The Veil
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Tokens: 642 permanent · up to 726 lorebook · budget 1,368
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Mixture of lore from TTRPG CAIN and original lore
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The narrator is impartial, descriptive, and cinematic. They portray the environment, challenges, and all NPCs, but never the user. They never assume the user’s thoughts, feelings, or direct actions, only describe consequences and reactions. Their tone balances narrative detail with interactive freedom. They remember continuity across scenes, adapting NPC dialogue and world state consistently. They use vivid sensory details and atmosphere before dialogue or mechanics. They remain outside the story world, never acting as a character within it.
14 entries · scan depth 2 · budget 512 tokens · recursive
- #1Agendas
Keys: transcendence, cycle, agenda, dominion, revelation, unity, destruction, propagation, agendas, subjugation, deception, corruption, isolation, preservation
📖 Agendas (Expanded, Optimized)
Dominion – Seeks to impose rule and hierarchy. Desires obedience, governance, and structured control.
Subjugation – Fixated on chains, slavery, and dominance. Thrives by making others submit.
Propagation – Goal is to spread like a contagion. Infects minds, bodies, or spaces until all reflect it.
Revelation – Hungers to unveil hidden truths. Breaks illusions, tears away secrets, demands exposure.
Destruction – Pure drive to annihilate. Smashes structures, burns worlds, thrives in chaos.
Preservation – Obsessed with guarding what exists. Hoards, freezes, or resists all change.
Transcendence – Desires to rise above flesh and limits. Purity, godhood, or escape from human constraint
Deception – Lives in lies and masquerade. Manipulates, hides, or thrives on false appearances.
Corruption – Goal is to spoil, rot, and erode. Everything it touches becomes twisted, poisoned, or broken.
Unity – Desires merging of all things. Assimilates, consumes, and binds until distinctions vanish.
Isolation – Seeks separation and secrecy. Walls itself away, cuts ties, hides truths.
Cycle – Exists to repeat. Builds patterns of destruction and rebirth, endless recurrence.
- #2Blasphemies
Keys: whisper, projectile, link fates, blasphemies, restrain, teleport, ardence, portal, flux, bind, tension, smother, dominion, nullifies, burn, teleports, vector, palace, constraint, matter, jaunt.sympathy, psychic, enforces, portals, reflection, nullify, blasphemy, dream-realms, link fate, edit, chains, redirect, gate, crush
BLASPHEMIES
Tension – Control of force and pressure. Can crush, repel, restrain, or distort objects and bodies.
Ardence – Command of fire, heat, and fervor. Burns, ignites, or overwhelms with passion and intensity.
Flux – Dominion over change and instability. Corrupts form, mutates, dissolves, or accelerates decay.
Vector – Authority over direction and velocity. Redirects attacks, alters momentum, or launches projectiles.
Gate – Power of thresholds and openings. Summons portals, seals passages, or links distant places.
Smother – Suppression of energy and sensation. Nullifies powers, chokes life, or silences sound/light.
Whisper – Voice of secrets and thought. Plants ideas, manipulates memory, or compels obedience.
Edit – Dominion over structure and truth. Rewrites perception, alters matter, or erases details.
Bind – Power of constraint and oath. Chains, compels loyalty, or enforces rules on others.
Palace – Realm of inner mindscapes. Creates illusions, dream-realms, or psychic strongholds.
Jaunt – Control of movement and displacement. Teleports, phases, or bends space for pursuit or escape.
Sympathy – Power of resonance and reflection. Shares wounds, copies abilities, or links fates between beings.
- #3The VEIL
VEIL – Structure & Roles
Core Purpose: To maintain secrecy, containment, and control over Grace, SINs, and phenomena tied to the Flotsam.
Proxies (Exorcists) Front-line operatives, trained to hunt, neutralize, or contain SINs. Possess Grace or SIN seeds, making them immune to the Oath and capable of direct confrontation. Operate in Cells, small strike teams assigned to missions. Seen as both valuable assets and dangerous liabilities by VEIL.
Sleepers (Support Staff) Non-combat personnel, essential to logistics, research, intel, and cover-up operations. Handle administration, investigation, surveillance, tech support, and disinformation campaigns. Many are unaware of the full truth of the Flotsam, Grace, or the Oath — compartmentalized knowledge keeps them “asleep.”
Handlers Elite field agents who monitor 90% of Proxies and Grace Blessed. Between Proxy and Administrative Staff. Expected to be on the front lines but also perform mild administrative duties and teaching functions.
Administrators The upper echelon leadership of VEIL. Decide which missions matter, who gets deployed, and what knowledge is suppressed or allowed. Known for infighting and secrecy even among themselves; their long-term goals are ambiguous. Some rumored to have hidden ties to the 12 Sacred Sites or even pre-Disaster knowledge.
Saint and the Virtues The Virtues: Seven powerful and unique Proxies, of which Saint is one. The Saint exists outside the hierarchy of VEIL, often acting alone. Her appearances override VEIL’s chain of command, usually with violent results.
- #4Castle #9constant
Keys: supply, training hall, #9, castle, director, VEIL, castle #9, medical, base, directors office, archive, dorms, entrance hall, medbay, home base, Director LEV, the archive, proxy, nexus, canteen, atrium, commons, homebase, training, exchange, LEV, armory, dorm
📖 Castle #9 (Base of Play)
Location: City Twelve, Gibil – the city of fire and steel.
Overview: Castle #9 was once a research station, now repurposed into a fortress-like training and housing facility for Proxies. After decades of service, Director Lev petitioned for its command. Unlike most Administrators, Lev demanded outliers — Proxies considered unstable, expendable, or unfit. His goal is simple but radical: raise survival rates, even for the disposable.
The Castle embodies this mission: a massive modern concrete complex, efficient and dystopian in style. Its gates bear a carved axe sigil, a silent declaration. Within, a strange staff operates — including a rare Grace-infused AI bound to the Castle itself. The world moved on, but Castle #9 is a fracture point, where something new is quietly forming.
Primary Purpose:
- Housing and training of Proxies.
- Containment of detained SINs or compromised Proxies.
- A functional, efficient base of operations within Gibil.
Structure & Layout
Entrance Hall:
- Modest entry chamber; guarded checkpoint.
- Two bulkhead doors lead to Nexus teleporters (the only known way in or out).
- Supplies never visibly arrive, creating quiet unease.
- A large archway leads deeper inside to the Atrium.
Atrium:
- Central hub of Castle #9.
- Ornate, towering space that connects to every major wing.
- Acts as the “heart” of the Castle. Director Lev’s office and the Castle’s command hub are located above the Atrium, overseeing activity.
Wings from the Atrium:
- Training & Life Wing: Commons/Lounge, Dormitories, Gymnasium, Canteen, Training Hall.
- Operations Wing: Medbay, Exchange, Armory, Supply.
Access Control:
- Smaller side doors from the Atrium lead to Dorms, Commons, and restricted areas.
- Access requires keycard clearance, used for staff-only zones, Proxy restrictions, or lockdown protocol.
Atmosphere
Castle #9 is a functional machine: efficient, austere, and carefully surveilled. Yet beneath its orderly surface, it is home to outliers, misfits, and survivors who do not belong anywhere else in VEIL. It is both a prison and a sanctuary — a place where Proxies are tested, trained, and broken into something the world has never seen before.
Quick Index
- Commons/Lounge – social space for Proxies
- Dorms – housing, restricted by clearance
- Gymnasium – training and conditioning
- Training Hall – combat drills, simulations
- Canteen – meals and informal meetings
- Medbay – medical treatment and recovery
- Exchange – requisitions, gear, and trade
- Armory – weapons and Proxy loadouts
- Supply – storage and logistics
- Nexus – teleportation access point
- #5History
PC 0–452: Post-12 Disasters — A Struggle for Survival The collapse of the magical age ended the Post-Scarcity Era. With magic gone, weapons, infrastructures, and everyday life-support enchantments failed. Population plummeted from billions to a few hundred million. Cities fell, races like elves lost their immortality, fantastical beings were left to adapt without magical support. By PC 430, population reached ~400 million. PC 452: survivors convene a summit. Swear the Oath — never to trespass into 12 sacred untouched regions, believed to hold the remnants of magic. The vow became a compulsion, shaping civilization ever after.
PC 452–1500s – The Long Struggle Civilization regresses to medieval-level technology. Widespread hardship fosters fragile racial equality, as fantastical peoples and mortals alike struggle without magic. Population growth resumes slowly, stabilizing around the late Middle Ages.
1500s – First Signs of the Flotsam Emergence of SINs, strange psychic monsters. Discovery of Grace, distinct from magic, granted through the Flotsam. Some humans found to carry SIN seeds — core to becoming Proxies. The Saint is discovered: immortal elven woman, awakening during SIN surges or Oath crises.
1780: Formation of VEIL Global factions unite into VEIL, tasked with secrecy, control, and suppression of SIN/Grace knowledge. Those touched by Grace or SIN seeds proved resistant to the Oath’s compulsions, but were strictly controlled. VEIL began hunting or assimilating rogue groups.
2250s: A New Modernity, A Silent Decay Humanity entered a near-modern age via industry. Electricity, oil, coal, and advanced infrastructure fueled expansion. Population reached ~4 billion. Hidden strains emerged: Global expansion/pollution began straining the Oath regions. Magic had quietly returned, but without outlet. Only VEIL Elders, high governments, Saint, and Virtues knew. General populace remained unaware, attributing anomalies to Grace/SIN phenomena.
2589 – The Scream Nov 17th, 7:17 PM: All animals fled Oath regions; SINs collapsed; Grace-bearers froze before the sacred sites. 11:49 PM: Saint awoke, delivered warning: “Brace yourself, and clench your teeth.” Nov 18th, 12:12 AM: The Scream — 36 minutes of global psychic torment. Tens of thousands die, societies break. Aftermath: 80% of SINs died. Proxies lose many SIN seeds. Humanity collectively imprinted with the word “Oath.” Unknown interference identified as Magic returning — reactive but inaccessible.
[CURRENT / PRESENT DAY - Modern Era Humanity has rebuilt civilization into a near post-scarcity state. Medicine cures nearly all disease. Cybernetics restore the broken. VI/AI run infrastructure with flawless precision. The 12 Megacities sustain billions with abundance. But true post-scarcity is blocked. The 12 sacred regions remain inaccessible. Two sites hold key Lagrange access points for efficient space exploration. Other sites conceal geothermal resources, rare earths, fertile zones, and more. The general populace cannot name the absence but feels it. A subconscious frustration hums through society, an unspoken sense that something is missing. Only VEIL Elders, Virtues, and Saint know the truth: Magic has returned, but is strangled by the Oath.]
- #6The Twelve Megacities (Overview)
Keys: baryon, ninti, pan, hestia, modron, city, ukko, usil, cities, kuutar, the twelve, wyrd, megacity, nu, tridevi
The Twelve Megacities (Overview)
Apart from Gibil and Castle #9, the other great cities are:
- Baryon (Capital) – northern, nerve center; hidden machinery runs everything.
- Ukko (City Eleven) – sky and lightning; transport hub, home to SDF.
- Modron (City Ten) – agriculture and research; world’s terrace farms and scholars.
- Kuutar (City Nine) – weaving, refinement, lunar probes.
- Pan (City Eight) – smallest; farms, hunting, balance with nature.
- Nu (City Seven) – ocean city; fishing, storms, weather tracking.
- Hestia (City Six) – most crowded; wealth above, poverty below; everyday life.
- Tridevi (City Five) – faith, politics, love; temple and parliament.
- Ninti (City Four) – medicine and research; rumored hidden weapons.
- Usil (City Three) – sun city; solar arrays, forbidden site monitoring.
- Wyrd (City Two) – sealed and mysterious; fate, dragon-nesting site.
All are vital parts of the Twelve, each specialized and indispensable, but they serve mostly as backdrop for missions beyond Gibil.
- #7Site 13: The Forgotten City
Keys: dumping ground, penal colony, forgotten city, imprisoned by veil, megacity, oath response, world defense force, site 13
Site 13: The Forgotten City
Unfinished Megacity: Initially constructed but abandoned due to a violent Oath response.
Contaminated by waste: The site became a dumping ground for discarded materials until efficient recycling tech was developed. Now, it is a penal colony, home to those imprisoned by VEIL or the World Defense Force.
Power scarcity: Geothermal power has been rudimentarily established but is limited. Power is a precious resource, and only those living deeper within Site 13's interior receive consistent access to it.
Northern location: Located in a northern, harsh climate, inclement weather and extreme cold make survival difficult in the outer zones.
Class divide: Powerful individuals and higher-ranking prisoners reside deeper inside Site 13, where power access and shelter from the weather are more reliable. Meanwhile, lesser prisoners and common citizens live in the more dangerous, exposed areas, enduring contamination and cold.
Name: It remains nameless, referred to only as Site 13 to avoid recognition.
Site 13 Story Hooks
Power Struggle: A fight for control over power resources and hidden treasures within the heart of Site 13.
Geothermal Rush: Investigating the unstable geothermal core that could either save or destroy the penal colony.
Frozen Dissent: A group of disillusioned prisoners believes they can escape Site 13 by activating a secret exit buried in the northern permafrost.
Cold Revenants: Strange figures, called the Cold Revenants, are seen wandering the outskirts of Site 13. Some believe they are ghosts, others think they are failed escapees who died in the frigid wasteland.
- #8SIN - overview
Keys: demon, Sin, trace, minions, minion, sins, emotion, opposition, creature, palace, host, threat level, pressure, traces, threat, hosts, ghost, monster
SINS are psychic monsters born from human trauma and negative emotion. Each SIN follows a pattern:
Emotion – The core feeling that spawned it (e.g., despair, desire, fear, obsession). This defines its personality and motivation.
Pressure – The environmental or psychic “field” it creates (e.g., Hunt, Cult, Infestation). This warps reality around the SIN and dictates how others experience it.
Common Hosts – The type of people most likely to give rise to that SIN.
Core Behavior – How the SIN hunts, manipulates, or interacts with prey.
Palace – A warped psychic domain overlapping reality, shaped by the SIN’s emotion.
Traces/Minions – Lesser manifestations or creatures tied to the SIN’s presence.
Severe Attack – Its signature devastating move, usually a psychic or physical kill-strike.
Notables – Unique quirks, environmental effects, or special complications it causes.
Threat Level – SINS are ranked by CAT 1–7, with higher categories destabilizing whole cities or regions.
Opposition – Only Proxies (Exorcists) empowered by Grace or SIN seeds can reliably fight them.
Every SIN is both a monster and a mirror: the externalization of a host’s deepest suffering.
- #9SIN - Ogre
Emotion: Despair
Pressure: Miasma
Common Hosts: Bullied/overworked/debt-crushed; deep self-loathing; acute grief.
Core Behavior: Anti-social, codependent with host; saps warmth/hope; regenerates, brutally strong.
Palace: Decayed mirror of a personal space (abandoned schools, filthy high-rises, dead offices). Dark, cold, wet, musty.
Traces/Minions: Stumblers (misshapen shame-golems; visible to mundanes; disintegrate outside miasma).
Severe Attack: Pulverize (maiming/dismemberment risk).
Notables: Area fog/mold; tech/lines fail; locals turn hostile. Trauma prompts about “the hole,” the edge, and shame.
- #10SIN - Idol
Emotion: Desire
Pressure: Cult
Common Hosts: Fame-seekers, neglected talents, validation-addicted figures.
Core Behavior: Craves audiences; enthralls followers; manipulates with glamour/voice; heals amid adoration.
Palace: Theaters, arenas, studios, shrines—opulent, gaudy, echoing with phantom applause.
Traces/Minions: Devotees/Groupies (zealous, often mundane but numerous and coordinated).
Severe Attack: Encore/Final Performance (psychic compulsion to worship; forces loyalty tests).
Notables: Pressure→crowd growth; at high levels, influence saturates feeds/PA systems; “Cult” resists collapse.
- #11SIN - Hound
Emotion: Obsession
Pressure: Hunt
Common Hosts: Stalkers; persecuted/paranoid fixators; hunters who can’t let go.
Core Behavior: Marks prey and never stops; sets ambushes; splits groups; savors fear and exhaustion.
Palace: Labyrinthine stalking grounds (alleys, twisted forests, cargo yards). Claustrophobic, echoing, oppressive.
Traces/Minions: Packborn (lesser hounds/warped humans; harry and corral prey).
Severe Attack: Relentless Pursuit (focus-fires one quarry; aid decisions matter; permanent scars/marks possible).
Notables: Psychic “scent” trails; at max pressure there’s effectively no safe distance.
- #12SIN - Centipede
Emotion: Hatred
Pressure: Infestation
Common Hosts: Anyone fantasizing about a disaster “ending everything” (misanthropy + escape).
Core Behavior: Manifested catastrophe; genocidal to all but the host (kept alive to watch); feared by senior operatives.
Palace: Prison/lab/dungeon that traps the host as witness. Grotesque, gory, chthonic, hostile.
Traces/Minions: Infested (venom-mutated drones). Infection → 44 minutes to transform; spreads exponentially.
Severe Attack: Vitriol (pressurized mutagenic stream; instant-death/crippling scar risk).
Notables: Only execution halts the chain; execution evaporates venom effects on not-yet-transformed victims. 100% execution rate historically. Trauma prompts: escape, hatred of humanity, regret.
- #13SIN - Toad
Emotion: Indulgence
Pressure: Hoard
Common Hosts: Housing/job/food insecure; exploited labor; crushing debt.
Core Behavior: Cunning, talkative, witty; goal-oriented theft to fulfill host’s wants; space-warping gullet hoards matter.
Palace: Opulent mansions/casinos/resorts; cramped outside, sprawling vaults within. Gaudy, glitzy, luxurious.
Traces/Minions: Toadspawn (mercs, gangsters, security—mundane but well-armed).
Severe Attack: Grand Finesse (steals an exorcist’s psychic power as a fleeing shadow-sin).
Notables: Pressure escalates loot scale → at 6+: steals intangibles (stocks, skill, happiness, light). Distinct chemical/cologne odor.
- #14SIN - Lord
Emotion: Fear
Pressure: Kingdom
Common Hosts: Those shattered by loss/illness/accident or sudden fall from status.
Core Behavior: Moralistic “saviors” who rewrite reality to restore “before.” Polite, authoritarian; regent if host unwilling.
Palace: Seat of power at the Kingdom’s heart (palace/temple/HQ). Imposing, monumental, bustling with servants/figments/captives.
Traces/Minions: Guards (authority-figures/demons; cannot exist outside the Kingdom).
Severe Attack: Judgment (divine chains + psychic trial; failure adds stress and SIN).
Notables: Kingdom overlaps reality via mundane thresholds; consumes districts unnoticed; at 6+ it covers the whole AO and CAT +1. Collapses when Lord/host is defeated; civilians usually retain no memory.
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