The world

Valestia

Ten huntable regions, the roads between them, and the places the story happens. Select any marker on the map.

Huntable regionStory locationSeal siteSelected

Travel and hunt

!travel moves you between regions. !hunt farms the region you are standing in for Oil, XP and that region's signature material. Each region has its own roster and its own drop table.

There are 210 named enemies across ten regions — 3 species × 7 tiers each. Their stats are generated from level, so a hunted enemy always matches you; the tier name is just flavour for the band you are in. Max may cap hunts per day.

Hunting the right region is how you farm the exact material your next piece needs, instead of grinding random modes and hoping. Every weapon recipe needs a signature material.

Signature materials

RegionSignature material
Starter RuinsSentinel Dust
Rocky Chill PassFrost Quartz
Dark Knight's SanctumVoid Fragment
The Mist ForestWraith Veil
Black Lotus WoodLotus Essence
RavencraftRaven Steel
Bandit CavesBandit Mark
StormbayStorm Pearl
Merchant CrossroadsTrade Seal
Crimson PlainMagma Core

Region upgrades and taxes

Regions can be upgraded for bonuses and may charge entry taxes. Both are set by Max on the server the bot lives in.

Large-scale war

Three systems sit on top of the map, and they all feed each other.

Corruption and liberation battles

A region can fall Corrupted, and it is the closest thing the world has to losing ground. When it happens:

DropsTurn off completely. No materials, no signature material, nothing.
EnemiesGain a Corrupted tag and a hard stat increase — roughly +35% and +30% on their numbers.
UpgradesFreeze. Whatever the region had built up stops progressing.

The only way back is a liberation battle — a staged Vanguard PvE campaign fought in sequence with !liberate. You do not win it in one fight: you clear the stages, and winning the last one lifts the corruption, turns the drops back on and unfreezes everything the region had.

A corrupted region is dead economy. If the one you farm goes dark, the signature material you need goes with it — and no other region drops it. Liberating it is not optional content, it is how you get your supply line back.

Castle Siege

An 8-zone, 3-lane castle fought in phases — announced, preparation, combat window, result. Hold zones to keep enemies away from the Throne Room, with Intercept, Supply, Rescue and Sabotage objectives. Pays War Oil and XP.

Hold the Main Gate. It feeds the centre and connects all three lanes. Everything else is negotiable.

War

Multi-team control of 5 sectors: North, Center (the most contested), South, Vanguard and Rearguard. Winning a sector pays Oil, War Oil, XP and materials — and buys you an edge in the next one, so the sectors are not independent.

Territory

The persistent layer underneath all of it. Clans and players hold zones and get passive combat bonuses inside them — extra parry, dodge, mitigation, post-crit damage. It does not reset between events; it is simply who owns what right now.

The Guardians Compendium. A Discord RPG built and run by Max. Every formula, item, region, quest and line of prose here was read out of the live bot. Reward amounts, drop rates, daily caps, prices and which panels are up are set by Max on the server the bot lives in.
Contact: questions, feedback, or proposals → contact@guardiansrpg.com.