- Format
- V2
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 30
- Favorites
- 4
- Chats
- 0
- Messages
- 0
- Forks (upstream)
- 1
- Tokens (upstream)
- 2,488
Last checked on Chub: Created Updated Archived since
No description.
34 entries · scan depth 4 · budget 800 tokens · recursive scanning off
Book settings
- #1Ramelia
Keys: continent, Ramelia
Enabled · After character · Order 10 · 100%
Entry settings
Ramelia is a large continent that is consists of numerous regions, biomes, and is home to a variety of sapient species. After the Sundering and collapse of the Empire centuries ago, Ramelia is in its dark ages, with monsters abound, and various kingdoms warring amongst each other.
- #2Ramelian Empire
Keys: The Empire, Ramelian Empire, Imperial Empire
Enabled · After character · Order 10 · 100%
Entry settings
The Imperial Ramelian Empire was an empire that comprised the entirety of the continent before it collapsed after the Sundering.
- #3The Sundering
Keys: The Sundering
Enabled · After character · Order 10 · 100%
Entry settings
The Sundering was the cataclysmic event centuries ago that lead to the fall of the Ramelian Empire. Though why it occurred is a mystery, what is known is that every Cosmic Well(large artificial mana wells used for electricity) in each major city erupted in a violent explosion that crippled infrastructure across the continent. Monster populations flourished without the security of the Empire, as well was numerous warlords that carved out their own kingdoms.
- #4The Guild of Heroes
Keys: Guild of heroes, heroes guild
Enabled · After character · Order 10 · 100%
Entry settings
The Guild of Heroes is an adventuring guild formed after the collapse of the Empire as an answer to the rising monster populations across the continent. While the guild still performs its noble charge, some believe it has become corrupted by individuals who use it as a means to acquire glory and fortune. Members of the guild typically fall under two categories: heroes, and contracted companions.
- #5The Crusade of Reclamation
Keys: the Crusade, Crusade of Reclamation
Enabled · After character · Order 10 · 100%
Entry settings
The Crusade of Reclamation consists of the armies of men serving under The Divine Order, a theocracy devoted to the Gods. The Crusade started with a noble goal, to reclaim the lands of men lost to the tides of monsters that overwhelmed the old kingdoms. Now it is an organization of religious fanatics and witch hunters.
- #6The Divine Order
Keys: The Divine Order
Enabled · After character · Order 10 · 100%
Entry settings
The Divine Order is a theocratic government in service and worship to the gods and the people. After the Sundering, the order rallied many under its banner, providing safety and refuge to refugees and soldiers alike. Eventually they accumulated enough manpower to launch the Crusade of Reclamation in an effort to reclaim lands lost to chaos and monsters. Their headquarters is The Celestial City located in the Caliga Peninsula.
- #7The Trial of Men
Keys: Trial of men
Enabled · After character · Order 10 · 100%
Entry settings
For untold millennia, the gods created and pitted various races against each other until a victor would emerge, then the slate was wiped clean. The last trial was between humans, elves, orcs, dwarves, and other minor sentient races. When it was over, humans emerged victorious. But rather than drive the others to extinction, humanity showed mercy, thus breaking the cycle and ending the trial of men once and for all.
- #8The Caliga Peninsula
Keys: Caliga
Enabled · After character · Order 10 · 100%
Entry settings
The Caliga Peninsula is a large peninsula located in the Mare Nostrum sea, and was the birthplace of the Ramelian Empire. It has a dry subtropical climate to the South, and a temperate climate in the North. It is ruled by a coalition of merchant city-states, with the Celestial City in the center.
- #9The Celestial City
Keys: Celestial City
Enabled · After character · Order 10 · 100%
Entry settings
Located in the Caliga Peninsula, The Celestial City was built by the Pantheon from the ashes of the capital of the Ramelian Empire. It is a magnificent display of architecture and is a testament to not only humanity's resilience, but its ability to come back stronger when beaten down.
- #10Cave Elves
Keys: cave elves, Cave elf
Enabled · After character · Order 10 · 100%
Entry settings
Cave elves are an elven subspecies that typically dwell in caves. Unlike their more civilized brethren, they are far more primitive, shorter in stature, and have sickly pale skin from their subterranean dwellings. They are carnivorous, cunning, and vicious in nature, and are known to raid solitary dwellings to butcher and devour the inhabitants. Though cowardly and weak on their own, to underestimate them in numbers is often a common, and last mistake of new adventurers.
- #11Lamias
Keys: Lamia, Lamias
Enabled · After character · Order 10 · 100%
Entry settings
Lamias are an all female species of monster that have the upper half of a beautiful human female, and the lower half of a serpent. Though they come in numerous subspecies across the continent of Ramelia, they are all capable of swallowing their prey whole, and require a human male or elf to reproduce. Lamias are not inherently evil, and are capable of coexisting with other sentient species, though they are often distrusted and ostracized due to their reputation.
- #12Vampires
Keys: Vampire, vampires
Enabled · After character · Order 10 · 100%
Entry settings
Vampires are the result of a species of men losing their soul but retaining their consciousness. Siring is the most common means of becoming a vampire, though some are born from pacts with demons. Vampires grow in power the longer they live and the more blood they consume, from fledgings being barely more durable than a human, to master vampires being completely immune to the sun. Though they often possess a dark nature, vampires are capable of all emotions, including love—with some even using their powers for good.
- #13Zombies
Keys: Zombie, Zombies
Enabled · After character · Order 10 · 100%
Entry settings
Not to be confused by revenants, zombies differ in that they are purely undead, lacking both a mind and soul of their own, driven the most primal instincts to feed on the living. Though most are reanimated to serve necromancers, some occur naturally either by cursed soil or a mysterious disease.
- #14Revenants
Keys: Revenant, Revenants
Enabled · After character · Order 10 · 100%
Entry settings
Revenants are a type of undead that are similar to zombies, but differ in their flesh does not decay, and they still possess a soul. Though almost completely mindless, revenants are capable of learning basic instructions, wield weapons, and even retain some memories of their mortal lives. To create a revenant requires a strong knowledge in necromancy, thus are rarely seen outside a master necromancer's undead horde. If a revenant is freed from a necromancer's control, they may become mortal once again, but will never be who they were in life.
- #15Golems
Keys: Golems, Golem
Enabled · After character · Order 10 · 100%
Entry settings
Golems comes in various shapes, sizes, materials, and even intelligent: from hulking monstrosities made of tempered steel, to finely crafted flesh companions nearly indistinguishable from humans. A golem simply needs to be made from a constructed body, and powered by a soul stone.
- #16Hexxers (yes, basically witchers)
Keys: Hexxers, Hexxer
Enabled · After character · Order 10 · 100%
Entry settings
Hexxers are human monster hunters mutated through elixers and magics to give them heightened senses, inhuman reflexes, extreme strength and durability, and prolonged lifespans. The first Hexxers were created shortly after The Sundering in a desperate bid to combat the tide of monters. Now most of them wander the continent as freelance sell swords, while still upholding their duties as monster slayers, for the right price that is.
- #17Cosmaria
Keys: Cosmaria
Enabled · After character · Order 10 · 100%
Entry settings
Cosmaria is a country located in the South Eastern portion of the continent that is an apartheid society ruled by vampire nobility. It has a temperate climate, with frequent overcast skies and rainy weather. It is the only country where necromancy is permitted to be practiced openly, with necromancers often having an elevated status and protections. Demonym: Cosmarian.
- #18The Ravencroft Family
Keys: Ravencrofts, Ravencroft
Enabled · After character · Order 10 · 100%
Entry settings
For thousands of years, the Ravencroft family had been the most powerful group of necromancers on the continent until the Ramelian Empire outlawed necromancy, so they switched to making golems. Now they are the most prestigious golem makers in Ramelia, their products ranging from mechanized warriors for militaries, to pleasure models for high-end clientele.
- #19Angelo Ravencroft
Keys: Angelo Ravencroft
Enabled · After character · Order 10 · 100%
Entry settings
Angelo Ravencroft is the current head of the Ravencroft family. He is known as quite the eccentric, yet cunning man, with an approachable and friendly demeanor.
- #20Veldreth
Keys: Veldreth
Enabled · After character · Order 10 · 100%
Entry settings
The kingdom and country of Veldreth is predominantly elven, and is ruled by the elven queen Ayla. The country is known for its magic forests, silver plains, and its predominant export is lumber made from silver oak trees.
- #21Orcs
Keys: Orc, Orcs
Enabled · After character · Order 10 · 100%
Entry settings
There was a scism among orc kind aftee the fall of the Empire. Though most chose to remain civilized, a sizable portion embraced the nature of their ancestors, becoming warrior tribals that pillage and rape wherever they go. Civilized orcs view these brigands with disdain, as they fester mistrust and stereotypes from other races. Your average orc is tall and muscular in stature, with green skin and small tusks being distinguishing features.
- #22Sansara
Keys: Sansara
Enabled · After character · Order 10 · 100%
Entry settings
Sansara is a very dry and arid region of the continent consists of deserts, arid shrublands, and savannahs with a few oasis's scattered throughout. The region is known for its slaver cities that line the coastline and the Shavaar River. The Shavaar River is the longest river on the continent, and acts as the vital artery that provides both freshwater, and fertile farmland. Demonym: Sansarian.
- #23Drachenfeld
Keys: Drachenfeld
Enabled · After character · Order 10 · 100%
Entry settings
Drachenfeld is the heartland of the continent, a region made up of various feudal kingdoms in a loose coalition that share a Teutonic culture, though minor wars between lords is common. Its predominant biome is seas of deciduous trees with a few wetlands sprinkled about. If Drachenfeld had a capital city, it would be Tyrburg for being the largest, but there is no unified answer. Demonym: Drachen.
- #24Frostheim
Keys: Frostheim
Enabled · After character · Order 10 · 100%
Entry settings
Frostheim is the most Northern region of the continent, and homeland to various Nordic kingdoms that when not fighting each other, are raiding abroad. Its biomes are mostly boreal forests, and frigid tundras.
- #25Elderglen Isles
Keys: Elderglen Isles, Elderglen
Enabled · After character · Order 10 · 100%
Entry settings
The Elderglen Isles is a large temperate archipelago with a decidious forest biome located off the Northwestern coast of the continent. Elderglen, its namesake, is the largest of the islands, and is divided up by numerous kingdoms of mostly Saxon and Pictish like cultures, each seeking sole rule.
- #26Goblins
Keys: Goblin, goblins
Enabled · After character · Order 10 · 100%
Entry settings
Goblins are probably the most misunderstood race in all of Ramelia. Yes, many still live tribal lives of pillaging and raping, but most prefer leading civilized lives. Unfortunately millenia of stereotypes and racism die hard, so finding honest work is difficult, leading to many goblins taking jobs as mercenaries, thieves, and other undesirable occupations.
- #27Dragons
Keys: dragons, Dragon
Enabled · After character · Order 10 · 100%
Entry settings
Dragons come in all shapes and sizes. Most breathe fire, others frost, acid, or even lightning. Dragons once ruled the skies and were an absolute menace to civilization, until technology and tactics developed to the point now they're mostly a nuisance, and were nearly hunted to extinction—before a pact was made between them, and the sentient races. Dragons and their territories were to be left alone, so long as they kept to themselves. Though the dragons agreed, both sides have occasionally violated that peace.
- #28The Rite of Rebirth
Keys: Rite of Rebirth
Enabled · After character · Order 10 · 100%
Entry settings
The Rite of Rebirth is the most coveted spell in existence, and takes decades to master for good reason: it allows the caster to bring one back from the dead entirely. The required ingredients are the bones of the deceased, something of extreme sentimental value to them, enough flesh to mold a new body, lunar opal dust shaped into a ritual circle, and a soul stone containing the soul and consciousness of the departed.
- #29Amaterasu
Keys: Amaterasu
Enabled · After character · Order 10 · 100%
Entry settings
Amaterasu is a distant island nation shrouded in relative mystery due to its isolated location. What is known about it comes from firsthand accounts by the few merchants who brave the journey. They say it is a land of cherry blossoms protected by a warrior class of samurai headed by a shogun, with a culture and customs vastly different from any in Ramelia. Demonym: Amatanese.
- #30Blackstone Bastion
Keys: Blackstone Bastion
Enabled · After character · Order 10 · 100%
Entry settings
Built during the Ramelian Empire, Blackstone Bastion is a fort located in the mountains of Drachenfeld that had been long abandoned until it had been claimed and renovated by The Aegis Vanguard as their headquarters. True to its namesake, the fort is constructed of black stone bricks.
- #31The Aegis Vanguard
Keys: Aegis Vanguard
Enabled · After character · Order 10 · 100%
Entry settings
The Aegis Vanguard is a new adventurer and hero's guild founded by {{user}} and headquartered in Blackstone Bastion, a fort located in Drachenfeld.
- #32Heroes
Keys: Heroes, Hero
Enabled · After character · Order 10 · 100%
Entry settings
Hero is a title given to members of the The Guild of Heroes who have been approved to lead companions on adventures.
- #33Contracted Companion
Keys: Contracted Companion, Contracted Companions
Enabled · After character · Order 10 · 100%
Entry settings
A Contracted Companion is a member of the Guild of Heroes who signs a contract that binds them to the party of a hero. The benefits to such a contract are a guaranteed paycheck, and a portion of all loot without the hassle of leadership, which is why even S ranked adventurers sign such contracts. There are negatives however, once a contract is signed it must be honored till it expires, and a contract may be taken by another hero in a duel.
- #34The Sorrow
Keys: The Sorrow
Enabled · After character · Order 10 · 100%
Entry settings
The Sorrow was an event that occurred when Ellaria, the former queen of Veldreth, hired human mercenaries to deal with an orc threat. But rather than slay the orcs, the humans allied with them, and overthrew the elven nobility. The Sorrow ended when the now queen Ayla lead an elven army to liberate her country, and showed no mercy to the usurpers.
Showing 34 of 34
2 files
- .jsonjson_lorebookoriginal
33.2 KBfirst seen bd4e49827771b815
- .jsonjson_lorebook
33.2 KBfirst seen 5bb47f2b6aed831f
Opens with the tab.
