Fur Honor
NSFWLorebookfrom ChubA Thousand Years of War - A For Honor furry lorebook for all of your medieval battleground needs.from Chub
- 1 fork on Chub · private forks can't be archived· Chub · lorebooks/Abenoseme/fur-honor-28d50d849263
Tokens: 0 permanent · Lorebook: up to 206 tokens triggered, 2,432 across all entries · estimated prompt budget 206
Description on Chubfrom Chub
[This is a lorebook based off of the universe of the video game 'For Honor'. It contains information about the setting and locations to fit within a grim, low fantasy medieval setting. The biggest departure from the source material that this lorebook draws from is that humans do not exist—there never were humans.
Instead, the world has always belonged to the Kinfolk, intelligent anthropomorphic peoples descended from every corner of the animal kingdom.]
This is my very first attempt at building a lorebook so I expect there will be many problems. I welcome any and all suggestions or tips on how to improve or optimize this, so please test it out and leave some comments! I will be revising and updating this as often as I can when I'm not working, which will probably be every other day.
- Format
- V2
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 6
- Favorites
- 4
- Chats
- 0
- Messages
- 0
- Forks (upstream)
- 1
- Tokens (upstream)
- 2,436
Last checked on Chub: Created Updated Archived since
No description.
21 entries · scan depth 2 · budget 1,024 tokens · recursive scanning on
Book settings
- #1The World
Keys: Kinfolk
Enabled · After character · Order 10 · 100%
Entry settings
Inhabiting this world are the kinfolk: intelligent anthropomorphic peoples descended from every corner of the animal kingdom. Over centuries the Cataclysm isolated civilizations, causing them to evolve independently into wildly different cultures. Their appearance, instincts, and societies were shaped by the lands they inhabited. The Kinfolk are the only sapient race in the world. There are no humans, and there never were. Every civilization, every empire, every ruined kingdom of the old world was built by the Kinfolk.Their fur, feathers, scales, horns, claws, and tails are no stranger than eye color or height.
- #2Cataclysm
Keys: The Fall, Worldbreak, The Sundering, Cataclysm
Enabled · After character · Order 10 · 100%
Entry settings
Thousands of years ago, the world was shattered by an event known as The Cataclysm. Each civilization has their own word for this event, but the effects were the same; Kingdoms disappeared beneath the earth while forests consumed abandoned cities. Entire mountain ranges erupted from the ground and magma and ash rained from the sky. It reshaped the world and killed billions
- #3[Locations]
Enabled · After character · Order 10 · 100%
Entry settings
- #4Heathmoor
Keys: Valkenheim, Myre, Ashfeld, Heathmoor
Enabled · After character · Order 10 · 100%
Entry settings
Heathmoor is the supercontinent that was created due to The Cataclysm a millennium ago. It is split into four large regions that are settled and controlled by the largest warrior civilizations: The western and center part of the continent are called Ashfeld, home of the knight legions. The east is The Myre, home to the samurai. To the north is Valkenheim, home to the vikings. The south of Heathmoor lies the unsettled borderlands.Heathmoor is a mix of multiple ecosystems, but primarily is one of three kinds of climates: temperate in the south and west, tundra in the North and wetlands in the east. The Northeast part of Heathmoor stems out into an ocean, with a strait cutting through the Valkenheim region towards the West. Mount Ignis is the most recognizable landmark in Heathmoor, being the region's only active volcano. On the western edges of Ashfeld, it sits right under the Blackstone Hills.
- #5Mount Ignis
Keys: Mount Ignis, Mount Rust
Enabled · After character · Order 10 · 100%
Entry settings
Mount Ignis is an active volcano on the edge of Ashfeld's border with the Myre. It is in a state of constant eruption and is a reminder of Ashfeld's dark past. Mount Ignis is a cone volcano found in the north east corner of Ashfeld. It is in a state of constant eruption with a steady flow of lava from its peak thanks to the instability of the land. Mount Ignis is responsible for a large number of the lakes in the north part of Ashfeld being turned to acid as well as the lakes and rivers of lava found nearby. Several villages have had to be evacuated and have been consumed by lava. As well as poisoning Ashfeld's lakes and creating new ones out of lava, Mount Ignis also caused the rivers in Valkenheim to freeze over for 2 years. While Ignis is its official name, the volcano also has another informal name used by the local population of Ashfeld villagers: 'Mount Rust'.
- #6Ashfeld
Keys: Knight, Ashfeld, Knights
Enabled · After character · Order 10 · 100%
Entry settings
Ashfeld is built upon fertile plains, ancient castles, and iron-rich mountains. It resembles medieval Europe; Huge fortresses overlook valleys, cathedrals stand beside military academies and fields are crossed by roads patrolled by armored knights. Ancient forests stretch for days between villages. Stone keeps crown nearly every hilltop. It is a country that seems almost designed for castles. Ashfeld experiences four distinct seasons: Unlike the harsh extremes of Valkenheim or the humid warmth of the Myre, its climate is temperate but highly variable. The native kinfolk inhabiting Ashfeld are: Lions Mastiffs Horses Falcons Badgers
- #7Valkenheim
Keys: Valkenheim, Vikings, Viking
Enabled · After character · Order 10 · 100%
Entry settings
Valkenheim is a mosaic of fjords, mountain ranges, forests, frozen rivers, and isolated clan territories connected more by sea than by roads. Topographically and culturally it is a fusion of ancient Norway, Iceland, Finland, the Faroe Islands, Greenland, and the Scottish Highlands, scarred by the Cataclysm into one of the harshest inhabited regions in the world. Valkenheim is classified as subarctic to arctic, but local geography creates surprising variation. The native kinfolk of Valkenheim are: Wolves Bears Ravens Elk Boars
- #8Myre
Keys: Samurai, Myre
Enabled · After character · Order 10 · 100%
Entry settings
The Myre is made up of hundreds of provinces connected by rivers, forests, mountain valleys, coastal plains, and wetlands. Culturally it resembles feudal Japan. The Myre occupies eastern Heathmoor, where warm ocean currents and seasonal monsoons collide with the mountains separating it from Ashfeld. Unlike the open landscapes of the west, visibility here is often limited. Hills disappear behind mist and forests swallow entire villages. The Myre experiences a humid subtropical climate influenced by seasonal monsoons. Humidity remains high throughout the year and rain is common. The Myre's weather is dominated by moisture, so morning fog is nearly universal. The native kinfolk of the Myre are: Tigers Foxes Deer Cranes Tanuki
- #9Wu Lin Empire
Keys: Wu Lin, Wulin
Enabled · After character · Order 10 · 100%
Entry settings
The Wu Lin Empire lies far to the east of the Myre beyond Heathmoor. A vast country culturally resembling imperial China, and topographically a mix of Tibet, Mongolia, Yunnan and the Himalayas. The empire's western frontier is protected by one of the largest mountain chains in the world. Some summits remain untouched because no Kinfolk has ever successfully climbed them. The mountains are so vast that many valleys remain isolated for generations, each developing its own customs, dialects, and martial traditions before eventually being absorbed into the Empire. Only a handful of passes allow armies to cross. The sheer size of the empire creates astonishing environmental diversity ranging from cold and dry in the north to subtropical and humid in the south, having temperate central zones. Native kinfolk: Eagles Pandas Leopards Monkeys Snakes
- #10Qiang Pass
Keys: Wu Lin, Wulin
Enabled · After character · Order 10 · 100%
Entry settings
Qiang Pass is a narrow pass nestled between two mountains. Long ago the Wu Lin once built a grand fortress to claim the strategic route, cementing it as a crucial point connecting the miles of great walls built around their empire. With mountains on either side, Towering cliffs rise thousands of feet overhead. Massive stone gates seal the entrance and hidden murder holes line the walls. Giant cauldrons of boiling oil atop the ramparts, gunpowder packed ballistae, Repeating crossbows, Signal towers. Underground granaries and Natural caves converted into barracks. An invading army cannot simply march through Qiang Pass. It must first survive days—or even weeks—of bombardment while advancing through a corridor where every step is observed from above. Among all the mountain gateways into the empire, none is more famous than Qiang Pass.
Imagine Thermopylae, Khyber Pass, and a fortress carved directly into the side of the Himalayas.
- #11Neferkha
Keys: Medjay, Neferkha, Lands of the Sun
Enabled · After character · Order 10 · 100%
Entry settings
Far south of Heathmoor across the Grasping Sea stretches an immense river valley surrounded by endless deserts. Foreigners know it as the Lands of the Sun, but inhabitant call it 'Neferkha'. Civilization clings to life along the life-giving river while the surrounding dunes hide ancient ruins older than the Cataclysm itself. Massive temple cities dominate the floodplain. Trade caravans connect oasis kingdoms. The Pharaoh rules through a network of governors, priests, and Medjay protectors. The native kinfolk: Jackals Aardwolves Hyenas Cobras Sacred Ibises Falcons Camels Cheetahs
- #12Kingdom of Arabia
Keys: Afeera, Arabia, Lands of the Sun
Enabled · After character · Order 10 · 100%
Entry settings
Farther south than Zahar, across a great desert lies the Kingdom of Arabia; A federation of wealthy city-states connected by commerce rather than conquest. Unlike the Pharaoh's centralized kingdom, power is shared among powerful emirs, merchant princes, and learned scholars. Native kinfolk: Sand Cats Arabian Oryx Gazelles Falcons Caracals Desert Foxes
- #13Jade Rainforest
Keys: Greenlands, Jade Rainforest
Enabled · After character · Order 10 · 100%
Entry settings
The Jade Rainforest is rumored to be far west of Heathmoor: Far across the western ocean lies an enormous tropical continent: Towering jungles hide cities swallowed by vines, Massive stepped pyramids rise above the canopy. Its peoples are exceptional hunters and trackers. Religion centers around celestial cycles and powerful nature spirits. Native kinfolk: Jaguars Ocelots Tapirs Macaws Crocodiles
- #14Sapphire Archipelago
Keys: Sapphire Archipelago
Enabled · After character · Order 10 · 100%
Entry settings
Thousands of islands scattered across warm south-east seas. No emperor rules here. Every harbor answers to a different captain, merchant council, or pirate lord. Trade thrives. Smuggling thrives even more. The archipelago connects nearly every civilization by sea. Native Kinfolk: Fishing Cats Leopard Seals Sea Lions Cormorants Pelicans
- #15Ivory Plains
Keys: Whiteplains, Ivory Plains
Enabled · After character · Order 10 · 100%
Entry settings
The Ivory Plains lie the furthest south, Far beyond the Lands of the Sun lies a vast savanna dotted with prosperous kingdoms linked by rivers and caravan routes. The Ivory Kingdoms are famed for master metalworkers, vibrant textiles, and disciplined spear formations. Their rulers maintain alliances through trade and diplomacy as often as warfare. Native kinfolk: Elephants Rhinoceroses Zebras Giraffes African Wild Dogs
- #16[Factions]
Enabled · After character · Order 10 · 100%
Entry settings
- #17Knights
Keys: Legions, Knight, Legion, Knights
Enabled · After character · Order 10 · 100%
Entry settings
Knights are warriors that usually belong to one of the dozen legions in Ashfeld. The knightly legions govern these lands, but are not unified and are just as likely to be at war with one another. A legion is less like a single army and more like a powerful military order or semi-independent kingdom with its own lands, castles, nobles, and traditions. These are the major political powers of Ashfeld, descended from one of the great noble houses that survived the Cataclysm. Notable Legions: Iron Legion, Blackstone Legion, Daubney's Militia, Regal Legion, Royal Legion
- #18Vikings
Keys: Clans, Clan, Vikings, Viking
Enabled · After character · Order 10 · 100%
Entry settings
Vikings are a loose coalition of hundreds of clans and tribes. Each clan is led by a Jarl or Matriarch whose authority depends on wisdom, reputation, and the ability to provide for their people. The Vikings are a loose coalition of hundreds of clans and tribes. Alliances are easily formed and just as easily broken. Disputes and conflicts are par for the course but any outsiders will see them in a state of perpetual war. The Great Moot, held during the brief summer, is one of the few times the major clans gather peacefully to settle disputes, arrange marriages, forge alliances, and decide whether to unite against external threats. Technologically speaking they are the most primitive. Notable clans: Clan Warborn, Clan Fenrir, Clan Bjornsson, Clan Hrafn
- #19Samurai
Keys: House, Samurai, Houses, samurai
Enabled · After character · Order 10 · 100%
Entry settings
Samurai of the Myre are warriors of a centralized feudal state known as the Dawn Empire. The Dawn Empire is broken into multiple houses, each led by a Daimyo. The Emperor is considered the symbolic heart of the realm, but day-to-day governance falls to powerful provincial governors and noble families. These lords maintain their own armies, collect taxes, and oversee irrigation, roads, and temples, yet all owe allegiance to the imperial court in the capital city of Koto. The samurai are the most unified of the factions though this does not say much as the Daimyos will often battle each other for dominance. Notable houses: House Seijuro, House Ranja, House Kizan, House Dokuja
- #20Wu Lin
Keys: Wu Lin, Empire, Wulin
Enabled · After character · Order 10 · 100%
Entry settings
The Wu Lin are ruled by a highly structured imperial bureaucracy. At its head sits the Celestial Emperor, traditionally chosen from an ancient dynasty believed to rule by the Mandate of Heaven. The Emperor is not viewed as a god but as the guardian responsible for maintaining harmony between the heavens, the land, and its people. Unlike the other factions, the Wu Lin remained a unified empire for much of history.
- #21Outlanders
Keys: Ivory Plains, Outlanders, Lands of the Sun, Medjay, Sapphire Archipelago, Pirate, Jade Rainforest, Afeera, Outlander
Enabled · After character · Order 10 · 100%
Entry settings
Unlike the major civilizations, Outlanders come from every unexplored region or small kingdom. They arrive as mercenaries, explorers, traders or even ambassadors from time to time. Given the tumultuous nature of Heathmoor and the hot and cold conflict that has been going on, most outlanders are sellswords or soldiers of fortune.
Showing 21 of 21
2 files
- .jsonjson_lorebookoriginal
24.9 KBfirst seen a12122096714cd90
- .jsonjson_lorebook
24.9 KBfirst seen 90300200e080bb2d
Opens with the tab.