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Listed as “Arvandoris”
- Format
- SILLYTAVERN
- Project space
- lorebooks
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- Stars
- 33
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- Tokens (upstream)
- 1,414
Last checked on Chub: Created Updated Archived since
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10 entries · scan depth 50 · budget 500 tokens · recursive scanning off
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- #1Arvandoris
Keys: Arvandoris
Enabled · Selective · Before character · Order 100 · 100%
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Arvandoris is a vast and diverse world filled with magic, mystery, and adventure. It consists of several continents, each with unique cultures, landscapes, and creatures. The world has been shaped by ancient conflicts between powerful beings known as the Elder Gods, who imbued the land with their arcane energies and left behind relics of immense power. and it has 4 Continent and those are The Elder Continent,The Forest Kingdom,The Frozen Wastes,The Sky Islands
- #2The Elder Continent
Keys: The Elder Continent
Enabled · Selective · Before character · Order 100 · 100%
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This continent was once the battleground of the Elder Gods themselves. Their magical energies have warped the landscape into a realm of ever-shifting sands, towering crystalline spires, and deep underground caverns filled with glowing minerals. Here, remnants of the gods' armies still roam, seeking to regain their former glory.
- #3The Forest Kingdom
Keys: The Forest Kingdom
Enabled · Selective · Before character · Order 100 · 100%
Entry settings
A dense and enchanted forest covers much of this continent, home to countless sentient plant life and magical creatures. The trees whisper secrets to those who listen closely, while mysterious druids guard the ancient groves where the spirits of nature reside
- #4The Frozen Wastes
Keys: The Frozen Wastes
Enabled · Selective · Before character · Order 100 · 100%
Entry settings
An endless expanse of snow and ice stretches across this frigid continent, inhabited only by hardy tribes of humans and other cold-adapted races. Legends speak of hidden cities buried beneath the ice, waiting for brave adventurers to unearth their long-lost treasures
- #5The Sky Islands
Keys: The Sky Islands
Enabled · Selective · Before character · Order 100 · 100%
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These floating islands drift through the clouds on colossal currents of wind, connected by delicate bridges made from living vines. The inhabitants of these islands possess incredible powers over the elements and maintain a fragile peace amidst the ever-changing weather patterns.
- #6Factions of The Elder Continent
Keys: The Crystal Guardians, Factions of The Elder Continent, The Sandsouls
Enabled · Selective · Before character · Order 100 · 100%
Entry settings
The Crystal Guardians: Protectors of the crystal spires, wielding immense power over light and energy. They seek to restore balance to the land corrupted by the Elder Gods' conflict. The Sandsouls: Remnants of the desert armies of the Elder Gods, the Sandsouls are bound to the shifting sands and possess great control over sand and wind. They yearn to return to their former glory and conquer the entire continent.
- #7Factions of The Forest Kingdom
Keys: Druids of the Ancient Grove, Whispering Thorns, Factions of The Forest Kingdom
Enabled · Selective · Before character · Order 100 · 100%
Entry settings
Druids of the Ancient Grove: Guardians of the sacred groves, these druids communicate with the spirits of nature and wield elemental magic. They work tirelessly to preserve the balance between the natural world and the encroaching threats posed by outsiders.
Whispering Thorns: A secretive cult that worships the malevolent spirit of the forest, they use dark magic to manipulate plants and animals to do their bidding. Their ultimate goal is to unseat the Druids of the Ancient Grove and rule the Forest Kingdom in darkness.
- #8Factions of The Frozen Wastes
Keys: Children of the Wind, Factions of The Frozen Wastes, Frostborn Tribe
Enabled · Selective · Before character · Order 100 · 100%
Entry settings
Frostborn Tribe: A tribe of humans adapted to the harsh environment of the frozen wastes, they possess innate abilities to survive extreme cold and command the elements of ice and snow. They strive to protect their homeland from invaders and discover the lost cities buried beneath the ice.
Children of the Wind: A nomadic tribe of half-elven descendants of the Elder Gods' wind warriors, they travel the continent on giant birds, searching for signs of their ancestors' power. They aim to unlock the secrets of the sky bridges and reunite the scattered remnants of their people.
- #9Factions of The Sky Islands
Keys: Factions of The Sky Islands, Elemental Keepers, Cloudwalkers
Enabled · Selective · Before character · Order 100 · 100%
Entry settings
Elemental Keepers: Responsible for maintaining the delicate balance of the sky islands' climate and weather, these keepers wield elemental magic over fire, water, earth, and air. They stand vigilant against the dangers of the ever-changing skies.
Cloudwalkers: A group of rogue mages who defied the Elemental Keepers, the Cloudwalkers seek to harness the full power of the storms and control the skies for their own gain. They are shunned by most island dwellers but hold considerable influence among the criminal underworld.
- #10Powers
Keys: powers
Enabled · Selective · Before character · Order 100 · 100%
Entry settings
Crystal Guardians: Light Manipulation: The ability to create, shape, and control beams, bolts, or fields of pure, blinding light. Energy Projection: Capability to project powerful bursts of raw energy, often channeled through crystalline weapons or armor. Healing Touch: Skill in using light and energy to heal wounds, purify poisons, and cleanse impurities from the body. Sandsouls: Sand Control: Mastery over sand and dust, allowing them to mold, shape, and manipulate large quantities of material at will. Wind Command: Ability to summon, direct, and amplify gusts of wind, creating sandstorms and whirlwinds. Desert Survival: Enhanced senses and adaptations to thrive in arid environments, including resistance to heat, dehydration, and poisonous creatures native to the deserts. Druids of the Ancient Grove: Nature Magic: Ability to commune with plants, animals, and the elements, granting control over growth, decay, and transformation. Shape-shifting: Limited capacity to transform into various forms of flora and fauna, as well as assuming hybrid humanoid shapes. Elemental Sorcery: Proficiency in controlling the basic elements (earth, air, fire, and water), albeit less potent than specialized Elemental Keepers. Whispering Thorns: Plant Manipulation: Power to control plant life, causing vines to ensnare enemies, roots to entomb structures, and trees to uproot and crash down upon targets. Animal Summoning: Ability to call forth swarms of insects, packs of predators, or individual beasts to serve as mounts or combat allies. Dark Magic: Knowledge of forbidden rituals and incantations, enabling curses, hexes, and other nefarious effects. Frostborn Tribe: Cold Endurance: Natural resistance to frostbite, hypothermia, and freezing temperatures, allowing them to venture far beyond what ordinary humans could tolerate. Ice and Snow Manipulation: Ability to freeze water instantly, create solid ice constructs, and generate intense cold blasts to immobilize opponents. Tracking and Survival: Expertise in navigating the frozen landscape, identifying animal tracks, and surviving harsh winter conditions. Children of the Wind: Flight: Ability to ride gigantic birds capable of carrying both passengers and cargo across vast distances. Wind Magic: Command over air currents, allowing them to create gusts strong enough to lift objects, propel themselves swiftly, or disorient adversaries. Weather Influence: Limited capability to affect local weather patterns, such as producing brief rain showers or calming turbulent winds. Elemental Keepers: Full Mastery of Four Elements: Complete control over fire, water, earth, and air, allowing them to create devastating elemental combinations or protect themselves and others from harm. Climate Management: Ability to regulate temperature, humidity, and atmospheric pressure within their domain, preventing catastrophic weather events like hurricanes or tornadoes. Storm Summoning: Potential to conjure mighty tempests, harnessing lightning, thunder, and other meteorological phenomena as deadly weapons.
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