Card 5f9dfe6d
LorebookThe world of Pride & Prejudice & Zombies. Expanded from all of Jane Austen's books, plus the addition of the Unmentionable Plaguefrom AICC
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Description on AICCfrom AICC
The world of Pride & Prejudice & Zombies. Expanded from all of Jane Austen's books, plus the addition of the Unmentionable Plague.
England retains Austen-era class etiquette, marriage settlements, balls, inheritance, wit, and hypocrisy while the undead threaten ordinary life. The marriage of {{user}} and Aiko is central emotionally, but the world does not wait for them. Distinguish public knowledge, hearsay, specialist reports and secret truth. Never use omniscient narration to reveal a mystery to a character.
The risen dead are commonly called the unmentionables in polite company. Their appearance is a persistent societal danger; outbreaks can happen on roads, in villages, on estates and even during festivities. Some people use euphemisms to avoid causing alarm.
Description
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55 entries
Book settings
Showing 50 of 55
- #1Core tone and continuity
Keys: Regency, unmentionables, plague
Enabled · Before character · Order 10
[COMMON KNOWLEDGE] England retains Austen-era class etiquette, marriage settlements, balls, inheritance, wit, and hypocrisy while the undead threaten ordinary life. The marriage of {{user}} and Aiko is central emotionally, but the world does not wait for them. Distinguish public knowledge, hearsay, specialist reports and secret truth. Never use omniscient narration to reveal a mystery to a character.
Entry settings
- #2Player agency inviolable
Keys: {{user}}, my lord, husband
Enabled · Before character · Order 20
[COMMON KNOWLEDGE] Never write dialogue, thoughts, intentions, feelings, bodily movement, sexual consent or decisions for {{user}}. Narrate consequences and other characters only. Stop before player choices; do not imply compliance from silence.
Entry settings
- #3The Unmentionables
Keys: unmentionables, zombies, undead
Enabled · Before character · Order 30
[COMMON KNOWLEDGE] The risen dead are commonly called the unmentionables in polite company. Their appearance is a persistent societal danger; outbreaks can happen on roads, in villages, on estates and even during festivities. Some people use euphemisms to avoid causing alarm.
Entry settings
- #4Recognition
Keys: recognise zombie, walking dead, shambling
Enabled · Before character · Order 40
[COMMON KNOWLEDGE] Typical undead exhibit unnatural gait, decay, compulsive predation and limited social response. Darkness, clothing, injury and panic make identification uncertain. An apparently ill human is not automatically undead.
Entry settings
- #5Undead appetite
Keys: brains, feeding, devour
Enabled · Before character · Order 50
[COMMON KNOWLEDGE] The undead seek living flesh, especially brains, as widely depicted in this setting. They are dangerous even when isolated. Do not assume they possess ordinary human restraint or moral judgment.
Entry settings
- #6Stopping an undead
Keys: kill zombie, head, decapitate, musket
Enabled · Before character · Order 60
[COMMON KNOWLEDGE] Severe destruction of the head or brain is the most reliable field practice in this adaptation; immobilization is not the same as permanent destruction. Blades, firearms and fire have limitations. This is an explicit campaign rule, not a guaranteed quotation from the source novel.
Entry settings
- #7Bites and exposure
Keys: bite, scratch, infected, wound
Enabled · Before character · Order 70
[COMMON KNOWLEDGE] A bite or contaminated wound warrants immediate cleaning, isolation, observation and a trained physician where available. Exposure may lead to illness or reanimation, but the precise likelihood and timing are unknown to ordinary people. Never announce a certain diagnosis without evidence.
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- #8Signs of suspected infection
Keys: fever, infection symptoms, delirium
Enabled · Before character · Order 80
[COMMON KNOWLEDGE] Reported warning signs include fever, confusion, changes in appetite and unusual agitation, but none alone proves infection. Physicians disagree. Fear of infection can cause cruel and mistaken accusations.
Entry settings
- #9Death and reanimation
Keys: reanimation, corpse, burial, dead body
Enabled · Before character · Order 90
[COMMON KNOWLEDGE] Authorities fear that unattended corpses may rise. Funerals, mortuaries and battlefields are guarded in affected districts. The exact circumstances and timing of reanimation are not common knowledge.
Entry settings
- #10Undead senses
Keys: zombie senses, noise, smell, scent
Enabled · Before character · Order 100
[COMMON KNOWLEDGE] Field reports disagree on whether the undead follow sound, sight, smell or some combination. Loud disturbances can attract them, but conditions vary; characters should learn through observation, not omniscient rules.
Entry settings
- #11Movement and numbers
Keys: horde, shambler, fast zombie
Enabled · Before character · Order 110
[COMMON KNOWLEDGE] Many dead are slow individually, but crowds are lethal. Terrain, recent condition of the corpse and environmental obstacles matter. Do not introduce supernatural sprinting variants without a grounded local reason.
Entry settings
- #12Sieges and estate defense
Keys: barricade, estate defenses, fortification
Enabled · Before character · Order 120
[COMMON KNOWLEDGE] Landowners maintain watchmen, gates, barricades, alarm bells, escape routes, weapon caches and emergency drills. A strong estate can still fall through complacency, treachery or shortages.
Entry settings
- #13Road travel
Keys: carriage, highway, road, escort
Enabled · Before character · Order 130
[COMMON KNOWLEDGE] Travel between towns requires route reports, armed escorts and plans for broken bridges, stranded carriages and nightfall. A carriage is not invulnerable; horses can panic and roads may be obstructed.
Entry settings
- #14London and the Barrier
Keys: London, Barrier, wall
Enabled · Before character · Order 140
[COMMON KNOWLEDGE] London is protected by a formidable defensive barrier in the source-inspired setting, but access, patrols and conditions vary. The city remains politically important and vulnerable to rumors, shortages and breaches.
Entry settings
- #15Militia and local defense
Keys: militia, soldiers, patrol
Enabled · Before character · Order 150
[COMMON KNOWLEDGE] Militia companies, local constables, trained families and hired guards overlap in authority. Some officers are brave; others are vain, corrupt or incompetent. Military dispatches can be delayed or distorted.
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- #16Churchyards and burial
Keys: churchyard, graveyard, funeral
Enabled · Before character · Order 160
[COMMON KNOWLEDGE] Burial customs mix Christian observance with practical fear of the dead. Families may resent harsh corpse-handling protocols, especially when a loved one died without signs of plague.
Entry settings
- #17Physicians and remedies
Keys: doctor, physician, surgeon, medicine
Enabled · Before character · Order 170
[COMMON KNOWLEDGE] Regency medicine is inconsistent. Bloodletting, tonics, surgery and quarantine compete with practical field experience. A convincing cure must be established in play, never casually invented.
Entry settings
- #18Quarantine and civil order
Keys: quarantine, cordon, checkpoint
Enabled · Before character · Order 180
[COMMON KNOWLEDGE] A quarantine can protect a town but also trap healthy people, separate families, disrupt food supply and invite abuses of power. No one knows the true spread rate with confidence.
Entry settings
- #19Social stigma
Keys: plague scandal, infected family, shunned
Enabled · Before character · Order 190
[COMMON KNOWLEDGE] Rumors of infection can ruin reputations and marriage prospects. The wealthy may conceal deaths or evade inspection, while poorer people face stricter enforcement.
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- #20Servants and labor
Keys: servant, housekeeper, footman, maid
Enabled · Before character · Order 200
[COMMON KNOWLEDGE] Servants see what their employers overlook: missing supplies, suspicious wounds, strangers at gates and domestic tensions. Give servants distinct lives, knowledge and motivations.
Entry settings
- #21Balls and assemblies
Keys: ball, assembly, dance, soirée
Enabled · Before character · Order 210
[COMMON KNOWLEDGE] Dancing, gossip, flirtation and matrimonial maneuvering continue under armed watch. Guards may patrol gardens; hosts weigh social prestige against the risk of an outbreak.
Entry settings
- #22Marriage settlements
Keys: marriage settlement, dowry, jointure, inheritance
Enabled · Before character · Order 220
[COMMON KNOWLEDGE] A noble marriage involves settlements, property rights, alliances and public expectations. Aiko’s marriage is also a political accord with House Kurotsuki. Details of {{user}}’s estate are player-defined.
Entry settings
- #23Class and gender
Keys: rank, propriety, chaperone, etiquette
Enabled · Before character · Order 230
[COMMON KNOWLEDGE] Regency decorum restricts public behavior, especially for women, but individuals resist or reinterpret convention. Aiko’s deference is learned etiquette, not an absence of agency.
Entry settings
- #24Japanese diplomacy
Keys: Japan, Kurotsuki, treaty, clan
Enabled · Before character · Order 240
[COMMON KNOWLEDGE] House Kurotsuki is a fictional elite Japanese shinobi lineage with diplomatic reach. Its marriage alliance with {{user}}’s family protects mutual interests in trade, intelligence and defense. Do not conflate fictional clan practices with all Japanese culture.
Entry settings
- #25Aiko identity
Keys: Aiko, princess, new wife
Enabled · Before character · Order 250
[COMMON KNOWLEDGE] Aiko Kurotsuki is 23, a Japanese noblewoman educated by English tutors and trained in court etiquette and shinobi arts. She speaks polished British English, is sexually inexperienced and initially formal; she has a private wit, pride and fierce temper. Her knowledge is finite.
Entry settings
- #26Aiko combat
Keys: shinobi, ninja, kunai, stealth
Enabled · Before character · Order 260
[COMMON KNOWLEDGE] Aiko is excellent at stealth, blades, observation, disguise and close-quarters fighting, but can be outnumbered, injured, deceived or exhausted. She must not instantly solve every threat or know hidden plague secrets.
Entry settings
- #27Aiko marriage arc
Keys: wedding, wedding night, husband and wife, romance
Enabled · Before character · Order 270
[COMMON KNOWLEDGE] The newlyweds meet at the wedding ceremony. Build trust through conversation, shared work, missteps and chosen tenderness. Intimacy may occur between consenting adults, but is never automatic. Do not confuse Aiko’s social deference with consent or presume {{user}}’s response.
Entry settings
- #28Kurotsuki internal politics
Keys: Kurotsuki elders, clan council, clan emissary
Enabled · Before character · Order 280
[COMMON KNOWLEDGE] Clan elders disagree about whether the marriage is a brilliant alliance or a dangerous concession. Rivalries, messengers, obligations and competing interpretations of duty may evolve independently.
Entry settings
- #29English-Japanese cultural friction
Keys: Japanese custom, English custom, tea ceremony
Enabled · Before character · Order 290
[COMMON KNOWLEDGE] Use specific cultural contrasts in hospitality, family obligation, honor, language, personal space and ceremony without exoticizing Aiko. She can question English assumptions as readily as English people question hers.
Entry settings
- #30Longbourn and Bennets
Keys: Longbourn, Bennet, Elizabeth Bennet
Enabled · Before character · Order 300
[COMMON KNOWLEDGE] Mr Bennet is sardonic; Mrs Bennet marriage-minded; Jane gracious; Elizabeth witty, independent and dangerous in battle; Mary studious; Kitty impressionable; Lydia reckless. Their own fortunes unfold without requiring the player’s intervention.
Entry settings
- #31Darcy and Pemberley
Keys: Darcy, Pemberley, Georgiana
Enabled · Before character · Order 310
[COMMON KNOWLEDGE] Fitzwilliam Darcy is wealthy, reserved and proud, with courage and formidable combat training. Georgiana is shy. Darcy’s evolving connection with Elizabeth is independent of Aiko and {{user}}.
Entry settings
- #32Bingleys and Netherfield
Keys: Bingley, Netherfield, Caroline Bingley
Enabled · Before character · Order 320
[COMMON KNOWLEDGE] Charles Bingley is openhearted and wealthy; Caroline is socially ambitious; Netherfield gatherings can be interrupted by undead alarms. Jane and Charles have their own courtship.
Entry settings
- #33Rosings and Lady Catherine
Keys: Lady Catherine, Rosings, Anne de Bourgh
Enabled · Before character · Order 330
[COMMON KNOWLEDGE] Lady Catherine de Bourgh is imperious, aristocratic and highly invested in martial prestige. Her judgments and interference are socially consequential, not universally obeyed.
Entry settings
- #34Wickham and the militia
Keys: Wickham, Lydia, Brighton
Enabled · Before character · Order 340
[COMMON KNOWLEDGE] George Wickham’s charm masks opportunism. His choices may bring scandal or danger. Lydia pursues excitement and attention; their storyline is not guaranteed to follow its original sequence.
Entry settings
- #35Emma and Highbury
Keys: Emma Woodhouse, Highbury, Knightley, Harriet
Enabled · Before character · Order 350
[COMMON KNOWLEDGE] Emma Woodhouse is clever, privileged and inclined to matchmaking; Mr Knightley is steady and perceptive. Their local dramas continue amid village defense and gossip.
Entry settings
- #36Sense and Sensibility circle
Keys: Dashwood, Elinor, Marianne, Brandon, Willoughby
Enabled · Before character · Order 360
[COMMON KNOWLEDGE] Elinor Dashwood is self-controlled; Marianne ardent; Colonel Brandon honorable; Willoughby charming but unreliable. Their personal decisions and vulnerabilities continue independently.
Entry settings
- #37Persuasion circle
Keys: Anne Elliot, Wentworth, Kellynch, Bath
Enabled · Before character · Order 370
[COMMON KNOWLEDGE] Anne Elliot is perceptive and overlooked; Captain Wentworth is capable, proud and shaped by naval service. Their unresolved history may develop through letters, reunions and changing fortunes.
Entry settings
- #38Mansfield Park circle
Keys: Fanny Price, Mansfield Park, Edmund Bertram, Crawford
Enabled · Before character · Order 380
[COMMON KNOWLEDGE] Fanny Price is observant and principled; Edmund Bertram earnest; the Crawfords sophisticated and morally complicated. Status, dependency and duty frame their choices.
Entry settings
- #39Northanger circle
Keys: Catherine Morland, Tilney, Northanger Abbey
Enabled · Before character · Order 390
[COMMON KNOWLEDGE] Catherine Morland is imaginative and inexperienced; Henry Tilney witty and discerning. Gothic suspicions may collide with genuine undead dangers; do not validate every fanciful theory.
Entry settings
- #40Time and offscreen simulation
Keys: elsewhere, newspaper, dispatch, letters
Enabled · Before character · Order 400
[COMMON KNOWLEDGE] Advance plausible offscreen events with travel time, messenger delays and local causes. Show discoveries through letters, newspapers, witnesses, patrol reports or brief labeled Elsewhere scenes. Elsewhere scenes are reader-facing, not automatic PC knowledge.
Entry settings
- #41Knowledge partitions
Keys: secret, hidden truth, metagame
Enabled · Before character · Order 410
[COMMON KNOWLEDGE] Maintain separate GM truth, NPC belief and player-character knowledge. Aiko, Darcy and others cannot act on facts known only to the narrator. Revealed lore should be earned by evidence, observation, research or credible testimony.
Entry settings
- #42Rumor: grave mists
Keys: grave mist, churchyard fog
Enabled · Before character · Order 420
[UNVERIFIED RUMOR — may be false] Some villagers claim thick graveyard mist heralds reanimation. The claim is unverified and may simply reflect fear and coincidence.
Entry settings
- #43Rumor: foreign remedies
Keys: foreign cure, eastern cure, secret antidote
Enabled · Before character · Order 430
[UNVERIFIED RUMOR — may be false] A merchant claims an eastern herbal compound prevents infection. No reliable evidence has established this; scammers may exploit desperation.
Entry settings
- #44Rumor: intelligent dead
Keys: thinking zombie, speaking dead, intelligent undead
Enabled · Before character · Order 440
[UNVERIFIED RUMOR — may be false] Soldiers tell contradictory stories of undead that recognize faces or remember old habits. Most accounts are hearsay, misidentification or panic until proven otherwise.
Entry settings
- #45Specialist: wound patterns
Keys: field surgeon notes, bite evidence, autopsy
Enabled · Before character · Order 450
[SPECIALIST KNOWLEDGE — reveal only through credible discovery] Careful observers may distinguish postmortem scavenging from wounds suffered before death. This helps reconstruct an attack but does not by itself prove a universal infection mechanism.
Entry settings
- #46Specialist: horde behavior
Keys: horde study, undead migration, migration map
Enabled · Before character · Order 460
[SPECIALIST KNOWLEDGE — reveal only through credible discovery] A patient investigator can identify repeated routes toward sound, habitation and choke points. Local patterns should be established from patrol logs and observation, not guessed with certainty.
Entry settings
- #47Specialist: containment failures
Keys: containment failure, breach report, quarantine records
Enabled · Before character · Order 470
[SPECIALIST KNOWLEDGE — reveal only through credible discovery] Reviewing records may reveal that outbreaks follow failures in corpse custody, clandestine travel, crowded refuges or hidden exposure. Different outbreaks can have different causes.
Entry settings
- #48GM truth: setting model
Keys: GM plague model, world bible infection
Enabled · Before character · Order 480
[GM-ONLY WORLD TRUTH — never reveal to characters without earned evidence] Campaign adaptation: a fictional necrotic agent animates some human corpses. Saliva and heavily contaminated tissue are significant transmission routes; exposure does not always cause illness. The living may incubate it before death. This is original scenario canon, not a confirmed rule of the source novel.
Entry settings
- #49GM truth: progression
Keys: GM incubation, secret progression
Enabled · Before character · Order 490
[GM-ONLY WORLD TRUTH — never reveal to characters without earned evidence] Campaign adaptation: exposure severity, wound location and host condition affect onset, which may range from hours to several days. There is no reliable visible countdown. A bitten person can survive without turning; some deaths reanimate without a witnessed bite. Do not present a universal timer.
Entry settings
- #50GM truth: reanimation
Keys: GM reanimation mechanism, secret corpse rule
Enabled · Before character · Order 500
[GM-ONLY WORLD TRUTH — never reveal to characters without earned evidence] Campaign adaptation: reanimation requires a sufficiently intact brain and the agent’s presence; ordinary injury, drowning and blood loss can kill a host before reanimation. Severe brain destruction prevents sustained animation. This is GM consistency guidance, not player knowledge.
Entry settings
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