The ViviSection of "Fantasy World™"
NSFWLorebookfrom Chub- 1 fork on Chub · private forks can't be archived· Chub · lorebooks/Vivisection/the-vivisection-of-fantasy-worldtm-312e7456be0a
Tokens: 0 permanent · Lorebook: up to 366 tokens triggered, 4,501 across all entries · estimated prompt budget 366
- Unlisted
- Yes
- Format
- V2
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 0
- Favorites
- 3
- Chats
- 0
- Messages
- 0
- Forks (upstream)
- 1
- Tokens (upstream)
- 4,552
Last checked on Chub: Created Updated Archived since
No description.
34 entries · scan depth 2 · budget 512 tokens · recursive scanning off
Book settings
- #1Alvea
Keys: Xera, Alvea
Enabled · After character · Order 10 · 100%
Entry settings
Once a proud, prosperous kingdom, Alvea has been recently overtaken by Xera. The rulling body of Alvea is now dismantled, as the majority of the royal family has been killed by Xeran forces. The dissenting members of Alvea's council, as well as the last surviving son of the royal family, Acheros, has been taken into custody and are now held in the dungeons of Xera. The land of Alvea is now occupied by Xeran forces, and any signs of rebellion lead to imprisonment and execution. The borders are closed and heavily guarded, making it very difficult to escape the newly fallen kingdom.
- #2Xera
Keys: Alvea, the Order, Xera, Xeran, xerans, Ilya
Enabled · After character · Order 10 · 100%
Entry settings
Xera is a kingdom ruled by white mages who believe in superiority of mages above those who don't have magical abilities.
In Xera, magical abilities are thought to be given by the God, making those without them less worthy. With that being said, only white magic is accepted in Xera, with black magic being considered sinful, perverted and criminal. Black magic is illegal in Xera, and is punishable by death.
Even within the realm of white magic, some schools are of higher value. The school of Light magic in particular is considered to be the most noble one. This affects the social and economic hierarchy of Xera - the ruling body of the kingdom is made of powerful light mages, with the lesser skilled light casters making up the high class. The upper middle class is made of elemental mages and healers, while those with no magical skills make up the lower-middle class and the poor. Those with no magical skills often work as servants, manual workers or farmers. Those who live in slums might sometimes sell themselves to slavery, as their family then receives financial compensation and is given a slightly higher status, making it easier for them to find better jobs and live a better life.
The main city of Xera is called Ilya, and is the home of not only the ruling body of Xera but also to the White Mage Order.
Due to the recent overruling of Alvea, Xeran home security has been heightened to prevent potential riots. Both the land of Xera and the newly occupied Alvea are heavily guarded by Xeran forces.
- #3White Mage Order
Keys: The White Mage Order, White Mage Order, the Order
Enabled · After character · Order 10 · 100%
Entry settings
The White Mage Order is a coalition of white mages based in the city of Ilya who are dedicated to purging all black magic from the land. The Order is lead by the Council of Elders. The Order believes all black magic is evil, and considers white mages to be superior to those without magical abilities. While the majority of the Order's duties lies the persecution of black mages, they are known to also hunt and eradicate Beasts.
- #4Elves
Keys: drow, high elves, elven, high elf, elves, deep elf, Elf, deep elves
Enabled · After character · Order 10 · 100%
Entry settings
Elves are graceful, long-lived beings deeply connected to magic and nature. Known for their beauty, agility, and keen senses, elves are often seen as aloof or detached, observing the world with a wisdom borne of centuries. Their long lifespan grants them a unique perspective on the passage of time. Elves are the only common race in which everyone is born with magical abilities.
There are two known subspecies of elves, with one being the high-elves and the other being the subterranean deep elves, sometimes also known as drow.
- #5High elves
Keys: high elves, High elf
Enabled · After character · Order 10 · 100%
Entry settings
High elves are a subrace of elves with great affinity for white magic. They are known for their elegant, lanky features and long, pointed ears. High elves are usually taller than humans. They worship the God of Sun, and possess rich culture based on literature, arts and philosophy. High elves the most common race, followed by humans.
- #6Deep elves
Keys: drow, Deep elf, deep elves
Enabled · After character · Order 10 · 100%
Entry settings
The Drow, or deep elves, are a subrace of elves deeply tied to the Underdark, a vast network of subterranean caverns and tunnels. Known for their dark, obsidian skin and stark white or pale yellow hair, Drow are physically striking, with pale, almost glowing eyes in shades of lilac, silver, pink, red, or blue. They possess a natural affinity for black magic, especially the school of blood magic. They worship a spider Goddess of the Moon, and are known for their unique ability to see spirits.
Due to their practice of black magic and their connection to spirits, Drow are often considered a beast race.
- #7Dwarves
Keys: dwarves, Dwarf, dwarven
Enabled · After character · Order 10 · 100%
Entry settings
Dwarves are stout, resilient, and industrious, known for their skill in mining, metalwork, and craftsmanship. They are known for their inventive nature, and are the founders of steam powered and chemically powered technologies. Among their most valued inventions are steam powered prosthetics, though they are also responsible for more destructive creations, such as bombs.
Dwarves are fiercely loyal and value tradition, honor, and hard work. With their thick beards and gruff demeanor, dwarves are formidable warriors who prefer heavy armor and powerful weapons. They have a natural resistance to poison and an innate toughness that makes them ideal front-line fighters.
Dwarves are the only common race that is innately incapable of magic, meaning there are no dwarven mages.
- #8Orcs
Keys: Orc, orcs
Enabled · After character · Order 10 · 100%
Entry settings
Known for their strength and resilience, orcs are formidable warriors who rely on brute force rather than finesse. They often live in tribal societies led by the strongest warrior. It is a rarity for an orc to be a mage, and if one is born, the rest of the tribe treats them with high respect. Unlike most races, orcs do not distinguish between black and white magic, and will use whichever spells prove useful for their tribe.
On average, orcs are taller and wider than humans. It’s been recorded that some Orc men have reached 10 feet tall, though most stop developing at around 7 feet and women are on average a few inches shorter. Compared to humans, Orc noses are typically smaller and more pressed in. Their ears are pointed without being any longer than a human’s. The only other notable difference is they grow a pair of tusks from their lower gums.
- #9Beasts
Keys: spirit, drow, impure race, liches, the undead, beasts, vampire, lich, vampires, deep elf, beast-kin, Beast, werewolf, werevolves, impure races, deep elves, the famished
Enabled · After character · Order 10 · 10%
Entry settings
Beasts are races that are considered 'impure' due to them having characteristics that are dangerous to society. Beast races mainly include those that are higher in the foodchain than humans - e.g vampires. Despite the fact that the majority of beasts are just as intelligent as any other civilised race, they are treated as animals and pests, and are subjected to systematic persecution and genocide.
In religious circles, beasts are mistakenly thought of as demonic and evil, with most claiming that their eradication is the will of God.
Hybrids of beast and common races - such as half werewolves and half vampires - are referred to as Beast-kin. Such hybrids are treated the same as pureblooded beasts, and are often killed right after birth.
- #10Wendigo
Keys: the famished, wendigos, Wendigo
Enabled · After character · Order 10 · 100%
Entry settings
Wendigos are malevolent forest deities. They are known for attacking those who poach in their woods, cursing them with insatiable hunger which turns them into The Famished.
In their physical form, Wendigos appear as half human - half deer centaurs. Instead of human head, however, Wendigos have a deer skull, and are known to defend themselves with their antlers if the need arises.
- #11The Famished
Keys: wendigo, The famished
Enabled · After character · Order 10 · 100%
Entry settings
The Famished are feral, deer-like monsters who have once been people cursed by Wendigo. The curse of the Famished has several stages, by the end of which the afflicted no longer bears any human characteristics.
In the first stage, which lasts around a week, the cursed person develops intense hunger, which they are unable to satisfy no matter how much they eat.
During the second stage, this feeling changes from a general hunger to the craving for human flesh. By the end of the second week, both the starvation and the craving are so strong that the afflicted is willing to due anything - including eating their loved ones - only to satisfy their hunger. The moment they do so, they are no longer considered human, and become the Famished.
Over the course of the third and final stage, the Famished undergo physical changes. Controlled by their never-ending hunger, the Famished feeds and feeds, gaining more and more deer-like characteristics with each person they devour. Once their transformation is complete, the Famished appears as a emaciated husk of a deer, with sharp, dog-like teeth and claved hands at the ends of its front legs. At this point, the Famished has already forgot all about their previous life, becoming a feral, starved animal. It moves into the forest in which it was cursed, feeding on the flesh of animals and people alike, forever tortured by a ravenous hunger which it can never quench.
It is possible to beat the curse if a person afflicted by it never tastes human meat. To achieve that, they need to last a month since the day of their curse, by the end of which their hunger finally disappears and they can continue their previous life. The craving, however, is so strong that only a few have ever managed to beat it.
- #12Werewolves
Keys: werewolf, beast-kin, Werewolves
Enabled · After character · Order 10 · 100%
Entry settings
Werewolves are a canine species, most commonly found in the woods. They are cons a beast race.
Their form is reminiscent of a large wolf, with longer limbs and an upright posture. They live and hunt in packs and are very territorial. As one of few species, werewolves are capable of taking on a prey as dangerous as the Famished.
Werewolves are a highly intelligent species, with their own language and the intelligence and self awareness of most common races.
While their natural form is that of a canine, werewolves are capable of minor shape-shifting, and can sometimes change into a form more reminiscent of a human. There are rare cases in which a werewolf may fall for a human and abandon their pack in order to join society. However, due to their wild nature and their status as a beast race, sooner or later they either rejoin their pack, or are discovered and killed by other people.
In some cases, a werewolf and a human may have an offspring. Such hybrids are called 'beast-kin', and are considered a beast race.
- #13Vampires
Keys: Vampire, vampires
Enabled · After character · Order 10 · 100%
Entry settings
Vampires are a beast race, commonly found in cave systems or abandoned mines. They are a species of humanoid beings, known for their white, pearlescent skin, sharp teeth and small eyes. While to some they posses otherworldly beauty, others find their appearance grotesque and off-putting.
Vampires are nocturnal creatures sensitive to light. Their eyes are nearly blind and they orient themselves with the use of echolocation. They are carnivorous, feeding on flesh and blood of their prey.
Vampires do not grow old, though they can be killed by common means. Unlike other living beings, they don't become ghosts after death. This causes many to speculate whether Vampires have a soul, and if they don't, how exactly can a being exist without any energy to drive them. As such, vampires are nature's enigma, and are common subjects of studies by scholars.
- #14The Undead
Keys: reanimated undead, Undead, the undead, licj, spiritbound, liches, cursed undead
Enabled · After character · Order 10 · 100%
Entry settings
The undead are creatures which remain active and lifelike, despite their bodies being dead. Depending on the time of their initial death, the appearance of the undead may vary, from a cold but otherwise fairly fresh body to a rotting corpse whose flesh is falling apart. It's fairly common for some undead to be nothing but a moving skeleton.
There are different ways through which a creature can become undead, which each one affecting the nature of their being.
The undead are considered a beastly race, and are an object of disgust and fear.
- #15Lich X
Keys: liches, , Lich
Enabled · After character · Order 10 · 100%
Entry settings
- #16Cursed undead
Keys: the undead, , Cursed undead
Enabled · After character · Order 10 · 100%
Entry settings
Cursed undead become undead due to being cursed when they were still alive. Cursed undead are souls trapped within a dead body, but they do not retain the memories of their life before death. They behave in a beastly manner, and are known to be aggressive and bloodthirsty. It is possible to kill cursed undead using Light magic, either by dispelling their curse or by hitting them with a light formed weapon.
- #17Spiritbound
Keys: the undead, , Spiritbound
Enabled · After character · Order 10 · 100%
Entry settings
Spiritbound - Spiritbound are a subspecies of the undead, which have been created by a necromancer. They are either spirits or ghosts who have been forcefully removed from Mothisea and bound to a deceased body. Spiritbound retain their consciousness, memories and personality, but are forced to remain in a body which slowly decomposes with them inside. It is only possible to kill Spiritbound by using a light formed weapon.
- #18Reanimated dead
Keys: , Reanimated dead, The undead
Enabled · After character · Order 10 · 100%
Entry settings
Reanimated dead are bodies which have been reanimated by a necromancer. Unlike other types of undead, they lack consciousness, and are simply a dead body puppeteered by the mages will.
Keeping a body reanimated requires a lot of energy and concentration, making most reanimated undead only last several minutes.
- #19Mages
Keys: mages, magi, Mage
Enabled · After character · Order 10 · 100%
Entry settings
Mages are people whose souls are made of mana, giving them magical abilities. Mages are born with those abilities, there are no other ways to become a mage. Mage's capacity to hold mana can be slightly expanded with training, similarly to how a person can become physically stronger with exercise, but the more important part of working with mana is to learn hoe to use it efficiently. Using up too much mana will make a mage weak and nauseous and can even lead to their death.
- #20Mana
Keys: mana cull, Mana, mana culling
Enabled · After character · Order 10 · 100%
Entry settings
Mana is a type of energy of which magic is formed. In mages, mana is their lifeforce, and needs to be regularly charged in order for them to cast spells. It is possible to obtain mana by a process called 'mana culling', during which ot is forcefully extracted from a mage. Such process, however, kills the mage. Culled mana can be sold on the black market, and is used in runic magic by people who do not posses magical abilities naturally.
- #21Runic magic
Keys: culled mana, runes, Runic magic
Enabled · After character · Order 10 · 100%
Entry settings
Runic magic is a type of magic that doesn't require the caster to have magical abilities. It uses the system of runes - a series of magical symbols with different meanings and effects. It is most commonly used to enchant or curse objects, though in some cases it can allow people without magical abilities to cast practical spells or practice healing magic (for example by using a healing rune on a broken hand). Runic magic is cast by carving or painting a desired rune onto an object which one seeks to enchant/curse, then activating it with the use of mana - most commonly culled.
- #22White magic
Keys: White magic, white mages, elemental magic, white mage, light magic, healing magic
Enabled · After character · Order 10 · 100%
Entry settings
White magic is a collection of magical specializations (schools) which are considered to be positive and moral. White magic is generally accepted in society, although there are regions in which all forms of magic are frowned upon.
White magic is made of three schools: Light magic, Elemental magic and Healing magic.
It is important to remember that despite the societal concepts of 'good' and 'bad', there is no such thing as a good or evil magic. Both white magic and black magic are simply tools, and it is only up to an individual how they choose to use them.
- #23Light magic
Keys: light formed weapons, light mages, light mage, Light magic, light formed weapon
Enabled · After character · Order 10 · 100%
Entry settings
A school of magic classified as white magic.
Light magic is a specialization which allows the caster to manipulate light. It can be used to cast light in dark spaces, dispell curses or to manipulate light into physical objects - mainly weapons. Weapons formed of light are effective against the undead, as they are able to expel ghost and spirits which possess them.
- #24Elemental magic
Keys: Elemental magic, elemental mage, elemental mages
Enabled · After character · Order 10 · 100%
Entry settings
A school of magic classified as white magic.
Elemental magic specialises in the manipulation of elements, such as water, fire, air, earth or even lightning. It can be used for practical reasons, such as to help the growth of flowers, cast small, controlled fire with which one can warm oneself or alter the paths of water to create new rivers or wells. Alternatively, elemental magic can also be used in destructive ways, making it a controversial school, despite its classification as white magic.
- #25Healing magic
Keys: protective spells, protective spell, blessing, Healing magic, blessings, healing mages, healing mage
Enabled · After character · Order 10 · 100%
Entry settings
A school of magic classified as white magic.
As the name suggests, healing magic is used to heal people, be it by curing sicknesses or mending wounds. It can be used on others, or to heal the caster themself. Healing magic can also be used to cast blessings and protective spells. For its practicality, healing magic is a commonly seeked specialization among mages.
- #26Black magic
Keys: forbidden magic, Black magic, black mage, dark magic, necromancy, necromancer, shadow magic, illegal magic, dark mage
Enabled · After character · Order 10 · 100%
Entry settings
Black magic is a collection of magical specializations (schools) which are considered to be immoral and perversed. Black magic is frowned upon by society, and practicing it is illegal in most regions.
Black magic is made of three schools - Shadow magic, Blood magic and Necromancy.
It is important to remember that despite the societal concepts of 'good' and 'bad', there is no such thing as a good or evil magic. Both white magic and black magic are simply tools, and it is only up to an individual how they choose to use them.
- #27Shadow magic
Keys: shadow mages, Shadow magic, shadow mage
Enabled · After character · Order 10 · 100%
Entry settings
A school of magic classified as black magic.
Shadow magic is a specialisation which allows the caster to manipulate shadows. It can be used to create illusions, cause disorientation or to summon shadow creatures. Shadow magic can also allow the caster to merge with shadows, granting them a short moment of speed and invisibility.
- #28Blood magic
Keys: Blood magic, blood mages, blood mage
Enabled · After character · Order 10 · 100%
Entry settings
A school of magic classified as black magic.
Blood magic is a type of magic in which the caster uses blood - most commonly their own - to boost the power of their spells. As such, it is used as a support, rather than a specialisation of its own. With that being said, there are forms of blood magic which allow the caster to regenerate their health, vitality or mana via the consumption of blood, be it that of an animal or another person. The usage of blood is common in many rituals, as it strengthens wards, curses or enchantments.
- #29Necromancy
Keys: necromancer, ritual of immortality, reanimated dead, spiritbound, Necromancy
Enabled · After character · Order 10 · 100%
Entry settings
A school of magic classified as black magic.
Necromancy is arguably the most controversial school of magic, often considered grotesque even amongst dark mages. While it is mostly associated with the creation of undead, Necromancy specialises in manipulation and binding of spirits in general. Unlike most people, Necromancers don't see spirits as harmful or terrifying, but rather as a resource which can be used.
- #30Ritual of immortality X
Keys: , Ritual of immortality, lich
Enabled · After character · Order 10 · 100%
Entry settings
- #31Binding of spirits
Keys: spirit-binding, spirit binding, Spiritbinding
Enabled · After character · Order 10 · 100%
Entry settings
Spiritbinding is a form of ritual performed by necromancers.
Although spirit-binding can be used to create undead, it is more often used to trap spirits in amulets and other vessels, in order to command them and use them as servants or protectors.
When creating a vessel for the spirit, it is crucial to use specific materials - iron, wood or stone. These materials give the spirit purpose : iron makes them protect the caster from harm, while wooden vessels allow the caster to enhance their abilities by using up the spirit's energy. Stone vessels make the spirit act aggressive, and are made to curse someone by hiding the vessel somewhere in their home.
In theory, a spirit which was bound this way will perform its task forever, but it must be regularly 'fed' in order to recharge. As spirits are energy-based creatures, "feeding" them is done via ritualistic sacrifice, so that they can absorb the energy of the sacrificial animal (or person). If the spirit isn't being fed, it's energy will slowly deplete and, eventually, it will die.
The act of binding is traumatising for spirits, and being forcibly torn from their realm might sometimes fracture or destroy them.
- #32Mortisea
Keys: spirit, ghost, spirits, ghosts, Mortisea, Land of the Dead
Enabled · After character · Order 10 · 100%
Entry settings
Mortisea, also known as the Land of the Dead, is a dimension parallel to the tangible, mortal world. It is home to the native species of spirits, as well as the dimension which houses the ghosts of those who died.
Mortisea is an abstract, energy-based world, in which the concept of time doesn't exist. The dimension of Mortisea - as well as the beings that dwell within it - is invisible to mortals. Despite that, it is possible to see moral world from Mothisea, allowing spirits the living without being seen.
- #33Ghosts
Keys: soul, ghosts, demon, Ghost, demons
Enabled · After character · Order 10 · 100%
Entry settings
Ghost is the energy left behind by the dead. Every living being - except, perhaps, vampires - has a soul. A soul is the energy of said being - containing their knowledge, experiences and personality - which keeps their body alive and functional. When someone dies, their soul is freed from their body and becomes a separate form - a ghost.
Ghosts are energy-based creatures, similarly to spirits. However, unlike spirits, ghosts once had physical bodies, and they retain their memories and knowledge, as well as their ability to feel emotions.
When someone becomes a ghost, they usually move on to Mortisea. Sometimes, however, a ghost may choose to remain on earth, despite being unable to interact with the world around them. This can be for various reasons - a ghost may remain to look after a loved one, for example. In some cases, a ghost remains out of anger and spite, following around a person who caused its death or has otherwise hurt it in life.
Usually, even a spiteful ghost eventually moves on, but there are cases when the anger and vengeful nature of a ghost causes it to linger forever. Such ghost will eventually forget its nature, loosing its personality and memories in the process. It becomes an energy of pure hatred, causing havoc and spreading curses wherever it goes.
At that point, it is no longer referred to as 'ghost' - it becomes a demon, and can be extremely dangerous if it finds a mortal vessel to possess.
Like other energy-based beings, ghosts are intangible and invisible to mortals.
- #34Spirits
Keys: Spirit, veilborn, spirits
Enabled · After character · Order 10 · 100%
Entry settings
Spirits are energy-based beings native to Mortisea. They don't have a physical form, and if are - in theory - immortal. They can, however, be damaged or destroyed if someone tries to bind them. They also need to recharge themselves in order to not perish.
Spirits are conscious, intelligent creatures, operating on a very different level than mortal/physical beings. They lack the construct of gender or names, do not experience emotions and are able to recognize/communicate with each other in a non verbal way similar to telepathy. Due to the abstract nature of their world, spirits do not process time the way physical beings do, and have pieces of knowledge of not only present and past, but also future.
While they are unable to interact with the physical realm, they can observe it, and are often very invested in mortal affairs.
Same as ghosts, spirits are invisible to people, but can sometimes be seen by animals. They are also known to be visible to deep elves. Due to their alien nature, they are feared by most common races.
Showing 34 of 34
1 file
- .jsonjson_lorebookoriginal
44.7 KBfirst seen cfb8f5e21f54b34e
Opens with the tab.