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Arruel - Master Lorebook

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Tokens: 0 permanent · Lorebook: up to 422 tokens triggered, 12,223 across all entries · estimated prompt budget 422

Description on Chubfrom Chub

Master Lorebook of Arruel

'Ello Jimmies! Finally decided to make a map and lorebook for all of my characters in Arruel! This map was made using Inkarnate for those curious and I will continue to update both the appearance of the map and this lorebook for each character relevant to Arruel. I plan to fully flesh out this world and its characters as I update my older bots and as I continue to make new bots.

Most of the empty space (primarily in the east of the world, like the placeholder name of Elven Lands) will be finalized eventually. This should be the go-to lorebook to use for each character in Arruel aside from heavily specialized ones that I make separate lorebooks for. I also plan to have this lorebook be a list for all the characters in Arruel, as not all bots I make are in this world.

Below I just have the map of the world, the map again but with each character's location highlighted, and a list of every character in Arruel. Just click on the photo to be redirected to their character page.

Map of Arruel

Map of Arruel

Map of Locations

Map of Arruel with character locations

The Inhabitants

Changelog

[01/26/2026] Creation Date.
[02/05/2026] Added entries for ducats and Arruel world-info.
[02/16/2026] Unified CSS/HTML structure. Updated character grid and map visibility. Removed the 'Amidst Ya'll' character from this lorebook as it made no sense. Added Ryn & Talvynna to map.
[02/22/2026] Added entries for Heverainne, Catastrophe Party, & Astromancy. Added Selas to map.
[02/23/2026] Updated map to add Ida, and added entry for Necromancy and Saint's Crossing.
[02/24/2026] Added Maxine to map.
[02/28/2026] Added Da'an to map. Added entries for Elves, Oni, Entromancy, Lepidoptera, and Rosalinde.
[03/18/2026] Added Cass' Mausoleum to map. Added entries for Barrier Alchemy and the Mausoleum.
[04/19/2026] Added Beijsht and the updated Saelum portrait to map. Added entries for Dragons, True Dragons, Ctepaqalis, Chilarre, the autonomous island, and the Damachaemid Empire.
[04/28/2026] Added Oe'pau to map. Added entries for the Serpent of Potomac, Caligomancy, the Hallowguard, and Foxkin.
[05/17/2026] Updated Map to replace old Jeanne portrait. Added entries for Gneir's Comet, Succubi, Demons, and Bound Entities. Updated Entries for Ardor.
[07/5/2026] Created location for Poisafon and added Natto to map. Added entries to lorebook for Poisafon and half-elves.
[08/18/2026] Created location for En Dungeon and added Cwase to map. Added entries to lorebook for En Dungeon, Hektrii, and edited entry for Goddess Reis.
[09/23/2026] Created location for Daq-Ain and added Ipocou to the map. Added entries to lorebook for Daq-Ain, Recordkeeping Division, and Bulettes. Fixed minor typos and inconcistancies in lorebook.
[10/06/2026] Updated CSS & HTML. Added entries for Dungeons, Dungeon Hearts, Natural Alchemy, the Law of Equivalent Exchange, Spirits, Dryads, and the Adventurer's Guild (replacing the Adventurers Guild Headquarters entry). Reworked the Spirit War and Spirit Portal entries to explain the origins of the war and the portal. Updated entries for Alchemy & Houses of Alchemy, Isle of Monsters, En Dungeon, Demons. Added and cleaned up keywords across several entries. Fixed minor typos and inconsistencies in lorebook.
[10/24/2026] Added Medëaus to map. Added entries for Vocansmancy, Alchemical Compatibility, Lavrijn, House Liementine, and Goddess Vestavia.

Listed as “Arruel | Master Lorebook”

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Arruel - Master Lorebook

125 entries · scan depth 12 · budget 1,200 tokens · recursive scanning off

The defacto lorebook for my fantasy world of Arruel and the characters inside.

Book settings
  1. #1Necromancy

    Keys: death magic, undead, raising the dead, necromancer, House of Death, Necromancy

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    Necromancy, or the House of Death, is a House of Alchemy focused on the manipulation of death energy and the reanimation of deceased organic matter. Practitioners channel necrotic energy to raise corpses as undead servants, manipulate residual life force, and control the boundary between life and death. The art requires precise alchemical control—too much energy and corpses combust, too little and they collapse immediately. Despite its practical applications in labor, combat, and archaeological recovery, necromancy is widely stigmatized as macabre and disturbing.

  2. #2Ducat

    Keys: moola, bucks, money, ducat, wealth, currency, cash

    Enabled · Selective (AND ANY) · Before character · Order 10 · 100%

    Entry settings

    Ducats are the main legal tender in the world of Arruel, they are small often gold or silver coins accepted by almost every single tender or trader in the world

  3. #3Alchemy & Houses of Alchemy

    Keys: alchemist, alchemical, House of Alchemy, Houses of Alchemy, Alchemy, Magic

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    In the world of Arruel, magic is called Alchemy and is governed by the Law of Equivalent Exchange: to gain something, something of equal value must be given up. Alchemy comes in two forms. Natural Alchemy is the raw alchemy that flows through the land, environment, and living things of Arruel, and it can only be wielded by Elemental Spirits and Dryads. When it pools in one place, it forms a Dungeon Heart. Mortals instead practice Alchemy through scientific "Houses of Alchemy," commonly named with a suffix ending in -mancy, e.g., the House of Fire being Pyromancy. Common Houses of Alchemy such as the four bases (Pyromancy (Fire), Terramancy (Terrain), Aquamancy (Water), Aeromancy (Air)) can all be learned by anyone with enough hard work and effort. However, while most Houses can be learned by everyone, some can only be used by those who were innately born with the ability, such as Luxomancy (House of Light). Other Houses can only be used by those under an Oath to a God or some other restriction, such as Aurumancy (House of Divinity), which can only be used by those who have sworn an oath to the Goddess Reis. There are six Houses deemed illegal by the High Council of Alchemy: the House of Dreams, House of Blood, House of Sex, House of Shadows, House of Mind, and House of Time.

  4. #4Forbidden Houses of Alchemy

    Keys: Umbramancy, Carnamancy, Oneiromancy, Psychomancy, Chronomancy, forbidden houses of alchemy, Sanguimancy, forbidden houses

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    There are six forbidden alchemical arts deemed illegal by the High Council of Alchemy in Canobie. The six houses are the House of Dreams, House of Blood, House of Sex, House of Shadows, House of Mind, and House of Time. These are forbidden to learn because of their taboo and dangerous nature. If anyone were to find an alchemist using these houses they would get into a lot of trouble if exposed for this crime.

  5. #5Necronomicon

    Keys: Necronomicon

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    The Necronomicon is a very dangerous book that contains knowledge about the Forbidden Houses of Magic and is held in the staff-only section of the library of Okelin Academy in Canobie. The book contains basic-level spells of each one of the houses.

  6. #6Canobie

    Keys: Canobie

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    Canobie is a walled trade city whose prosperity depends on keeping the surrounding roads and water monster-free. It is the capital of the Grand Empire of Canobie and is where the Imperial Family lives and where the Okelin Academy of Fine Arts & Alchemy is located.

  7. #7Grand Empire of Canobie

    Keys: grand empire, grand empire of canobie

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    The Grand Empire of Canobie is a huge empire that takes of all of the south of the western continent. It's capital Canobie is in a bay and is known for trade and alchemy. It's northern border is secured by a mountain range and the Gate of Ytel. The Grand Empire used to inhabit the north of the continent past the Gate of Ytel but it lost control of the north during the Great Spirit War leaving mostly ruins and nomads in the north. It's main settlements are the city of Canobie, it city of Granheid, the Castletown of Malleheim, and the towns surrounding the Murkmire Bog in the south located on it's own island connected by a bridge. Important locations also include the Greater Brocéliande Forest and the Murkmire bog.

  8. #8Murkmire Bog

    Keys: swamp, murkmire, murkmire bog, bog

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    Murkmire Bog is a sprawling, mist-covered wetland in the soutrh of the Grand Empire of Canobie located on an island, avoided by most travelers. The ground is a patchwork of shallow pools, tangled roots, and sudden sinkholes, with a dense canopy. Locals speak of Murkmire as a cursed place ruled by the “Bog Witch,” and not much is known about the interior. A rumor has spread that the Legend Nyssalene who saved Canobie in the Great Spirit war now resides in hiding in the bog.

  9. #9Okelin Academy of Fine Arts & Alchemy

    Keys: Okelin Academy, academy, okelin

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    Okelin Academy of Fine Arts & Alchemy is an elite university located in the heart of Canobie. The university is led by the High Council of Alchemy who are the highest power related to Alchemy in all of Arruel. Okelin is divided into Colleges by House of Alchemy, such as the College of Summoning Alchemy, or College of Fire Alchemy.

  10. #10Granheid

    Keys: Granheid

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    Granheid is a large city located in the Grand Empire of Canobie. It is known for it's beautiful sprawling cliffs and the castle of Altwich which was once the center of an ancient Kingdom before being conquered by Canobie.

  11. #11Altwich Castle

    Keys: altwich castle, altwich

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    Altwich Castle looks over the city of Granheid. The Baron—Alfons II—is a young, impressionable, and gregarious ruler, taking delight in spectacle, rewarding performers and flatterers, and overlooking inconveniences that arrive wrapped in silk. Dynasty Altwich's members are Baron Alfons II, his wife Baroness Vistra, and his daughter Miss Elena.

  12. #12Raginfelt

    Keys: Raginfelt

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    Raginfelt is the capital of the Republic of Raginfelt and is a marble city located in the northeast of the western continent. Sat between Lake Gwenioch and the ocean, Raginfelt has always been a seafaring people. According to legends, Raginfelt was founded by the Goddess Reis herself and the people are very zealous in her worship. Important locations in Raginfelt are the Statue of Vindication, the Temple of Reis, and Consul's Palace.

  13. #13Republic of Raginfelt

    Keys: Republic, Republic of Raginfelt

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    The Republic of Raginfelt is a nation located in the northeast of the western continent. Being surronded by water by Lake Gwenioch and the ocean, The Republic of Raginfelt has always been a seafaring people. Raginfelt is a highly spiritual nation who worship the Goddess Reis. Important Locations in Raginfelt are the Mansara Desert, the city of Raginfelt, The Statue of Vindication, the Temple of Reis, and the islands of Great Saint Valence and Little Saint Valence.

  14. #14Mansara Desert

    Keys: mansara, mansara desert

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    The Mansara desert is a vast sandy desert south of the city of Raginfelt. It is within the borders of the Republic of Raginfelt but is very loosely governed as the sandy hills and dryland make it hard to access. While seemingly dead, this place is beaming with life.

  15. #15Temple of Reis

    Keys: temple, temple of reis

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    The Temple of Reis is an important Holy Site to the worshippers of Reis in Raginfelt. According to legend, this temple was built by the Goddess herself and her worshipped build Raginfelt around it.

  16. #16Little Saint Valence

    Keys: saint valence, island of valence, valence, little saint valence

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    Little Saint Valence is a small island sat between the western continent and the central continent yet owned by The Republic of Raginfelt. While only being a small settlement, the Kingdom of Haüßland are currently at war with the Republic over control for this island.

  17. #17Great Saint Valence

    Keys: little great valence, saint valence, island of valence, valence

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    Great Saint Valence is a large island northeast of the western continent. It is a very wooded island owned by the Republic of Raginfelt that is mostly used for logging purposes and as a checkpoint between the western continent and the central continent. Not much is known about the interior of the island aside for a large laked named Lake Allaamisa. Rumor states there is a large beautiful Château upkept by a single Lapiforá.

  18. #18The Statue of Vindication

    Keys: statue of vindication

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    The Statue of Vindication is a large statue in the city of Raginfelt. It was built to honor the brave fallen who had died in protection of Raginfelt during the Great Spirit War.

  19. #19Gate of Ytel

    Keys: ytel, Gate of ytel

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    The Gate of Ytel is a large fortification in on the north border of the Grand Empire of Canobie. This gate served as a fallback point of the frontlines and main fortification keeping the spirit invaders out of the heartland of the Grand Empire.

  20. #20Lake Gwenioch

    Keys: Lake Gwenioch, Gwenioch

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    Lake Gwenioch is a large lake located in the east of the western continent. It serves as the border between the Grand Empire and the Republic.

  21. #21Le Château Allaamisa

    Keys: Château, Château Allaamisa, Le Château Allaamisa

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    Le Château Allaamisa is a myth created by the locals of Great Saint Valence. No roads or maps record its location. They speak of a large grand palace with a single Lapiforá caretaker known as Quinné l'Adesine. The records are very hazy considering they are hundreds of years apart and always vary, but the name Quinné l'Adesine is a constant.

  22. #22Lake Allaamisa

    Keys: Allaamisa, Lake Allaamisa

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    Lake Allaamisa is a large lake at the center of Great Saint Valence that always seems to be constantly emitting mist. Rumors from locals claim that there is a large tentacle monster resting at the bottom of the lake.

  23. #23Judlike

    Keys: Judlike

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    Judlike is a rumor and myth. The locals of Great Saint Valence claim that a tentacle monster known as Judlike created Le Château Allaamisa and rests at the bottom of Lake Allaamisa

  24. #24Malleheim Castle

    Keys: Malleheim

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    The Castletown of Malleheim is a city located in the Grand Empire of Canobie. It is the capital of the Grand Duchy of Malleheim and it is where the Archduke and his family reside.

  25. #25Grand Duchy of Malleheim

    Keys: malleheim, duchy of malleheim, grand duchy of malleheim

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    The Grand Duchy of Malleheim is a region in the Grand Empire of Canobie. It includes the entire southeast island off the coast of the western continent. Important locations in the Grand Duchy are the Greater Brocéliande Forest and the Castletown of Malleheim. The Ducal Family of Malleheim are Archduke Arthur, Archduchess Prydain, and their children Lady Isolde, and Lord Jakob.

  26. #26Greater Brocéliande Forest

    Keys: Greater Brocéliande Forest, Brocéliande Forest, Brocéliande

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    The Greater Brocéliande Forest is a realm inside the Grand Duchy of Malleheim. It is run by forest creatures such a dryads, spirits, druids, and other nature creatures. The Ruler, The High Priestess of the forest, has been a dryad named Chloris for 471 years before being captured by the Grand Duchy of Malleheim.

  27. #27The Spirit War

    Keys: great spirit war, spirit war

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    The Spirit War was a decade-long conflict between the Mortal Realm and the Spirit Realm that began when rogue summoning alchemists accidentally tore a hole between the two realms in the north of the western continent. The spirits took the tear as a sign that mortals were preparing to invade and attacked preemptively, and one misunderstanding escalated into another. The invaders were mostly elemental spirits and did not fight as a single army. Some were cunning, but many of the weaker ones were non-sapient or semi-sapient and simply warped the land and caused destruction wherever they passed. The war ended sixty years ago when Summoning Alchemists stabilized the tear into the Spirit Portal, but the cost was immense. The Grand Empire of Canobie lost control over the north of the western continent, and the land around the portal became a scarred landscape of lava and volcanoes. The north remains sparsely populated, left as ruins where nomads and scavengers roam. Sometimes lower level semi/non-sapient elemental spirits still leak from the portal roaming the north of the western continent causing chaos.

  28. #28Spirit Portal

    Keys: spirit portal

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    The Spirit Portal is the original tear between the Mortal Realm and the Spirit Realm, accidentally opened by rogue summoning alchemists and stabilized into a permanent portal by Summoning Alchemists at the end of the Spirit War. It sits in the north of the western continent, surrounded by dark scarland, lava, and volcanoes left over from the initial invasion. The portal is not fully sealed, and spirits still occasionally leak through. Most are weaker non-sapient or semi-sapient spirits that cause chaos in the surrounding region, which is a major reason the north of the western continent still lies in ruins.

  29. #29Old Spirit War Frontlines

    Keys: war frontlines, spirit war, spirit war frontlines

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    The Old Spirit War Frontlines are located just north of the Gate of Ytel on the border of the Grand Empire of Canobie. Filled with left over remnants of war like fortifications and destruction, this land is vastly destroyed but nature has started to reclaim it.

  30. #30Haüßland War for Little Saint Valence

    Keys: Haüßland war, valence war, little saint valence war

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    The Haüßland War for Little Saint Valence has been going on for six months and it is a war of aggression by the Kingdom of Haüßland over control of the highly strategically important island of Little Saint Valence that sits between the central continent and the western one.

  31. #31Kingdom of Haüßland

    Keys: Haüßland, Kingdom of Haüßland

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    The Kingdom of Haüßland is in the north of the central continent and is a very militaristic nation focused on war accolades and expansion. They are currently at war with the Republic of Raginfelt over the island of Little Saint Valence. Important settlements in the Kingdom are their capital of Balmettle, the city of Yheland, and the Dwarven mines. Haüßland is also the world's primary exporter of rare metals.

  32. #32Balmettle

    Keys: Balmettle, capital of Haüßland

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    Balmettle is the capital of Haüßland built into a large ore rich mountain. It is at the very north of the central continent.

  33. #33Yheland

    Keys: Yheland

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    Yheland is an important city located west of the Haüßland capital of Balmettle. It is a trade city and an important restocking point for the War for Little Saint Valence.

  34. #34Dwarven Mines

    Keys: Dwarven Mines, Mines

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    The Dwarven mines are located in the southwest of the Kingdom of Haüßland. They are very mineral and ore rich and is where the Haüßland gets most of their rare minerals.

  35. #35Lake Kattel

    Keys: Kattel, Lake Kattel

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    Lake Kattel is the largest lake in all of Arruel located south of the Kingdom of Haüßland.

  36. #36Western Frontier

    Keys: new provinces, western frontier, frontier, provinces

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    The Western Frontier, also known as the New Provinces is a largely un-governed section of the Commonwealth of Columbia. The Western Frontier was recently purchased by the Commonwealth from the Kingdom of Haüßland but no real effort has been made to enforce the laws and set up proper government institutions. It's filled with small settlements railways, ranches, and is this worlds equivalent of the Wild West. A landmark of the Frontier are the Columbian Bison that graze on the vast grasslands of the plains.

  37. #37Serpent of Potomac

    Keys: the Serpent, Serpent of Potomac, Potomac Serpent, Potomac Memorial Gardens

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    The Serpent of Potomac was a colossal sea serpent the size of a castle that emerged from the coast of Potomac thirteen years ago and attacked the city, killing thousands before being slain. The Adventurer's Guild dispatched every party in the vicinity to defend the capital, but the Serpent's strength outmatched the early responders and most of the dispatched parties were wiped out before reinforcements could arrive. The Serpent was ultimately killed by Oe'pau Yezataal, then an A-rank Caligomancer, after the rest of her party—the Hallowguard—fell defending the city. Her actions that day earned her promotion to S-rank and cemented her reputation across Arruel. The Potomac Memorial Gardens, a hillside cemetery overlooking the city, was built in the years following to honor the casualties and remains the site of annual remembrance ceremonies. The event is widely considered one of the defining historical moments of the modern Commonwealth of Columbia.

  38. #38Kahele Estate

    Keys: Kahele estate

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    The Kahele Estate is currently owned by Selina Kahele. It acts as a headquarters of the enforcement of the law in the Western Frontier. It is a vast, 100+ acre plot of land filled with farms, cattle, barns, and ranch houses.

  39. #39Thieves Guild

    Keys: thieves guild, thieves

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    The Thieves Guild is that largest organized crime guild in Arruel. Known for its extensive use of the Shadow-Step Arts it's members are notorious. It's leader, Grandmaster Jon is a mysterious man who handles the guild from the shadows as the face, Bryn Fen, is second in command and is the flashy one. It's headquarters is located in the Western Frontier.

  40. #40Potomac

    Keys: Potomac

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    Potomac is the capital and the largest city in the Commonwealth of Columbia. Located southeast of the central continent, despite being isolated from most other big cities the Commonwealth's vast rail system is what keeps Potomac as the rival city of Canobie. An important feature inside Potomac is the Adventurers Guild Headquarters.

  41. #41Adventurers Guild

    Keys: adventurer, adventurers guild, the guild, adventurer's guild, Adventurers Guild Headquarters, quest, adventurers

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    The Adventurer's Guild is an organization with branches in almost every major settlement in Arruel, headquartered in Potomac in the Commonwealth of Columbia. Adventurer's Primarily explore and destroy dungeons, do mercenary work, guard caravans, and many other odd jobs. Adventurers are ranked from D-rank to S-rank. The current Grandmaster of the Adventurer's Guild is Oe'pau Yezataal, an S-rank Caligomancer and foxkin who has held the position for seven years following the retirement of the previous Grandmaster. Oe'pau is widely respected and feared across Arruel for her swordsmanship and strategic mind, and is best known publicly for slaying the Serpent of Potomac thirteen years ago.

  42. #42Commonwealth of Columbia

    Keys: Commonwealth of Columbia, Commonwealth, Columbia

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    The Commonwealth of Columbia is a large Kingdom level nation in the south of the central continent. Being a very industrialized nation they are the only one of the major four nations to have a widely used railway network. The Commonwealth is a close ally of the Damachaemid Empire on the eastern continent, with significant trade flowing between Potomac and Ctepaqalis. Important locations in the Commonwealth are the Adventurers Guild Headquarters, the Thieves Guild Headquarters, and the Western Frontier.

  43. #43Elven City States

    Keys: Elven City States

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    The Elven City States are located on islands to the north of the Teperig Archipelago in the east of Arruel. Not much is known about these far away lands. An important noble family that comes from the Elven City States is the Family of Nisketh.

  44. #44Teperig Archeleago

    Keys: teperig, archipelago

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    The Teperig Archipelago is a collection of islands in the northeast of Arruel. The Elven City States occupy islands of the north, while the Monster Isles lie to the southeast. The main archipelago islands include Kazehana's island of which is the largest, it's home to a small rural and spiritual population of many races.

  45. #45Isle of Monsters

    Keys: Monster Isles, Monster Isle, Isle of Monsters

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    The Monster Isles are three primary islands east of the Teperig Archipelago along with the northern portion of the eastern continent. The region is full of Dungeon Hearts that were left alone for too long. Its inhabitants are monster barbarian raiders who constantly pressure the nation of Chilarre to the south, which built a great wall to defend against their incursions.

  46. #46Kazehana

    Keys: Kazehana

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    Kazehana is a city located on the largest island in the Teperig Archipelago. This island being largely rural and spiritual Kazehana is a very peaceful settlement.

  47. #47Shoryū Shrine

    Keys: Shoryū Shrine, Shoryū

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    Shoryū Shrine is a largely hidden shrine located at the largest island in the Teperig Archipelago. Nestled between the snowy peaks out the tallest mountain, Mount Kamiari, sits the shrine.

  48. #48Mount Kamiari

    Keys: mount kamiari, kamiari

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    Mount Kamiari is a large, misty moutain in the north of the northmost island of the Teperig Archipelago. Nestled in between it's peak is Shoryū Shrine. Rumor has it that hiding under the mountain rests a vast kaiju beast named Cthulhu who is capable of destroying all life on this island.

  49. #49Cthulhu, the Kaiju of Kamiari

    Keys: Cthulhu

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    Cthulhu is a monstrous, tentacle kaiju myth that is said to rest dormant underneath Mount Kamiari. If Cthulhu were to awaken he would bring mass destruction and death to the surrounding area.

  50. #50Grand Ruins

    Keys: Grand ruins, ruins

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    The Grand Ruins are what's left of one of the major cities held by the Grand Empire of Canobie before it was destroyed by the spirits in the Spirit War.

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