached into the heavens, sending out bridges of power like the branches of trees to the distant moons. Beneath these shimmering towers, fertile lands and vast jungles were molded with precision, flourishing under the empire’s control. But this golden age was not to last. In a single moment, a calamity struck, and the empire vanished. Its secrets lost, its towers fell silent, Gahiri was plunged into a long dark age. For a megaannum, no great civilization rose to replace it, and the world lingered in ignorance and decay, as each species of creation was thrown back into a long stone age. Rebuilding with no knowledge of their former heights. Now, in the Third Age of the new civilizations, over sixteen thousand years since written history restarted, Gahiri is home to fledgling nations struggling to rediscover a potential they fail to realize they once lost. The human kingdoms, once unified under a single banner, now tear each other apart, endlessly warring over the Gonolith Peninsula. Like mongrels fighting over scraps, they bicker and battle, their strength spent in constant conflict, leaving them fractured and embattled. The elven kingdoms, once stewards of vast knowledge, have turned inward, hoarding their history. Ravaged by the Descendancy, they live in a perpetual state of defense, their walls high and their borders tightly closed, wary of the dangers that lie beyond. In stark contrast, the orc empire grows stronger by the day. Expanding across the southern plains, they claim fertile lands and territory with the iron fist of their emperor. Through force and conquest, they unite their people, solidifying their rule as they march across the land. In the Dracador Steppes, the Hillmin stand defiant. Though their culture is young, their villages hold firm, fending off the relentless attacks of the orcs and their goblin allies, united by the need to preserve their lands from conquest. The nomadic Kittine tribes, once part of human lands, have been driven out by superstition and fear. Roaming the wilderness, they search for a home, but remain forever on the move, exiled from the territories they once called theirs. From the northern islands, the Oni clans slowly expand, establishing small villages without the need for a central kingdom. They maintain a strong sense of unity through their shared culture and heritage, preserving their traditions even as they spread across new lands. In the eastern swamps, the Ga-Taar tribes bicker and fight among themselves, yet when united, they are a fearsome force. Their enemies know the strength they wield when their rivalries are set aside, for a unified Ga-Taar tribe is nearly unstoppable. Beneath the mountains of Dracador, a bitter war rages between the dwarves and the Undersullen. Locked in an unending struggle for the tunnels and resources beneath the earth, neither side is willing to cede an inch of territory, and their conflict grinds on without end. Now, in this Third Age, the world is poised on the edge of turmoil. The shadows of the past loom large, and as the civilizations of old falter and crumble, a new era dawns one where the beasts and monsters of Gahiri may rise to claim the world as their own. Adventurers of Gahiri What it means to be an Adventurer. In the world of Gahiri, those who seek danger for loot, fame, knowledge, or the simple thrill of discovery fall into one of two groups: Fools or Adventurers. You would be hard pressed to find a commoner who has not seen or hired an Adventurer at least once. They tackle the tasks others cannot or will not, and they have earned a reputation for being worth the coin. On Gahiri, Adventurers are professional problem solvers. You hire a mercenary to bash heads, a baker to make bread, and a tailor to sew silk, but when a problem resists every ordinary solution, you pray an Adventurer happens to pass through town. Despite their familiarity, Adventurers are far from uniform. Some are more morally questionable than a den of thieves, others cannot fight better than an old crone, and a few have the minds of river stones. Yet each carries some skill or talent that proves useful in the right moment. Simply put; Hero or villain, fool or genius, a town will hire any Adventurer who can get the job done. This wide range is also why so few live long. Many Adventurers end their journey only months after it begins, felled by bad luck, poor choices, or the simple reality that their work is dangerous for a reason. Adventurers exist because danger and death are more common than the storms of summer and must be met with swift solutions before they grow out of control. Armies and mercenaries cannot be everywhere, so where they cannot go or cannot respond in time, the Adventurer comes into their own. For this reason, most common folk view Adventurers with a mix of weary respect and cautious hope, though they offer far less respect to the young and ambitious than to the veterans who have seen more than most. For every old, weathered Adventurer, there are hundreds whose stories ended early. The few long-lived veterans are rare, often seen only once in a lifetime. They are grizzled, sharp, and terrifyingly competent. When one of them takes a job, the problem is resolved before the sun sets. They are living legends, reminders that although Adventurers often face tragic ends, the ones who survive are worth their weight in silver. Guidebook To Guide Your Adventures Into The World Core GuideBook Character Sheet Printable Fillable Classes Gear and Weapons Lore Potions Beastiary
- Oni | MadGuardian
Back Oni The Oni are the storm that brews in the heart of the northern seas, warriors as fearsome as they are honorable. With tusks like ivory daggers and eyes burning with the fires of ancient codes, they sail from their island homes, bringing swift justice or brutal conquest. Their raids are legendary, but so too is their loyalty to the traditions of their ancestors. Beneath the savage exterior of an Oni beats a heart bound by oaths older than kingdoms, and when they fight, they fight with the fury of the gods themselves. High in the mountains of every continent, the Oni live in scattered yet grand communities. Descendants of ancient beings from the Outer Void, their appearance often earns them the labels of demons, fiends, or devils. Oni are easily recognized by their red or gray skin, black eyes with red pupils, and long tusks. Some possess a third eye in the center of their forehead, while all Oni have horns of varying lengths growing from their heads. Standing at an impressive average height of 7 feet, both male and female Oni are towering figures. Despite their fearsome appearance, Oni culture is rich and refined. While many Oni leave their mountain villages to become warriors for hire in the lowlands, those who remain are known for creating beautiful works of art and pottery, which are the chief exports of their tribes. Oni are also born with a small spark of Mana, a legacy from their Void ancestry, allowing them to cast the spell Hallow once per day without expending Mana. They gain a +1 bonus to Constitution and Intellect, speak the languages Merchant and Void, have a lifespan of 120 years, and a movement speed of 30 feet. Clan of Gerra Hailing from Pannik Isle, the largest of the Nittok island group, the origins of the Oni have been lost to time. As far back as anyone can remember, the Gerra clan has held settlements on the island. Known for their martial prowess, especially in archery and infiltration, Clan Gerra had, by the time of the Elven Descendancy in the year 900 of the First Age, established itself as a respected mercenary force—costly, but worth every coin. This reputation led the Duchy of Hollowthorne to employ a great number of them to aid Valhare in its time of need. The Oni war bands proved invaluable, and those who returned were honored and rewarded with riches for representing Pannik Isle with such skill and valor. Years after the Descendancy, Clan Gerra became known as the great unifiers of the five Oni clans, bringing all the islands under the leadership of their War Chief, Osha. This unification was achieved to initiate a campaign called the Sacred Landfall in the year 2210 of the Second Age. The aim was to claim the now-empty lands west of Hollowthorne. However, their ambitions clashed with those of the Golden Horn orcs, who had the same plan in the same year. A day after the Oni made landfall on the Crag Peninsula, west of Hollowthorne and north of Jagg Bay, they were met by the orc legions. Though the Oni fought fiercely, they were outnumbered ten to one and were eventually forced to retreat into the surf. The Oni warriors turned the waters red with battle, but they lost both land and lives in the attempt. It was the single greatest defeat of any Oni clan, and it marked the first time all the clans had fought as one. The bitterness of this loss ran deep. The unified alliance of the Oni clans fractured before they even returned home, and they have fought separately ever since. Clan of Mekar The Sword Lords of Rannik Island, the largest of the Nittok Island group, are famed for their hot springs and their strict codes of the blade. These warriors are celebrated for their raiding seasons, during which they sail to the continent and wage swift, calculated warfare against strong and wealthy opponents. True to their code, they refuse to sully their honor by engaging weaker foes, preferring only to challenge and conquer the worthy. During their war against the Golden Horn, the Sword Lords distinguished themselves with unparalleled ferocity and precision, surpassing even the strength and savagery of the orc horde. Their reputation became so legendary that even the orcs spoke of the Mekar ships crashing onto shores, with Oni warriors pouring into their ranks, striking with rapid precision and brutal efficiency. However, after the disaster of the Sacred Landfall campaign, they retreated to their island, returning to their old ways, upholding their traditions, and continuing their relentless pursuit of worthy battles. Clan of Kalla Renowned as expert hunters and masterful trappers, the Clan of Kalla resides in tightly knit coastal villages scattered along the rugged shores of their island, Derik. These settlements, often adorned with vibrant banners and the fragrant aromas of smoked meats, are bastions of community and tradition. The heart of their island is a verdant sanctuary, a protected expanse of rolling hills and dense forests, where wild boars roam freely. This reserve is meticulously maintained, ensuring a sustainable and thriving population of boars for both sport and sustenance. The boar hunts of Clan Kalla are legendary, not merely for their skill and precision but for the rich cultural traditions they embody. Central to their way of life is the coming-of-age ceremony, marking the transition of young Oni into adulthood. When an Oni turns 16, they are given a single spear and simple clothing before being sent deep into the forest. Their task is to seek out an old boar, one whose time is near, and grant it a final, glorious fight. This ritual honors the elder ways, symbolizing their passage and the dignity of age, as the young hunter takes their place as a mature member of the clan. After the hunt, the young Oni must cook the boar’s meat over an open fire, savoring the moment of self-reliance and respect for the life they have taken. They then fashion the hide into a headdress, a tangible mark of their accomplishment and transformation. Only upon returning to the village with the headdress may they be recognized as an adult. These headdresses, often personalized with intricate carvings or symbols, are worn with pride, serving as a reminder of the Oni's journey and the values of the clan. The meat of these hunts, whether from ritual or sport, is widely celebrated. Spiced and cooked to perfection using closely guarded family recipes, Kalla boar meat is a delicacy sought after by neighboring island clans and distant traders alike. It is said that the meat carries not just exquisite flavor, but also the essence of Kalla's rich cultural heritage. Despite their prowess with bow and spear, Clan Kalla seldom engage in warfare or offer their skills as mercenaries. They hold a deep respect for life and see violence as a last resort. Instead, they pride themselves on their skills in honorable hunts, their culinary artistry, and their ability to mediate disputes through diplomacy and trade. When conflict does arise, the clan's warriors fight with the same precision and strategy that defines their hunts, using the terrain to their advantage and minimizing unnecessary bloodshed. To outsiders, the people of Clan Kalla may seem insular, but their hospitality is unmatched for those who respect their ways. Guests invited to partake in a Kalla feast will find themselves treated to a banquet of flavors and traditions, often including tales of great hunts told around roaring hearths. Through their unique blend of tradition, diplomacy, and artistry, the Clan of Kalla has established itself not just as a community of hunters but as stewards of their island and ambassadors of their way of life. Clan of Ita Hailing from the scattered islands of Haook, the Ita are not known for martial prowess or sailing but instead for their craftsmanship. They produce masterwork gear from swords and bows to plate armor so finely forged it feels pounds lighter to wear. The Ita pride themselves on creating works of practical art. It is a coming of age ritual for each youth to craft something useful for the clan before being considered an adult. Many of these creations are displayed with pride in the clan’s great hall to showcase the gifted craftsmen they raise. Though the Ita did participate in the Sacred Landfall campaign, it was primarily as suppliers and quartermasters. Few Ita clansmen entered the battle itself, as they believed the entire endeavor was foolish from the start. They made this sentiment known loudly after its failure, which led to great animosity from Clan Gerra. In recent times, the Ita have become known as coastal traders, supplying the Golden Horn and Hollowthorne with fine goods and art. Clan of Vash While all Oni clans possess a deep understanding of shipbuilding, a necessity for island life. Clan Vash has elevated it to an art form. Their shipyards are renowned across the islands, producing low, wide ships powered by powerful oars and triangular sails, with robust decks capable of mounting multiple ballistae. These vessels are prized for their versatility, serving as both formidable merchant ships and reliable naval vessels. Clan Vash’s ships have become vital to the Golden Horn navy and are a common sight along the Morang coast, trading goods with distant shores. At the heart of Clan Vash’s success lies the Vul family, a dynasty of wealthy merchants who rose to power generations ago. Through shrewd dealings and strategic alliances, the Vul family ratified laws that cemented their position as the ruling authority of the clan. Their leadership is pragmatic and focused on economic prosperity, often prioritizing trade and innovation over the spiritual and traditional values held by other Oni clans. Despite their reputation for pragmatism, Clan Vash maintains a code of fair dealings and respect for a fair fight. However, their interpretation of these values is less rigid and more adaptable to the realities of their mercantile focus. This has allowed them to build strong relationships with the Elves and Orcs, who value their craftsmanship and trade goods. Conversely, Clan Vash avoids human waters, preferring to steer clear of potential conflicts, and they harbor a deep fear of the Ga-Taar, whose ferocity and unpredictability pose a constant threat to their ships. The cultural identity of Clan Vash is less steeped in tradition than their peers. While they respect the Oni’s shared heritage, they have embraced a more modern and secular way of life, often forgoing rituals and spiritual practices in favor of pragmatic policies and technological advancements. Among other Oni clans, this divergence has earned them a mixed reputation. Some admire their ingenuity and success, while others view them with disdain for what they see as a lack of honor and nobility. Regardless of their critics, Clan Vash has proven indispensable. Their ships are unmatched in quality and reliability, and their trading network brings prosperity not only to their clan but to the wider Oni world. As the saying goes, “A Vash ship speaks for itself,” a testament to the clan’s enduring influence and legacy.
- Hunter | MadGuardian
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- Undersullen | MadGuardian
Back Undersullen The Undersullen are creatures of the deep, forged in the shadows beneath the mountains. Their horns curl like a crown of darkness, and their skin bears the scars of their long, subterranean war for survival. They are the forsaken, the cursed—yet in their eyes burns a defiant flame, a will that refuses to be extinguished. The Undersullen walk a thin line between madness and brilliance, their every step a dance with the forgotten horrors that lurk beneath the surface of the world. The Undersullen dwell in the vast caverns that lace the world, constantly embroiled in trade disputes and strife with the Dwarves. Though their fierce appearance—with one or two sets of horns atop their heads and glowing eyes—can send the unprepared fleeing, these stalwart folk are much more than their looks suggest. Undersullen are excellent merchants, renowned for their mastery of spider silk and gem trades. They hold verbal agreements as law and never back out of a deal without proper payment, even if it causes tension with others. As avid travelers and merchants, Undersullen can be found in cities across the world, selling goods, protecting traders, or simply passing through. Standing at an average of 5 feet 9 inches tall, with sturdy builds, their horns vary in size, and their eyes glow red, blue, or gold. Their skin reflects the earth they dwell within, ranging in shades of blue, purple, black, or gold. Their innate connection to the dark grants them the ability to see perfectly in darkness, unless it is magically obscured. Undersullen gain a +1 bonus to Dexterity and Charm, speak the languages Merchant and Void, have a lifespan of 250 years, and a movement speed of 30 feet. Kingdom of Anavar Known as the Golden Kingdom, Anavar sits as the deepest settlement in the Dracador Range, with miles upon miles of earth separating it from the sun. In these depths, the Undersullen have built towering cities adorned with the gold and silver they mine. The palaces of their capital, Angora, are carved from volcanic black stone laced with glittering gold. Having existed as a kingdom as old as any Elven nation, they have established powerful merchant dynasties. These guilds mine, refine, and transport gems, iron, silver, and gold to the Kingdom of Bellator, where they sell these treasures at fair prices. While Queen Vala Zerith has the final say in all state affairs and military matters, the ten guild families have the power to cast votes that can influence her decisions. Anavar uses its immense wealth to hire massive armies of mercenaries from the Kingdom of Bellator for its defense. Many of the guild families have intermarried with Bellator's noble houses, including its generals and chief advisors, making Bellator an unofficial vassal to its much larger and wealthier neighbor Kingdom of Bellator The Kingdom of Bellator is a realm built on deals and craftsmanship. They mine what they can, buy what they cannot, and pride themselves on producing both fine warriors and exceptional goods. Though they cannot match their dwarven neighbors in sheer output, they strive to surpass them in quality. Every sword, shield, and breastplate forged in Bellator is crafted with the precision and care of an oil painting; nothing less than “well-smithed” leaves their forges. This high standard of quality makes Bellator’s crafted items valuable, and as a result, its smiths, chefs, and merchants enjoy a life of luxury. The guilds maintain steady trade with wealthy foreign powers, including elven and human nobles, as well as the Kingdom of Anavar to the south. However, the high price of these goods has led to economic disparity. Laborers and miners, unable to afford the expensive food and items produced by their own kingdom, often embark on dangerous journeys into the untamed lower caverns to find food and resources. Skilled soldiers who are not hired as guards for the guilds and the royal family frequently seek fortunes as mercenaries, often taking contracts in Anavar. Many among the lower class believe that this disparity is part of a deliberate scheme by the Kingdom of Anavar to weaken Bellator, hoping to make them willingly accept vassalization as their society crumbles from the ground up. Meanwhile, the upper class, particularly those holding guild leadership positions, view this situation as simply the price of doing business.
- Beastiary | MadGuardian
HOME HOME HOME HOME Level 1-3 Level 1-3 Level 4-6 Bestiary Back Level 1-3 Level 4-6 Level 7-9 Level 10-11 Level 12-13 Level 14-15 Recommended Level 1-3 Recommended Level 4-6 Recommended Level 7-9 Recommended Level 10-11 Recommended Level 12-13 Recommended Level 14-15
- Elf | MadGuardian
Back Elf The Elves of the cold pine forests are as sturdy and enduring as the towering trees that shelter them. In this harsh, frost-kissed wilderness, they have learned to wield nature with a deep understanding of its ebb and flow—an intricate dance of give and take. These Elves are not the fragile figures of myth, but hearty and strong, their bodies honed by the relentless seasons. They move through the woods like shadows, their senses sharp, in tune with the whispers of the forest and the quiet strength of the earth. To them, nature is a partner, both fierce and nurturing, and they draw power from the deep roots and cold winds. Their resilience is matched only by their wisdom, as they use the cycles of the forest to survive and thrive, ever balanced between life and death, creation and destruction. Found within the Cold pine forests of the north, Elves are a proud and graceful people, celebrated for their skills in brewing and woodworking. Their craftsmanship is put to good use in their world-renowned treetop fort cities, which stretch for miles within the canopies of great forests. Innately magical, Elves find magic to be a natural extension of themselves, leading to an unusually high number of wizards among their ranks. This also results in the creation of a wide variety of magical trinkets, which often find their way across the world. Elves are known to travel widely, especially after surpassing a century of life. Whether driven by boredom or the desire for new purpose, many seek to explore the world beyond their woodland homes. On average, Elves stand 5 feet 5 inches tall with lean builds. Their magical nature allows them to resist the effects of sleep spells and poisons, granting them Advantage when making checks against these effects. Elves gain a +1 bonus to Intellect and Dexterity, speak the languages Merchant and Elven, live up to 800 years, and have a movement speed of 30 feet. Conclave of Valhare The Valhare Elves founded their conclave in the year 986 of the First Age, after the former Kingdom of Valhare who had stood since the year 5 of the first age, was brought to its knees by The Descendancy. Following the loss of much of its population and major cities, the kingdom crumbled under the strain of rebuilding, quickly falling into anarchy. In response, a group of scholars—each representing one of the gods—gathered the remaining noble families and offered to use the gods’ wisdom to guide their people through this time of strife. The nobles agreed, and the Council of the Heavens was established. In the years that followed, the anarchy was quelled, and any use of dark arts such as necromancy or void research was forbidden under penalty of death. Though these harsh measures faced heavy protest from certain magical institutions, they provided the stability needed to lift the Conclave from collapse. Today, the Council focuses on gathering lost knowledge and has founded the College of Scholars to train and house new scholars, providing them with the resources to combat the darkness. While some still bemoan the diminished power of the noble families, many have grown comfortable under the stability and protection the Council provides. Kingdom of Ravenmeyer Ravenmeyer was founded as a scattered nation of petty noble houses and interconnected villages during the year 500 of the First Age. Over time, it grew to establish a robust farming and ranching economy, thanks in part to its warmer climate compared to other elven regions. This favorable environment allowed the kingdom to develop a stable agricultural base, Unlike the hunting based lifestyle of the North. During the Descendancy, Ravenmeyer was not directly attacked by the demon horde. However, it faced significant challenges as the majority of refugees from Valhare fled south into the more open and sparsely populated lands of Ravenmeyer. Practically overnight, the kingdom’s armies were stretched thin, not to fight demons but to manage and control the influx of desperate and displaced travelers who began raiding villages for food. This crisis nearly led to a civil war among the noble houses as they debated how best to handle the situation. Fortunately, the kingdom’s leaders devised a solution before conflict could escalate. They organized a plan to patrol the borders and direct refugees into the most unpopulated regions of the kingdom, providing them with supplies and a small contingent of mercenaries for protection. By offering new homes to the refugees, Ravenmeyer was able to expand its territory, quickly claiming the marchlands and wilderness. While this was not a perfect solution, it prevented further unrest and, over time, strengthened the kingdom. After the end of the Descendancy, Ravenmeyer emerged as the single most populous elven kingdom on the Aether Peninsula. With the influx of so many Valhare Elves, the culture of Ravenmeyer evolved into a melting pot of traditions and crafting styles. Although Ravenmeyer elves still hold all positions of power, from the High King to the lesser Jarls, far to the west of the capital one finds meshed families of Valhare and Ravenmeyer heritage, commonly referred to as “Valmeyer” elves. These Valmeyer elves embrace both the northern spirit of individuality and survival in a harsh environment and the southern focus on cultivation and future-building. This blend has produced some of the most talented wizards in the kingdom. Duchy of Hollowthorne The Elves of the Sorrow Deep founded their kingdom, Sorrowmyer, during the year 103 of the First Age. This small realm clung to the edges of the Adurn Mountains, where they mined and crafted works of stone and steel to trade with neighboring lands to the south and east. Eager to prove their worth and with aspirations of grandeur, Sorrowmyer harbored ambitions of expanding its territory. In the year 650 of the First Age, Sorrowmyer declared war on Valhare, claiming the de jure right to rule the elves of Sorrow Deep culture living under Valhare noble rule. According to Sorrowmyer, these kin should rightfully be under their governance. However, Valhare did not take kindly to this declaration, as the contested lands east of the Adurn Pass held significant cultural and religious importance, serving as pilgrimage sites for many Valhare elves. Confident in their military prowess, Sorrowmyer pressed the claim, and soon blood was spilled. Valhare, previously known for its woodworking and exquisite leather hides rather than its warriors, shattered that perception during the conflict. At first, Sorrowmyer saw success, quickly pushing through the Adurn Pass and claiming territory within days. Villages that refused to accept the new governance were put to the sword, while others fled. After nearly a week of minimal opposition, Sorrowmyer’s forces settled in to secure their gains and ride out the coming winter. However, before they could gather the necessary provisions, fire rained down from the sky, throwing their ranks into chaos. Although Valhare was not renowned for its warriors, it possessed a formidable force of wizards. Within days, Sorrowmyer’s forces were harried by magical barrages and relentless chases led by Valhare's scouting wizards. Exhausted and demoralized, the Sorrowmyer army was in disarray by the time the Valhare army arrived to launch its counteroffensive. The war was over shortly thereafter. Sorrowmyer was dissolved and reduced to a duchy—The Duchy of Hollowthorne—named after its founding family. The once-ambitious kingdom became a vassal of Valhare. During the Descendancy, Hollowthorne was gravely weakened. Cut off from Valhare’s aid and unwilling to allow Valmere troops onto their soil, the duchy faced a second contingent of demons alone. The ensuing battles forced the elves to abandon much of their land, retreating deeper into the mountains and narrow passes—the very terrain that had once been their economic lifeblood. They survived as a sliver of their former society, spending the subsequent decades slowly rebuilding and repopulating their marches. To this day, the Duchy of Hollowthorne remains an isolated and mist-shrouded realm, haunted by myths and shadows. Its once-prosperous lands are now quiet, filled with the remnants of a war-torn past and the echoes of lost glory. Kingdom of Velmere The Kingdom of Velmere is the oldest elven realm, founded well before recorded history, predating even the First Age. It is the cradle from which elves spread, establishing colonies that would eventually gain their independence. Velmere has safeguarded the records of elven society through the ages, storing them within the grand library of Vanderul, the largest collection of tomes, scrolls, and histories in the known world. Velmere rarely extends beyond its borders except in times of extreme crisis. Queen Feran Velmyr, the ruler of Velmere, believes there is no reason to meddle in the affairs of the outside world. Isolated and secure, the kingdom is protected by the Dracador and Adurn Mountains to the east and the high plains to the south. Velmere's society is ancient and refined, home to experts in all fields—war, arts, and magic—who serve as both council and keepers of elven traditions. During the Descendancy, Velmere remained unaffected by the demonic invasion, as its lands were too distant from the conflict. Although they offered aid to Hollowthorne, their assistance was declined. As a result, Velmere maintained its borders and welcomed refugees as one would welcome long-lost family members. In the aftermath of the war, Velmere provided food and resources to other elven kingdoms without demanding repayment—an act of kinship and solidarity. Since those days, Velmere has become a stagnant point in history, rarely changing or influencing the world beyond its borders. This has led to mixed perceptions of the kingdom. Some honor it as the “Kingdom of the Elders,” respecting its wisdom and knowledge. Others, however, mockingly refer to it as the “Frail Old Man,” criticizing its reluctance to adapt or engage with the wider world. The Descendancy In the days when the current nations were but distant aspirations and the Elven kingdoms were just beginning to form their grand civilization, Gahiri was struck by a second tragedy, an event later known as the Descendancy. In the year 900 of the First Age, reports surfaced of a massive wildfire in the northern reaches of the Kingdom of Valhare. Scouts were sent to investigate, but none returned. For weeks, every attempt to gather intelligence failed, until finally, a lone injured scout made it back. The scout brought grim news: a large force of red-skinned creatures had attacked on sight, using the wounded and dead in dark rituals to create more of their kind. The scout narrowly escaped, revealing that the creatures had arrived on the northern coast, sailing on rafts made of ice and bone. Scholars soon identified these invaders as demons, returning from an ancient exile to unleash their fury upon the land. Valhare urgently sought aid from its neighbors. Ravenmeyer and Valmere responded with modest contingents of soldiers and wizards, assuming it was only a small band of rogue fae. However, their forces proved inexperienced. Meanwhile, Hallowthorne hired a group of Oni mercenaries from the Nittok Islands to bolster Valhare’s defenses. Though the overall response was less than Valhare had hoped for, they rallied their forces nonetheless. During the Time of the Descendancy, entire forests were burned to ash, including the treetop cities of Velostrina, Druvolka, and Myreshka—three cities that had stood for over a thousand years, untouched by strife, now laid to ruin within three months of the invasion. The destruction of these cities crippled the ability to harvest lumber, heat homes, and produce ale, while driving many Elves far to the south, leaving the northern reaches a desolate wasteland. Yet, the fall of Velostrina would unknowingly bring a boon. In the aftermath of its destruction, a hero, now renowned far and wide, began his journey northward to join the fight. An elf hero named Leon Pinrick had been living quietly in Radomirsk, helping his wife run a bar, when news of Velostrina's utter devastation reached him. Velostrina, his parents’ home, was gone. Upon hearing this, Leon left his life behind and set out for the frontlines. Later described as a quiet mountain of a man, Leon simply walked into a battle forty miles south of Myreshka. The Valhare army and the Oni mercenaries had been slowly retreating, holding off the demon horde to give refugees time to escape from the deep snow into open land. It is said that Leon walked past the fleeing refugees, past the Elven and Oni defenders, wearing only a bearskin tunic and carrying nothing but his empty hands. His face was filled with an expression of anger and wrath, a fury said to rival that of the most ancient dragons. Without a word, Leon charged a greater demon, plunging his fist deep into the beast. The blow stunned the demon, and Leon, cold and focused, climbed it like one would climb a tall pine. He ripped a horn from its head and wielded it as a club. Silent as the wind, Leon let out no battle cry. He leaped into the fray, carving a path through the horde that the defenders quickly took advantage of, following the stoic elf as he relentlessly pushed against the demons. For a day and a half, the battle raged, but for the first time, the demons were halted, then pushed back north. This battle would become known as Pinrick’s Charge, though Leon cared little for such titles. Once the demon horde had been routed, he paused only long enough to wash the gore from his body, eat, and offer the army a curt "Well done." Then, without ceremony, he walked off in pursuit of the fleeing horde. After that day, the armies learned to follow the "Mad Elf," using his fury to gain footholds against the demonic forces. They could not order him, nor could they stop him, but they used his devastation as a farmer might use wildfire to purge a blight from a field. Leon fought with relentless fury, pushing the demon horde further north until their backs were against the ocean. Desperate for victory, the demons forged a dark pact with creatures from beyond creation—Void Beasts, born from the chaos outside the world’s borders. This unholy alliance brought forth a new terror, and the sky itself trembled as Void creatures tore into Gahiri, summoned by demonic magic. The war had reached its breaking point. In the largest battle of the war, Leon fought side by side with the Elves and Oni, facing the demons' strongest champions alongside these Void horrors. The land itself seemed to weep under the weight of such destruction. Then, without warning, the sun vanished from the sky. Darkness engulfed the battlefield, but as despair began to creep into the hearts of the defenders, a radiant figure appeared high above them—the Sun God, manifesting as an avatar for the first time in living memory. His presence was a blazing halo of power, his voice thundering across the land yet calm as the rising dawn. He declared that the demons had committed the greatest betrayal against all living things by tearing rifts in the very fabric of creation, allowing the Void to bleed into the world. For this crime, their punishment was decreed: complete and eternal banishment. At those words, the second ring, Inferna, appeared in the sky. First, a boiling sliver of fire, it grew and grew until it became the iron and flame-laden strata known today. With divine power, the Sun God forced the demons into exile. One by one, they were torn from Gahiri and banished to Inferna, their prison for all eternity. The demons' reign of terror ended that day, their forces erased from Gahiri, and the Void creatures banished back beyond the stars. Leon, though scarred from the battles, stood among the victorious, silent as ever. The legend of his wrath would spread far and wide, but the story of the Sun God’s intervention would become myth, a tale of how divine justice reshaped the heavens and locked the demon kin away until the end of days. After that day, the Elves withdrew to lick their wounds, many of their people dead, and countless cities erased from the world. They needed time to recover, and while Elves live long lives, many still remember this event as a distant memory. Yet after that fateful battle, Leon Pinrick was never seen again. He gave a final nod to the friends and allies who had followed him and walked back into the forest toward the south. The Hero of the Descendancy left as quietly as he had appeared, as though sent by the forest itself to defend the world, or so the legend would one day say.
- Hillmin | MadGuardian
The Hillmin are a rugged goblinoid people who dwell across the western steppes and deserts of Dracador, forming a resilient frontier civilization. Though descended from goblins, they have evolved into a distinct and independent species — hardy, communal, and fiercely territorial. Back Hillmin Hillmin, stout and steadfast, are the guardians of the wild steppes. They live close to the land, their skin kissed by the sun and their hearts as open as the endless horizon. They are a people of rugged endurance, who take pride in their simple, yet profound, connection to nature. With a spirit unyielding as the hills they call home, they ride across the plains with the swiftness of the wind, defending their herds and their lands with the loyalty of a mountain wolf. Out on the expansive savanna plains, the Hillmin thrive as small, rough, and stout goblinoid people, renowned for their skills in cattle ranching and blood sports. Living in large towns among their kin, Hillmin have built extensive networks of taverns and arenas to cater to their off-duty needs, allowing them to fully focus on their primary industry during the day: meat production. Descendants of nomadic goblins, the Hillmin have settled into a more grounded way of life, exchanging raiding for labor, and becoming sturdier and broader as a result. Standing at an average height of 4 feet 2 inches, with leaf-green skin and yellow eyes, the Hillmin are built for labor rather than hunting. Their smaller size and sharp instincts give them a distinct advantage in combat, allowing them to leave contested spaces without suffering the usual movement penalties, once per combat. Hillmin gain a +1 bonus to Strength and Wisdom, speak the languages Merchant and Goblin, have a lifespan of 45 years, and a movement speed of 25 feet. Combined Village of Bull creek. Formed in the year 2280 of the 2nd age to combat the expansion of the Empire of the Golden Horn. Formed out of over 200 separate settlements from hamlets to Large towns, The First Combined Council of Bull Creek was composed of the most experienced Hillmin Raiders, Heads of the Ranches, and the Largests Settlements mayors. These Hillmin created the Combined Village of Bull creek, A protection pact that should any Village, Town or other Settlement come under attack that the surrounding settlements would rally the forces they had and send them to help. Acting as though they were one village for the safety of their whole area, this treaty was put to the test not one month later when a small village came under siege by the Golden horn and the signal was given, flags were raised and for the first time the Hillmin as one went to war. Not expecting an Army from the rear and certainly not multiple from different sides of the city, the raiding force of the Golden horn was caught off guard by the Bull Creek Cavalry Charge. The fighting was brutal but by the break of dawn the raiders had been forced back and the village was relieved. From then on it was official, these settlements no longer stood alone. They were a Combined village, the Village of Bull creek. Bull Creek has since stood as a combined village for centuries, weathering many harsh invasions and eventually pushing them out. Even slowly expanding over the years to include more settlements. The leaders change like the winds and the economy is rather isolated due to the remote nature of the nation with its only trading partners being the other Hillmin nations it's spawned and the local Goblin tribes. But it is a chief exporter of high quality beef if you can make the trip. Combined Village of Hamerhall Formed in the year 2405 of the 2nd Age out of an exploratory expedition sent from Bull Creek, the goal of the expedition was to find and claim veins of iron, coal, and copper for use by the Bull Creek settlements in their battle against the ever-increasing attacks from the Golden Horn. The expedition managed to find small deposits of each resource deep within the rocky Dracadorian Desert. After laying the foundations, they discovered a few more resources, and the Auroch they brought with them quickly adapted to the short, rough grass of the region, steadily growing in number. After about a decade, as the pressure from the Golden Horn on Bull Creek lessened, five settlements had been formed under the banner of the original Hamerhall expedition. Each settlement was established as new pockets of iron, coal, or patches of grass were found. In modern times, Hamerhall's biggest issue is the ever-present threat of livestock poaching by the Goblin tribes of the Western jungle. The region’s meat supply is so plentiful that Goblin tribes are willing to make the month-long journey from the jungle into the desert just for the chance to steal a herd. This constant threat has led to the rise of the Hamerhall Lancers, a band of mercenaries who ride Auroch and wield lances twice as tall as the Hillmin who carry them. Fast and effective, the Lancers are skilled at routing Goblin raiders before they can lay eyes on a ranch. Paid well in both meat and gold by the settlements they protect, joining the Lancers is considered the quickest path to living the good life in Hamerhall. Combined Village of Hog’s hill Formed in the year 2410 of the 2nd Age as a rest stop between Bull Creek and Hamerhall, Hog’s Hill has grown into a bustling hub for gathering supplies, information, and indulging in a fair amount of gambling—much of which revolves around the town’s famous arena fights—before venturing further into the Dracadorian Desert. Located at the edge where scrubland fades into rocky desert, Hog’s Hill is the only Combined Village that doesn't quite fit the name, as it has developed into a single large village, almost resembling a small city. The settlement grew as travelers broke down and stayed to make money for repairs, or as merchants decided to set up shop along the well-traveled road. This has transformed Hog’s Hill into not only one of the largest Hillmin settlements but also the most diverse, with a high number of non-Hillmin settlers. It is not uncommon to find Elves, Dwarves, and even Undersullen living among the local Hillmin. This diversity has allowed Hog’s Hill to boast the widest and most exotic collection of wares in the region. Whether you're looking for a rare mount, gambling on a high-stakes arena fight, or planning to wager away a fortune, Hog’s Hill is your destination.


