Bastard Bonds Setting Lorebook
Lorebookby OpickleO· on Chub· added
Tokens: 442 permanent · up to 128 lorebook · budget 570
Archival reconstruction
Listed as “Bastard Bonds”
Listing description
This is a lorebook depicting 'Bastard Bonds', a tactics RPG on steam.
Because there's no compiled source of lore on the game, this lorebook was made by scanning the game's files with GROK, making summary documents, and then turning said documents into this Lorebook. Because of the method used to make this, there may be errors in the lore or entries.
I might've gone a wee bit overboard, as there's an entry for most if not every item in the game, oops.
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Lorebook for Crest, Tsarath, and the prison island of Lukatt. Setting, factions, races, places, faith, magic, creatures, historical names, and and each known item, weapon, reagent, and provision.
Bastard Bonds Setting Lorebook
317 entries · scan depth 4 · budget 4,096 tokens · recursive
Lorebook for Crest, Tsarath, and the prison island of Lukatt. Setting, factions, races, places, faith, magic, creatures, historical names, and and each known item, weapon, reagent, and provision.
- #1Lukatt Overviewconstantselective
Keys: prison island, island of Lukatt, Lukatt
Lukatt is a remote island used by the Kingdom of Crest as a penal colony. Convicts, the deranged, political inconveniences, and others deemed undesirable are shipped across the sea and interned there, primarily at the Stocks of Lukatt, an ancient fortress converted into a prison. The island's shores are said to let nothing slip free. Once a prosperous kingdom, Lukatt has been a monster-infested ruin for at least a century. It is divided into western and eastern halves. Escape is extraordinarily difficult due to dangerous terrain, hostile creatures, and a greater supernatural force associated with the ocean.
- #2Kingdom of Crestconstantselective
Keys: Crest, Kingdom of Crest
Crest is a human-led kingdom on the mainland. It maintains a penal system that exiles criminals and political problems to Lukatt. Nobility, bishops, and upper levels of government are widely regarded as corrupt. Inter-racial relationships (particularly human-orc) are illegal. Hunting rights are heavily restricted, with nobles claiming prime game lands. Citizens of both human and orc descent live under Crest's laws. The kingdom employs naval patrols between its waters and those of Tsarath.
- #3Tsarathconstantselective
Keys: Tsarath, orc nation
Tsarath is the nation of the orcs. It shares some degree of citizenship and trade with Crest; orcs may live in Crest and humans in Tsarath. Orc society is shaped by a severe gender imbalance: the vast majority of orcs are male, and female orcs are rare. Laws protect women from dangerous professions (including military service) and incentivize the birth of daughters. Crimes committed by women are frequently punished upon their male partners or husbands as collateral. Inter-racial relationships are illegal under Crest law.
- #4Orcsselective
Keys: orc, orcs, orcish
Orcs are a humanoid race with their own nation of Tsarath. Most orcs are male. Female orcs are scarce and protected by extensive laws that bar them from hazardous work and treat their offenses as the responsibility of associated males. Orcs serve in Crest's navy and as citizens of Crest. Physical strength is a noted trait. Historical figures of orcish origin include ancient warriors tied to Lukatt's past.
- #5Hayillselective
Keys: Hayill, werewolves of Hayill
Hayill is a settlement on Lukatt inhabited primarily by lycanthropes. It is led by an Alpha. The community includes various werewolf subtypes, including Gevaudan. Residents may live with fewer restrictions on their nature than elsewhere. It serves as a known point of contact for those seeking information or passage regarding the eastern half of the island.
- #6Werewolvesselective
Keys: lycanthrope, Crinos, Gevaudan, werewolf
Lycanthropes on Lukatt exist in multiple forms: ordinary werewolves, Gevaudan (often clad in leather harnesses), Crinos, Savages, Wildmen, and Alphas or Patriarchs. The condition is not transmitted by bite. A community of them resides at Hayill. Some exhibit healing factors and voluntary shapeshifting.
- #7Leviathanselective
Keys: ocean god, Leviathan
The Leviathan is an ocean god associated with Lukatt. It is the reason the island's shores allow nothing to escape. The entity is bound or sealed in a manner that maintains the island's isolation. Temples, organic structures, and regions of the island show signs of connection to it. Bargaining with or confronting the Leviathan is a matter of legend and extreme risk.
- #8Maxim Spartillselective
Keys: Spartill, Maxim Spartill
Maxim Spartill was a historical military figure who once defended the land of Lukatt with elite soldiers. Statues, information, and a hunting lodge associated with him remain scattered across the island. The Spartill Lodge was once a favored retreat of his.
- #9Fastadselective
Keys: Fastad, Fastad's Archive
Fastad is a historical figure connected to the fall or history of Lukatt. Fastad's Archive is a private repository with official ornamentation whose windows have been plastered over.
- #10Beauregard (Historical)selective
Keys: Luc Beauregard, Beauregard
Beauregard is an orcish historical figure who served a Queen of Lukatt's former kingdom. He was sealed in an oubliette and frozen in time for centuries. He carried a trinket given by the Queen as a symbol of duty.
- #11Magic Systemconstantselective
Keys: magic, Max, veins, Nix, Arcus, Rex, Pox, Lux
Magic is organized into six veins or elements: Arcus (non-elemental), Lux (light/holy), Max (destructive/fire-like), Nix (entropy/spirit/water/storm), Pox (darkness/poison/death/undeath), and Rex (nature/plant). Opposing veins deal additional damage to one another. Crest maintains an Academy of Sorcery where formal research into charms, enchantments, curses, and specialized applications such as gustomancy occurs. Lukatt is noted by some practitioners to possess an ambient affinity for certain veins.
- #12Church and Religionselective
Keys: crusader, church, religion, God
Crest's church recognizes a singular God. Crusaders and church agents are dispatched to address demonic corruption, including on Lukatt. Holy relics, Ward magic, and concepts of purgatory fire are employed. Isolated abbeys and nuns exist on the island; some practices there are more relaxed due to local dangers. Multiple ruined temples, chapels, and abbeys (including Queen's Abbey, Briarheart Temple, Temple of the Eclipse, and Untouched Chapel) remain from earlier eras.
- #13Stocks of Lukattselective
Keys: Stocks, Stocks of Lukatt
The Stocks of Lukatt is the primary prison facility, constructed within an ancient fortress. New arrivals are held there. Guards assigned to the site are frequently themselves products of scandal or reassignment.
- #14Spartill Lodgeselective
Keys: Spartill Lodge
An old hunting lodge on Lukatt once favored by Maxim Spartill. Signage and local knowledge still associate the site with him.
- #15Temple of the Eclipseselective
Keys: Temple of the Eclipse, Eclipse Gate
An ancient site on Lukatt. The Eclipse Gate is engraved with images of a king wielding godlike powers while his subjects cower before him. The temple itself is an ancient crypt filled with the scent of stale spices.
- #16Queen's Abbeyselective
Keys: Queen's Abbey
A religious site on Lukatt associated with the former kingdom's royalty.
- #17Alignmentsselective
Keys: Lawful, Neutral, alignment, Chaotic
Inhabitants of Lukatt and the wider world are categorized by alignment: Lawful, Neutral, or Chaotic. These designations reflect behavioral tendencies and social contribution rather than moral good or evil. On Lukatt, the distinction between good and evil holds little practical weight.
- #18Brandingselective
Keys: brand, branding
Convicts sent to Lukatt are branded. The mark serves as permanent identification of their status. Certain lycanthropes may heal such brands over time. New or specialized brands have been created for particularly severe cases.
- #19Sahaginsselective
Keys: Sahagins, Sahagin
Sahagins are fish-like humanoids that inhabit coastal and aquatic areas of Lukatt. They are known to capture and consume prisoners and other humans.
- #20Gigajacksselective
Keys: Gigajack, Gigajacks
Gigajacks are giant native creatures of Lukatt. Most are aggressive, though some individuals are more docile and engage in labor such as lumber work. They are considered native to the island rather than introduced.
- #21Goblinsselective
Keys: goblins, goblin
Goblins on Lukatt are generally primitive. Magical enhancement can temporarily raise their intelligence. Their lifespans are short; an individual of eight years is considered old.
- #22Vampiresselective
Keys: vampire, vampires, Frico
Vampires exist on Lukatt, including neonates and older individuals. One known vampire controls passage between the western and eastern halves of the island. Some neonates serve as watchmen under stronger vampires.
- #23Demonsselective
Keys: Demon Lord, demons, demon
Demons are powerful entities present in the world and on Lukatt. Demon Lords exist and maintain strongholds. Binding contracts with demons are possible under certain conditions. Demonic corruption is a known concern addressed by the church.
- #24Greenbackselective
Keys: Greenback
Greenback is a significant settlement area on Lukatt containing a shipyard, traders, and blacksmiths. It retains more functional infrastructure than many other sites.
- #25Organic Regionsselective
Keys: Arkasin, Zias, Arpa, Chrun
Certain regions of Lukatt (including Arkasin, Arpa, Chrun, and Zias, along with their Meatus and Tract subdivisions) exhibit organic characteristics: pulsing walls, fleshy tunnels, churning fluid, and odors reminiscent of blood. These areas suggest a living or corrupted biological component underlying parts of the island.
- #26Glamig Cosovaselective
Keys: Glamig Cosova, Glamig
Glamig Cosova is a figure of Lukatt's older kingdom, remembered in relics rather than in a living court. A crown and even a hairbrush still carry the name. Like Maxim Spartill and Fastad, Glamig belongs to the island before Crest used it as a prison.
- #27Klarthusselective
Keys: Klarthus
Klarthus is named alongside the living tracts of Lukatt — Arkasin, Arpa, Chrun, and Zias. Its humour is collected as a thick organic reagent, the same way those other tracts are bled for theirs. People who speak of the island's body include Klarthus in the list.
- #28Fricoselective
Keys: Frico
Frico is a vampire on Lukatt who holds the passage between the western and eastern halves of the island. Travel from one half to the other goes through him, or through his death. His key is a known object. Some younger vampires serve watches under stronger blood such as his.
- #29Nikolaiselective
Keys: Alpha Nikolai, Nikolai
Nikolai is the Alpha of Hayill, the lycanthrope settlement on Lukatt. Werewolves, Gevaudan, and the other shapes of that community answer to him. His emblem marks that authority. The bite of his people does not spread the condition.
- #30Victorselective
Keys: Victor the woodsman, Victor's Axe, woodsman Victor
Victor is a woodsman's name attached to an axe and to a story still told by gigajacks and lumber crews on Lukatt. The axe is the part of the legend a person can carry. The rest is camp talk: a cutter large enough, or stubborn enough, to be remembered.
- #31Katch weaponsselective
Keys: Bradkatch, Mandkatch, katch, Jamdkatch
Katch is a family of regional arms: the Bradkatch, a sword; the Mandkatch, a knife; the Jamdkatch, an axe. The names are not court Crest. They are the local word for that pattern of weapon, used on Lukatt and anywhere the same smithing speech is spoken.
- #32Rodsselective
Keys: magus rod, rod, staff, hedge rod, stave
Rods are the staff-weapons of this world's magic. A warped branch or a hedge rod is country work. A divining rod seeks water, metal, or a vein. A magus rod or a spellbinder rod is professional, Academy or contract work. Blast, Flourish, Flash, and Entropy rods are cut toward particular schools: destructive force, growth and showing-forth, hard light, and unwinding. The Chocolatier Rod conjures food. Great named rods such as Yggdrassil and Bifrost carry mythic titles. Gems are set into staves to change their bent.
- #33Vein iconsselective
Keys: Luxicon, Nixicon, Poxicon, Maxicon, icon of the vein, Rexicon
The five vein-icons are weapons and badges for casters. A Luxicon is light and holiness, a Maxicon destruction and fire, a Nixicon entropy, spirit, water, and storm, a Poxicon darkness, poison, and death, a Rexicon nature and growth. Carrying one announces the current a person trusts. Arcus, the non-elemental vein, has no icon in this set.
- #34Script weaponsselective
Keys: mantra, grimoire, Sumptuous Garden, arcane tome
Some weapons are texts. Grimoires such as Halex and Solaris are Academy books that can be fought with as well as read, and gems are set into them. Mantras, abstract prints, taboo manifests, psalms, and tomes work the same way: the page is the arm. Sumptuous Garden is the infamous erotic volume of the same class, common across Lukatt, collected by a certain kind of scholar, and is still carried into a fight as readily as a sword.
- #35Soul reagentsselective
Keys: Assassin Soul, soul reagent, soul-stone
Souls, in the crafts of this world, are kept as reagents: the vestige of a calling or a creature, not a person walking around. Assassin, mercenary, guardian, paladin, marauder, shrike, mantis, wasp, mountain, and spark are among the named kinds. They are packed with obsidian, bezoars, and humours, not with rations.
- #36Devil effigiesselective
Keys: Devil Adonis, devil effigy, Headless Devil
Demons are imaged in effigy, and on Lukatt those images are often incomplete: headless, armless, one-winged, legless. The pieces are ritual stock and trophies. A Devil Adonis is a whole and beautiful example, the sort of image used when someone seeks audience with a Demon Lord. The church sends crusaders against the corruption these bargains answer to.
- #37Humoursselective
Keys: humour, humours, Arkasin Humour
The living tracts of Lukatt bleed humours: thick organic fluids taken from Arkasin, Arpa, Chrun, Zias, and Klarthus. They are reagents of the island's body. The tracts themselves pulse, smell of blood or slime, and in places open into lakes of churning fluid. A humour is not a healing draught.
- #38Gems and lensesselective
Keys: focus gem, lens, lense, gemstone
Cut gems — ruby, sapphire, emerald, diamond, onyx, and stranger stones such as serenity gems and dark rubies — are money, ornament, and magical foci. They are worn as rings or alone, and they are set into grimoires, staves, and rods. Lenses ground to a vein (Luxic, Maxic, Nixic, Poxic, Rexic) bend workings of that current. A glass jewel may be a fake or an unground blank.
- #39Gustomancyselective
Keys: Chocolatier, gustomancer, conjured food, gustomancy
Gustomancy is the magic of conjuring food. A skilled hand can call up bread, cake, beer, or a full course. Crest's courts have treated a conjured cake at a noble wedding as conspiracy. On Lukatt the same art is how a band eats when the hunt fails. The Chocolatier Rod is the tool most associated with the practice. Food otherwise ranges from stale rations and hard crusts to truffles, chowder, and black forest gateau.
- #40Torchselective
Keys: Torch
A torch is the ordinary light of cells, ruins, and night roads on Lukatt. People carry them because many halls under the island have no other lamp.
- #41Plank Shieldselective
Keys: Plank Shield
A rough wooden shield, the sort knocked together from ship-timber or ruin-wood when no armorer is at hand.
- #42Brass Shieldselective
Keys: Brass Shield
A brass-faced shield. The metal takes a polish that shows in torchlight, and it turns a harder blow than bare plank.
- #43Crest Shieldselective
Keys: Crest Shield
A shield bearing the device of the Kingdom of Crest. Soldiers of the kingdom and guards posted to the Stocks carry this mark.
- #44Stud Bucklerselective
Keys: Stud Buckler
A small studded buckler worn on the forearm by duelists and close fighters.
- #45Void Bucklerselective
Keys: Void Buckler
A buckler associated with the void, a small guard said to drink the force of a blow rather than merely stop it.
- #46Tough Ropeselective
Keys: Tough Rope
Heavy rope used by porters, climbers, jailers, and anyone who must bind a load or a prisoner.
- #47Fur Bootsselective
Keys: Fur Boots
Boots lined or faced with fur, worn against the cold of coastal caves and high paths.
- #48Soft Shoesselective
Keys: Soft Shoes
Light shoes for quiet feet. Thieves, servants, and anyone who does not want to ring on stone prefer them.
- #49Plate Bootsselective
Keys: Plate Boots
Iron-shod boots worn with heavier armour.
- #50Lacquer Helmselective
Keys: Lacquer Helm
A helmet finished in hard lacquer, lighter in look than raw iron and common among soldiers who can afford a craftsman.
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