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Gudnak

The World of Gudnak

The Lore Bible

“The sun is dying. Nobody is handling it particularly well.”

Overview

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.

Welcome to Gudnak

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.

Tone

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.

Humor

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

Storytelling

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. 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. 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.

The Refractory

Faction

The Refractory

Overview

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).

History

When the Elven kingdom fell, 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.

Culture

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.

Notable Characters

Elenor

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

Lord High Inquisitor

The enigmatic leader of the Dark Inquisition, shrouded in mystery and overseeing the rooting out of heresy across Gudnak.

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.

Shardsworn Alliance

Faction

Shardsworn Alliance

Overview

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 fantasy's formidable creatures. Orcs, goblins, elves, ogres, and even the last living centaur call this faction home.

History

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.

Culture

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

Notable Characters

Valkyrie, the Elven Scion

A descendant of the royal elven bloodline that defeated the Everking. She walks with regal grace, commanding both respect and warmth.

The Shard Dragon

A majestic and fearsome entity that holds loose control over the Alliance. Its immense power is matched only by its unpredictable nature.

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.

The Gloaming

Faction

The Gloaming

Overview

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.

History

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.

Culture

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 stubbornness 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.

Notable Characters

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.

The Veiled Queen

The enigmatic and oddly charming consort of the Everking. The true power behind the throne.

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.

Delguon

Faction

Delguon

Overview

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.

History

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.

Culture

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 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).

Notable Characters

Naz'brussik (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.

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.

The Underchurch Reverend

The most fanatical of the cultists. His charisma is boundless as he deepens the faith of the broader Delguon community. He has almost no remorse that most of his recruits are immediately sacrificed.

The Auroxi

Faction

The Auroxi

Overview

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.

History

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.

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.

Culture

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.

Notable Characters

Fateweavers

Revered figures who create the Fatewoven Tapestry, an immensely powerful fabric that chronicles the path and predicts the future of the Auroxi people.

Death Leapers

Heroic fighters who 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.

Bolt Benders

Skilled warriors who can shape magical fabric into elemental weapons. Their creations are essential to the Auroxi's defense and daily life.

The Rotborn

Faction

The Rotborn

Overview

The Rotborn are a bunch of weirdos that harness 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.

History

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.

Culture

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.

Notable Characters

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.

The Protean

A rotgolem said to be created by the Engineer herself, the Protean is the ultimate personification of rapid evolution. It can take almost any shape necessary to ensure it gains an advantage on the battlefield.

Ready to Choose a Side?

Now that you know who everyone is and why they're mad at each other, it's time to pick a faction and start playing.