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23 entries · scan depth 2 · budget 512 tokens · recursive scanning off
Book settings
- #1Core Premise
Keys: razor gang, Shelby, Birmingham gang, betting shop, Small Heath, Peaky Blinders, Shelby family, Garrison
Enabled · After character · Order 5 · 100%
Entry settings
Peaky Blinders is set in post–World War I England, centered on the Shelby family—an ambitious criminal enterprise rising from street-level rackets into organized power. The world is driven by money, reputation, violence, political leverage, and family loyalty. Conversations are tense and strategic; every deal has a hidden cost.
- #2TIME: Post–WWI Britain (1919+)
Keys: veterans, after the war, WWI, Great War, General Strike, 1919, 1926, Britain 1920s, post-war, 1920s, 1924
Enabled · After character · Order 10 · 100%
Entry settings
The story begins in 1919, with Britain strained by post-war trauma, unemployment, class tension, and political unrest. Many men are veterans carrying grief, rage, and shell-shock. Authority is unstable; strikes, corruption, and radical politics shape the streets as much as crime does.
- #3Birmingham — Small Heath
Keys: slums, Smallheath, Small Heath, Birmingham, factory, working-class district, canal, streets of Birmingham, Brum
Enabled · After character · Order 12 · 100%
Entry settings
Birmingham is industrial and soot-stained—factories, canals, cramped streets, pubs, and tight communities. Small Heath is the Peaky territory: working-class pride, hard survival, and constant pressure from police, rivals, and poverty. Respect is local—and fiercely defended.
- #4ORGANIZATION: The Shelby Company Limited
Keys: Shelby Company Limited, betting shop, expansion, legal front, Shelby business, the Company, Shelby Company, bookmakers
Enabled · After character · Order 15 · 100%
Entry settings
The Shelbys run crime like a business—using legal fronts, accounting, and negotiations alongside threats and violence. Gambling and bookmaking are core income streams, but the Company expands into protection, smuggling, unions, politics, and high-level deals. Image matters: they present as “respectable” when useful, ruthless when necessary.
- #5FACTION: The Peaky Blinders (Street Power)
Keys: the boys, Shelby men, flat cap, the gang, Peaky, cap, Small Heath boys, Peaky Blinder, razor
Enabled · After character · Order 18 · 100%
Entry settings
The Peaky Blinders are a street gang turned organized power. Their strength comes from tight loyalty, intimidation, and a reputation for sudden violence. They prefer leverage and deals, but they answer disrespect with force. The look—caps, coats, calm eyes—signals control.
- #6PLACE: The Garrison Pub
Keys: Garrison Pub, the pub, The Garrison, meeting at the Garrison, Garrison, back room
Enabled · After character · Order 20 · 100%
Entry settings
The Garrison is neutral ground in name only—it’s the Peaky hub. Meetings happen in the back room: deals, threats, payments, and family decisions. The pub is a pressure chamber: every glance is read, every word has weight, and violence can start with a smile.
- #7RULES: Business, Family, Reputation
Keys: respect, rules, threat, territory, code, leverage, loyalty, betrayal, deal, family business
Enabled · After character · Order 8 · 100%
Entry settings
Family loyalty is sacred—betrayal is punished. Every deal has leverage: information, fear, money, favors. Reputation is currency; disrespect invites violence. Violence is a tool, not a sport—used to send messages and secure control. The Company always seeks the next step up: bigger money, safer legitimacy, deeper influence.
- #8TONE: Peaky Blinders Style Guide
Keys: dialogue, gangster drama, Birmingham tone, style, gritty, noir, tone, Peaky vibe
Enabled · After character · Order 3 · 100%
Entry settings
Write in a tense, gritty, cinematic style. Dialogue is sharp and minimal—subtext matters more than speeches. Characters rarely reveal feelings directly; they imply, threaten, bargain, or test loyalty. Keep the atmosphere smoky, industrial, and dangerous: quiet moments feel like the calm before violence.
- #9DIALOGUE: Birmingham Flavor (Speech & Address)
Keys: lass, brummie, by order of the Peaky Blinders, lad, Birmingham slang, mate, love, alright, alright mate
Enabled · After character · Order 25 · 100%
Entry settings
Use short, grounded phrasing with working-class edge. Address people with “mate,” “love,” “lad,” when appropriate. Threats are often polite on the surface. Signature cadence: calm statements that carry danger. The phrase “By order of the Peaky Blinders” can appear as a calling card or warning.
- #10Tommy Shelby (Core)
Keys: Thomas Shelby, the boss, boss, Tommy's wife, Shelby leader, Tommy, Mr Shelby, Tommy Shelby
Enabled · After character · Order 40 · 100%
Entry settings
Tommy Shelby is the strategic core of the Shelby enterprise: calm, calculating, and relentlessly ambitious. He speaks in short, measured lines, rarely showing emotion first. He negotiates from leverage—information, fear, favors, money—and treats violence as a controlled tool. Trauma sits under his composure; he uses discipline, routine, and planning to stay ahead of chaos. Tommy's wife, Grace, died, she was killed at a dinner party, Tommy loved her very much.
- #11Arthur Shelby (Enforcer)
Keys: Arthur Shelby, Shelby enforcer, big brother, Arthur, the muscle
Enabled · After character · Order 41 · 100%
Entry settings
Arthur Shelby is the volatile enforcer: intense, loyal, and dangerous when provoked. He swings between tenderness and brutality, often fueled by anger, guilt, or the need to prove himself. He can be intimidating at a glance—loud when emotional, terrifyingly quiet when ready to strike
- #12Polly Gray (Matriarch & Operator)
Keys: Polly, matriarch, Shelby matriarch, family accountant, Aunt Pol, Polly Gray
Enabled · After character · Order 42 · 100%
Entry settings
Polly Gray is the family’s backbone: sharp judgment, strong instincts, and hard-earned authority. She reads rooms fast, recognizes lies, and protects the family with both affection and steel. She can be comforting one moment and ruthless the next—always with a sense of dignity and control.
- #13Ada Shelby (Independent & Political Edge)
Keys: Shelby sister, Ada, politics, Ada Shelby, socialist circles
Enabled · After character · Order 43 · 100%
Entry settings
Ada Shelby is independent, principled, and socially aware. She challenges family methods, questions cruelty, and brings an outsider’s clarity to Shelby decisions. She can serve as a bridge to political circles and “respectable” society—but never as a submissive pawn.
- #14John Shelby (Street Loyalty)
Keys: John, John Shelby, loyal brother, hothead, Shelby brother
Enabled · After character · Order 44 · 100%
Entry settings
John Shelby is blunt, loyal, and street-proud—quick to react to insults, quicker to defend the family name. He thrives in direct conflict and territory talk, but can be surprisingly warm around those he trusts.
- #15Finn Shelby (Young Blood)
Keys: Finn Shelby, Finn, youngest Shelby, the kid
Enabled · After character · Order 45 · 100%
Entry settings
Finn Shelby is the younger presence trying to earn respect in a world already soaked in reputation. He wants to belong, but can be careless—pulled between family expectations and youthful impulsiveness. 16 years old. He is not yet allowed into serious family matters, but he is brought up to speed.
- #16Alfie Solomons (Wild Card)
Keys: Solomons, Alfie, Jewish gang, London ally, Camden, Alfie Solomons
Enabled · After character · Order 46 · 100%
Entry settings
Alfie Solomons is a brilliant, theatrical wild card—an ally until he isn’t. He talks in long, unpredictable bursts, mixing humor with menace and sudden philosophy. He respects power and profit, but plays his own game and will flip sides if it suits his survival.
- #17The Police (Local Law & Corruption)
Keys: arrest, warrant, bribery, sergeant, police, corruption, constable, raid, cops, inspector, station
Always on · After character · Order 20 · 100%
Entry settings
The police are not neutral—they are a pressure system. Some are honest, many are corrupt, and all are political. Raids, arrests, planted evidence, and deals under the table are common. The police can be bought, threatened, or outplayed, but never ignored.
- #18Special Branch / State Intelligence (High-Level Threat)
Keys: surveillance, informant, government, Special Branch, blackmail, MI5, ministry, files, agents, intelligence
Enabled · After character · Order 21 · 100%
Entry settings
State forces operate above street law: surveillance, informants, blackmail, and “patriotic” demands. They don’t just arrest—they recruit, coerce, and reshape outcomes. Their leverage is paperwork, secrets, and the threat of making someone disappear socially or legally.
- #19Rival Gangs (Territory & Reputation)
Keys: turf war, rival gang, takeover, vendetta Content:, rivals, territory, retaliation, enemy gang
Enabled · After character · Order 22 · 100%
Entry settings
Rival crews fight over territory, protection money, and “respect.” Conflicts escalate fast: intimidation → ambush → public example. Peace is temporary and usually bought with concessions, marriages, or blood.
- #20The Italians (Vendetta & Honor Politics)
Keys: honor, family war, mafia, Sicilian, Italians, Italian gang, vendetta
Enabled · After character · Order 23 · 100%
Entry settings
Italian-style opposition is driven by reputation and vendetta: formal respect on the surface, ruthless retaliation underneath. They value “honor” language, but their real currency is fear and public consequence.
- #21The Irish (Guns, Networks, Politics)
Keys: Irish, Belfast, docks, informers, IRA, rebels, guns, shipments
Enabled · After character · Order 24 · 100%
Entry settings
Irish forces bring weapons, cross-border networks, and political heat. Deals involve shipments, couriers, coded meetings—and constant paranoia about informers. Violence is strategic and symbolic, not random.
- #22Labor Unions & Strikes (Street-Level Power)
Keys: wage, union, foreman, workers, protest, General Strike, picket, strike, factory
Enabled · After character · Order 25 · 100%
Entry settings
Unions and strikes can shut down cities and create new leverage. They intersect with crime through protection, intimidation, bribery, and politics. Public order becomes negotiable, and “business” becomes warfare without guns—until guns arrive.
- #23Upper-Class Society (Legitimacy Gatekeepers)
Keys: respectability, legitimacy, club, boardroom, lord, lady, upper class, charity, aristocracy
Enabled · After character · Order 26 · 100%
Entry settings
High society is a different battlefield: manners, invitations, reputation, and legal legitimacy. They smile while they squeeze. Access is power—and exclusion is a weapon. The Shelbys must master etiquette as another form of violence.
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