top of page

Results found for empty search

  • 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.

  • Brigand | MadGuardian

    Back 12 brigand_Page_1 12 brigand_Page_2 12 brigand_Page_7 12 brigand_Page_1 1/7 Back

  • Scholar | MadGuardian

    Back 16 scholar_Page_01 16 scholar_Page_02 17 scholar pt2_Page_2 16 scholar_Page_01 1/12 Back

  • Ga-Taar | MadGuardian

    Back Ga-Taar The Ga-Taar are creatures born of the swamps and marshes, their scales slick with the dampness of their ancestral lands. Hulking and powerful, they are gator-like beings who possess a ferocity as untamable as the wilderness they inhabit. Their loyalty runs deep, as does their wrath, and their connection to the primal forces of water and earth gives them a resilience few can match. When the Ga-Taar march, the very ground trembles beneath their weight. The Ga-Taar are a group of humanoid, gator-like beings who dwell in marshlands and swamps, living in small communes typically made up of close family units of 10 to 20 members. Wary of outsiders, they are slow to trust anyone beyond their kin, but once that trust is earned, their loyalty is unbreakable. Standing at an average of 6 feet tall with bulky builds, stout snouts, and rough scales, the Ga-Taar's large tails provide them with excellent balance. Their scales come in a variety of colors, though green and orange are the most common. Adapted to life in the swamp, the Ga-Taar have a natural swim speed of 30 feet per turn. The Ga-Taar gain a +1 bonus to Strength and Constitution, speak the languages Merchant and Bestial, live up to 50 years, and have a movement speed of 30 feet. Tribe of Tooth cutter The hardened scales and razor-sharp teeth of the war-born Tooth Cutter clan make them a fearsome sight to behold. Much of their history remains shrouded in mystery to civilized nations, but what is known paints a picture of ferocity. The scaled warriors of the Tooth Cutter clan are aggressive, violent, and deeply wary of outsiders. They are, quite simply, dangerous. The Tooth Cutters find enjoyment in three things: the swamp they inhabit, the food they devour, and the prey they hunt for sport. Though their ways are primitive and rural, their battle techniques are anything but crude. They have mastered the art of overpowering foes larger than themselves, taking pride in their ability to crush stronger enemies—a mark of honor among their kind. Their society is divided into three castes: the Warrior, the Watcher, and the Wanderer. Warriors seek out and engage in battle, proving their strength and skill against formidable opponents. The Watchers, acting as leaders and strategists, guard the clan’s interests and remain vigilant against outside threats. The Wanderers are scouts and emissaries, sent beyond the swamps to observe the wider world and return with valuable knowledge or opportunities for the clan. Tribe of Barabret Barabret—what is known of this clan of the Ga-Taar is shrouded in mystery, whether by design or by sheer luck. These reptilian-scaled juggernauts are among the most cunning and vicious of their kind. Hailing from the tropical regions, their interactions with the outside world are limited. But to those who have encountered this elusive clan, they are known as massive, cunning, and fiercely loyal—creatures as dangerous as they are mysterious. The people of Heras know them as the Butchers of the Stormring Bay for their habit of snatching fishermen off their boats, leaving nothing but wreckage and fear in their wake. Their hunting methods are monstrous and relentless, but perhaps the most enigmatic aspect of the Barabret is their devotion to two deities: the God of Death and the Lord of the Hunt. The Barabret believe that the Lord of the Hunt was once a Ga-Taar warrior whose mastery of hunting and killing earned him a place at the right hand of the god Arapir. To them, every hunt is an offering, a ritual meant to gain the favor of their deities. The God of Death represents the inevitable end, while the Lord of the Hunt embodies the chase and the mastery over life and death. To make a kill in the name of the Lord is to earn his blessing, and the Barabret’s devotion to this practice makes them both feared and respected by those who know of them. Tribe of Gatheroot The Gatheroot tribe of Ga-Taar is the most well-known clan of the scaled bipedal lizards that inhabit the swampy regions near the more civilized areas of Gahiri. They have established largely peaceful interactions with their neighbors, engaging in trade and communication with the lands beyond their marshy home. The Gatheroot are known to trade rare herbs, swamp wood, and unique crafts, making them valuable partners to the surrounding regions. However, do not mistake their diplomacy for weakness. Beneath their civilized exterior lies a tribe of proud and powerful warriors, each as skilled in combat as they are in trade. The Gatheroot’s strength and discipline are legendary, and their warriors are adept at crushing skulls with their bare hands—proof that they are not to be underestimated. The tribe’s dual nature—a balance of peaceful trade and fierce combat—defines their place in the world. They honor their ancestors through rituals tied to the marshes, believing that the strength of their warriors is drawn from the deep roots and still waters of their homeland. Proud and vigilant, the Gatheroot stand as both defenders of their people and respected partners in the world beyond. Tribe of Serpentine The Serpentine is a well-known and nomadic clan of Ga-Taar. True to their name, they migrate with the changing seasons, seeking out the most suitable climates year-round. This lifestyle allows them to gather a wealth of diverse trade goods that attract the interest of other races. They are known for trading rare swamp herbs, exotic hides, and crafted tools made from the unique resources they encounter during their travels. However, their migratory nature has also made them targets for less civilized people of neighboring nations. As a result, the Serpentine have developed a wary and suspicious outlook toward outsiders. This distrust has led them to become highly vigilant, and they often take up arms as guards for their own convoys to protect their people and wares. To gain further experience or secure additional resources, many Serpentine Ga-Taar work as mercenaries or bodyguards for those in need of skilled protection. Fiercely loyal to those who employ them, they have built a reputation as reliable and steadfast warriors who adhere to a strict code of honor. In combat, they are swift and precise, using their knowledge of the land to gain the upper hand. The Serpentine’s nomadic life is not without its cultural richness. They observe seasonal festivals that mark the beginning and end of their migrations, celebrating their freedom and adaptability as they move between lands. For them, each journey is both a test of their survival skills and an opportunity to expand their wealth and influence, ever strengthening the bonds within their clan.

  • REVIEWS | MadGuardian

    Home Our Reviews from Google.

  • Poet | MadGuardian

    Back 15 poet_Page_01 15 poet_Page_02 15 poet_Page_10 15 poet_Page_01 1/10 Back

  • Species Lore (List) | MadGuardian

    Species Lore List Dwarf Read More Elf Read More Ga-Taar Read More Hillmin Read More Human Read More Kittine Read More Oni Read More Orc Read More Undersullen Read More

  • Armor and Arcana 1st edition Download | MadGuardian

    Armor & Arcana A Tactical Roleplaying Game Armor and Arcana is a fantasy Roleplaying Game focused around engaging and entertaining Combat and Roleplay. A Tactical Roleplaying Game Armor and Arcana is a fantasy Roleplaying Game focused around engaging and entertaining Combat and Roleplay.

  • Orc | MadGuardian

    Back Orc Orcs are the thundering heart of battle, each one born from the clash of iron and the roar of war drums. Their bodies are mountains of muscle, their tusks gleam in the firelight, and their ferocity is matched only by their unyielding spirit. But beneath their savage exteriors lies a deep connection to the primal forces of the world—Orcs understand the raw pulse of life and death, forging empires with blood and steel, yet always respecting the brutal balance of existence. Orcs are humanoids known for their bold tusks, powerful physiques, and widespread presence across the world. From small coastal villages to massive fortresses carved into mountains, Orcs are adaptable and proud people, celebrated for their martial prowess, steelworking, and diverse architectural styles that blend seamlessly into their surroundings. Orcs are proud of their accomplishments and do not shy away from displaying trophies of hunts or crafts they’ve made. It’s common to see bands of Orcs traveling in search of treasure, adventure, or prize game, while older Orcs tend to grow restless at home and venture out from time to time. Standing at an average of 6 feet 5 inches tall, with muscular builds and skin tones ranging from dark green to gray, Orcs have eyes in striking colors: black, blue, gold, red, or white. They are known for their incredible resilience in battle, possessing the ability to avoid death once per day by remaining at 1 Hit Point when reduced to 0. Orcs gain a +1 bonus to both Strength and Dexterity, speak the languages Merchant and Orach, have a lifespan of up to 150 years, and a movement speed of 30 feet. Empire of the Golden horn. Founded in the year 2200 of the 2nd Age out of the roaming tribes of orcs and goblins that inhabited the Golden Horn of the west coast of Dracodor, the Empire banded together first as a powerful war party called the Raiders of Uguk. They would raid local forts and villages for food and supplies until they had amassed enough resources to settle their own town. Once settled, they continued to set out on raids but now with a large, fortified, and well-fed base of operations. They consolidated power within the region, and soon when a raiding party took a village, they had enough manpower to claim it as their own instead of razing it and leaving. This began the shift from a kingdom toward an empire. Raiding parties were encouraged to take land and keep it if they could for the Boss. After years of this practice and many generations of bosses, the Raiders of Uguk had claimed most of the Golden Horn territory. At this point, the Boss, Valluk Greychalk, declared himself the first King of the Golden Horn and started the Greychalk Dynasty. After that, they began shipbuilding and sent raiding parties far and wide with the same standing order: any land you raid is land for the king. This led to many wars with almost every species and nation on Gahiri. But even if the wars led to devastating losses, the homeland of the Golden Horn is so remote that none have invaded, and thus the practice of “Ma’taluk” or King’s Land is still upheld. This is how the kingdom became a world-spanning empire. These days, the Empire trades just as much as it raids, as other nations have found that trading with the fort towns often leads to them not scheduling a raid at all. Orc steel is highly sought after, leading to trading hubs cropping up near orc strongholds quite often. This has led to a slight shift in culture over the years, as trading is much easier than fighting. But fighting on the new continents has shown that the Ma’taluk spirit is alive and well. The current Emperor, Geruk Greychalk IV, has set his sights on expanding into the heartland of the Dracodor Savannah to gain good ranching lands for his people.

  • Facebook
  • Twitter
  • YouTube
  • Instagram

©2026 by MadGuardian

bottom of page