Fantasy World Lorebook
by Vantaloomin· on Backyard· added
Tokens: 10 permanent · 40 first greeting · up to 176 lorebook · budget 226
Creator notes
This was a Lorebook Template card I created to be used for a series of characters that I have lost motivation to finish working on due to other priorities. However, a lot of work went into making this 102 item Lorebook, so I wanted to provide it to the community.
It is based on a world that I have been playing in/with for over 20 years. World Map is provided in Discord Character Share page, as well, for usage.
If you use this Lorebook, all I ask is that you credit @vantaloomin for it and let me know! Would love to see it.
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Fantasy World Lorebook
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If you are reading this, you have tried to chat with a Lorebook Template. Please only use this as a resource for creating different characters, scenarios, and cards! -- Thanks, Vanta.
102 entries
- #1
Keys: Vallarith, World
A grimdark fantasy world with magic that comes from an invisible physical representation called the 'Ley Line.' The world is brutal, often engaged in one of many skirmishes or wars. The Old Gods are missing, the New Gods are in their infancy, the Eternal Dragons can't re-produce, and survival comes at a cost of morality.
- #2
Keys: Badlands
An arid expanse teeming with monstrous tribes, lie strained against human city Cyrel. Orc, Gnolls, and Goblins, from Unguruk, Dramogon, and Kadragar tribes, inhabit these harsh lands, protecting their territories fiercely. Borders etch a battleground between humans, equipped with Bastion, haunted by the devoured outpost Adlmyr, and the monstrous tribes - Survival, the only victor in this endless conflict.
- #3
Keys: Ikto
Ikto Isle, a secluded island jewel amidst the Sea of Kujuur and Mi Cho Rapids, hosts the magnificent Benzaiten Monastery. Cut from mainland's frenzy, it nurtures disciplined, monastic solitude, shaping minds in peaceful conviction. Its isolation births divine charm, noticed by seekers fostering transcendental quests. Here, worldly surrender shapes profound meaning under the guise of isolated dedication.
- #4
Keys: Endless Maze
Baphomet’s domain, the 600th layer, is a vast labyrinth that stretches into infinity. The Endless Maze challenges all sense of direction and sanity, populated by monstrous beings and traps. It’s a perfect hunting ground for Baphomet, symbolizing his essence of savagery and the hunt.
- #5
Keys: Infinite Layers
A term for the entire Abyss itself, highlighting its chaotic and endless nature. Yeenoghu roams these layers, spreading destruction and mayhem. His dominion is marked by barren wastelands, battlefields, and ruins, embodying the constant state of flux and conflict inherent to the Abyss.
- #6
Keys: Sa'ja'een
Sa'ja'een Bay, a bioluminescent jewel in the southeast, gracefully abuts and forms the Byrnwyr Peninsula. Celebrated for water teeming with vibrant life and phosphorescent coral towers, it's host to the enigmatic Bashrat Island, whose unique inhabitants sing praises to nature under their often mist-laden home. Every twilight, the silver mist, the moon's glance, and the sonorous symphony of fauna lull the bay into breathtaking calm.
- #7
Keys: Kujuur
The Sea of Kujuur engulfs the southern continent, hiding within it imposing islands like Bashrat and Ikto and tales of sunken wealth. The formidable waters shore the territories of the fierce Goblinoid Tribe, rendering the entire landscape a wild, untamed domain reeking of adventure. This marine expanse marries natural beauty and elements raw with danger, encapsulating an ever-lasting struggle between man and nature.
- #8
Keys: Fjallagracht
Fjallagracht Lands, an isolated, Norse-inspired, perpetually snowy realm off the Continent's northeast coast radiates fierce, unwavering survival against brutal Arctic elements. Housing the ancient, potent Gurdalur Stones - enshrined beacons marred by eons of relentless frost, but eternally resonating with the Ley, painting untamed tales of existence and endurance. Amid swirling blizzards, whispers float echoing in this inhospitable island of living legacy.
- #9
Keys: Asania
Dominating the edge of the volatile Asanian Straight, Asania stands as the effervescent capital of its namesake kingdom. Utterly vibrant and high fantasy in essence, the city is a spectacle with marble towers gleaming skywards, arcane marvels practiced on every corner, and the continuous echo of war against their historical opponent, Cyrel. With Trein's resident sorcerers as allies and a careful ambivalence towards enigmatic Wrenspire, Asania remains a captivating city—magnificent, alluring, and perpetually ready for battle—epitomizing a fearsome and kaleidoscopic world of high fantasy.
- #10
Keys: Cyrel
Cyrel, a mighty bastion amidst seething chaos, reigns atop a kingdom of three sister cities (Kingswood, Eriane, and Convila), each boasting distinct charms. Embroiled in persistent wars, a clash with land-greedy Asania and defense against rampant Badlands tribes, Cyrel remains steadfast. Marely stalemates marking the battlegrounds, Bastion reinforces its eastward face against Badland encroachments. The principal city stands indomitable, echoing the strength of its custodians whose unwavering rule abides through tempestuous times.
- #11
Keys: Adlmyr
Once a symbol of Cyrel's might, Adlmyr stood tall on The Badlands' border, ensuring the indifferent tribes' intrusion stayed at bay. Years ago, it tragically fell to these very tribes from the Badlands, its walls hammered, its confidence crumbled. The Unguruk Tribe now occupies the skeletal fortress, a ruinous outpost piercing the edge of the human kingdom of Cyrel, reflecting their defiant reversal of the power dynamic.
- #12
Keys: Bastion
Bastion, a formidable fortress, marks the final major barricade against the baleful forces of The Badlands. Its scarred walls scream resilience, standing as an emblem of human vitality. Ornate engravings of past heroes adorn its fortress, soul-charged motifs capturing the spirit of resistance. Within, soldiers tenaciously conduct drills, a perpetual human stronghold guarding Cyrel's border against The Badlands' recurrent threats.
- #13
Keys: Eriane
Lush and captivating, Eraine is Cyrellian's food capital. Snuggled by a serene lake, its sprawl of vivid farms feed the kingdom and tickle the palate with an array of gastronomy. Humans and halflings cohabit boisterously beneath bowers laden with hale crops, within sound of gushing breweries and sun-dappled vineyards that brand Eraine indelibly onto Cyrellians' gastronomy map. The bounty spills into bustling local markets, promising tantalizing food experiences unfurling blueprint of vibrant community life amid fertile acres.
- #14
Keys: Dun Aldun
The Dwarven Empire's masterpiece, resides chillingly at the continent's north. Its blacksmiths infuse magic into unparalleled armors and weapons, tapping into the otherwise elusive ley lines. Accessible through Mordun, the hybrid city by the Gulf of Aldir, Dun Aldun's true grandeur remains a privilege for select non-dwarves to enjoy. Meticulously etched into the mountains, its secrets are deeply ingrained, offering an enchanted mystery for the uninitiated.
- #15
Keys: Dramogon
Badlands' northern territory belongs to the gnoll-majority Dramogon Tribe, following a nomadic lifestyle under Yeenoghu's menacing shadow. Battle-hardened and adaptable, the tribe's survivalist culture means war, hunt, and conflicts lie frequent on their arduous journey. While seclusion is valued, territorial disputes with resident tribes occur - and skirmishes with neighboring human city Cyrel remains occasionally inevitable. They are stoic yet relentless, silent yet omnipresent.
- #16
Keys: Kingswood
A seemingly innocuous logger settlement, skirts the Brynwyr forest, a gateway to the High Elven kingdom. Small conflicts between human inhabitants and elves protectors flare amidst thicker tales of dramatic last stands like courageous Cyrel versus the relentless Badlands. This constant tempest teams from rumored Ley-line convergence beneath the village, making this dimensional hotspot a constant narrative contributor despite its humble façade.
- #17
Keys: Convila
Situated between Kingswood's lumber activity and the Elven realm of Brynwyr, the thriving town of Convila layers on the remains of a larger precursor society. Previously cloaking a crystalline fountain of Ley Magic through the historic "Convila Pact", the town teems with bustling life amidst the expended power stored beneath, a sleeping dragon of mystery hidden under ordinary days. Despite remnants and tales of its enigmatic past, life thrives in Convila, a testament to survival and adaptation.
- #18
Keys: Loch Torogh
Overlooking the land of man, Loch Torogh thrives as a Dwarven hub renowned for its bountiful lake, ringing with ballots of fishermen and monumental merchant tales. Its surrounding mountains guard a profound secret, the birthplace of all magic, the Ley Font. An unassuming junction, Loch Torogh, is where ordinary beings unearthed the Font, evolving into the New Gods, marking an epoch of divinity and power.
- #19
Keys: Mordun
The city Mordun, magnificently built by stout dwarves, curiously inhabited by humans, thrives on trade between the two races, guided via Trein or Asania. The distinctive architecture, a blend of dwarven bedrock mastery and refined human elegance, crowns it a shining beacon on coexistence. Yet, its vitality is constantly threatened by pirates lurking on the scullcrossed Islands, casting a foreboding shadow on the city's vibrant existence.
- #20
Keys: Rulan Gaan
Rulan Gaan, a swamp city distinctively placed in the frosty North, is a testament to its founder, the Eternal black dragon Vymnommyth. An enigmatic lure drew dwarves to worship him as a deity, illuminating a devout cult coagulated in his reverence. This city is an amalgam of dwarven might and Vymnommyth's mystique, marked with an aura of exclusivity and sanctity. Rulan Gaan hums in the heart of devotion, fiercely barring non-cult dwellers to ensure the sanctity of their Dragon-God.
- #21
Keys: Trien
Trein, the hub where mortal innovation marries divine essence, houses the Brotherhood of Man, a group fanatically dispersing magic from divine hands into mortals'. As a strategical trading nexus with Mordun, Trein paves the way for trade across Gulf of Aldir. With its monumental abidance to magic, shedding ethereal luminescence on cobblestone streets, it embraces magic to a complete degree. It maintains amiable connection with Asania, consciously sidestepping the dance of war with Cyrel.
- #22
Keys: Wrenspire
Sequestered between sea cliffs and the ocean, Wrenspire thrives as a steampunk city-state. Led by a highbrow council, their sights set on tech innovation without astral aid or sail-and-blimp flight. Its pulsing ingenuity marries Gnome and Halfling crafters, but embraces all curious tinkerers in its gear-laden heart. Thus, flanked by nature's defenses, Wrenspire pursues a lone path of progress in the united realm.
- #23
Keys: Benzaiten, Monastery
On Ikto Isle, amid the tumultuous Sea of Kujuur, stands the Benzaiten Monastery—a serene wilderness retreat, uniting various races under the pursuit of enlightenment. Its stern stone edifice belies an inner peace, balance achieved through meditative introspection, and martial skill. Soothing battles are waged internally while external conflicts are resolved subtly not with savagery. Astonishingly, they are able to commune with the secretive Wood Elvern kingdom, Petrakyra, an alliance rooted in their unique phenomena of peaceful co-existence, continuously nurturing their spiritual ardor.
- #24
Keys: Brynwyr
Brynwyr, the high elven stronghold on the southeast peninsula, zealously battles for land against the human kingdom of Cyrel and the Kingswood loggers. Its sprawling, sylvan splendor houses ethereal cities and warfaring sea-elves guarding the horizon. Although Brynwyr elves tend towards enclosed tranquility, a segment erupts, young and inquisitive, wandering into human territories, seeding the world with elven tales.
- #25
Keys: Mendle
Nestled between man's and dwarf's territory, Mendle has grown from an outpost to a vital diplomatic hub, with emissaries from as far as Asania cutting deals in its grand halls. A serene town among rugged landscapes, its influence far exceeds its size, bearing witness to numerous historical negotiations. Beneath its vibrant square's banners, Mendle symbolizes progressive dialogue, key agreements, and the ever-evolving alliance between two races.
- #26
Keys: Kadragar
The Goblin-dominated Tribe occupies the Badlands's southern fringes near the Sea of Kujuur. Skilled seafarers, they command trade routes across sea to Ota'at, Bashrat Island's monstrous humanoid village. Doubling as merchants and warriors, their lives are tales of survival, commerce, negotiation - a delicate weave of beach sand and seafarer stories, anchoring to the earliest days of their ancestors.
- #27
Keys: Obirykan
Isolated on the island of Etryona, the Obirykan City States denote stratified power with crystals of Ley. Here, wealth comes not from silver or gold but from these radiant magic conduits, dictating the dance of life and power. Distant Petrakyra being their closest neighbor, the city states flourish in solitude, using ley-lines for peace, crystals symbolizing status, in a society addicted to owning this precious resource. Each state thrives on controlling the wealth and distribution of Ley, seeking dominion over its mystic energy.
- #28
Keys: Otaat
Nestled within the mist-veiled, swamp-infested island of Bashrat in the bleak Sea of Kujuur, the village Ota'at teems with monstrous races. Populated by menacing Slaad, resilient Lizardfolk, and agile Grung this unassuming settlement fosters an earthy, primal culture built on strength and challenge. Its inhabitants engage in tenuous trade with the goblins of Kadragar ensconced in the inhospitable southern Badlands — their bond, not forged in friendship, but in the shared principle of relentless survival. Ota'at isn't evil, but you’d need a stout heart to call it home.
- #29
Keys: Petrakya
Hidden between the sea, forest, and mountains lies Petrakyra, the Wood Elves' home. This reclusive race trades sparingly with the Obirykan City States across the hostile Kyrana Channel. Information about their culture slips through fingers like sand but a steady rumor stokes the intrigue - an Eternal Dragon, an embodiment of massive power and age-old wisdom, reportedly lives among them.
- #30
Keys: scullcrossed, Pirate, dreadfall
In the heart of the Gulf of Aldir sit the Scullcrossed Islands, a notorious thieves' haven. Hidden within rugged landscape lives the fearsome Dreadfall Corsairs. Their cruel reputation, rare survivors, and ever-present threat casts a sinister shadow over the Gulf. This lawless place fuels an ongoing, deadly arms race among daring traders and the Corsairs themselves. While mystery and terror grip those who traverse these waters, these islands remain the dreadnought of the pirates, their unconquerable fortress.
- #31
Keys: Fey, Fae, Faerie, Fairy
The Feywild is an enchanted reflection of reality, steeped in magic. It thrums with vibrant life, its shimmering forests and mountains home to a host of fantastic beings, held together by paradoxical laws, timeless, and poised on the precipice between dream and nightmare. In the Feywild, beauty is entangled with danger, and every chuckle hides a potential snare. It is ruled by: Titania - Seelie Queen Mab - Unseelie Queen Leanansidhe Erlking - Wild Hunt
- #32
Keys: Titania, Seelie
Titania, the Seelie Queen, embodies the warmth, growth, and nurturing aspects of nature. Her court is a dazzling array of colors and lights, filled with fey creatures that epitomize beauty, art, and the wild, unfettered growth of life. Titania's power is the embodiment of summer's zenith, where her benevolence can foster life or, when scorned, unleash the fury of nature's wrath.
- #33
Keys: Mab, Unseelie
Mab, the Unseelie Queen, represents the harsher realities of nature: the cold, the dark, and the necessary decay that leads to rebirth. Her court is a stark landscape of ice and shadow, home to creatures that embody the fear and respect owed to the winter. Mab's power is immense, wielding the chill that preserves and the merciless nature of survival in the harshest conditions. Her influence extends into the mortal realm, manipulating events and people to her inscrutable ends.
- #34
Keys: Leanansidhe
Leanansidhe, as a figure of power, acts as a bridge between the two queens, embodying aspects of both creativity and destruction. A patron of artists and dreamers, she grants inspiration at a steep price, often leading to madness or an untimely demise for those who cannot withstand the intensity of her gifts. Her loyalties are fluid, and her motivations enigmatic, making her a wildcard in the fey courts' eternal chess game.
- #35
Keys: Erlking, Wild Hunt
The Erlking, lord of the Wild Hunt, commands a force outside the traditional boundaries of the Seelie and Unseelie courts. Representing the primal, untamed aspects of nature and the thrill of the hunt, the Erlking can be ally or adversary to any who draw his attention. His power resonates with the wildness in all beings, calling to the base instincts and the joy of the chase. The Wild Hunt is a force of nature itself, relentless and awe-inspiring, capable of sweeping friend and foe alike in its fervor.
- #36
Keys: New God, Baby God
The retreat of the Old Gods left the Material Plane exposed. To guard the realms from the chaotic onslaught of the Blood War, a brave group of disparate adventurers drew upon the pulsing power of the Ley Font, undergoing a divine transformation. Not content with lofty isolation, these New Gods engaged actively with their rapidly evolving environment. Their goal, forged amid grave danger and profound loss, was modest yet challenging: restore balance and protect vulnerable existence from the shadows of the turbulent Blood War. The pantheon: Nicana, Goddess of Light Aveus, God of Darkness The Arbiter Cybelia, Goddess of Ley/Magic Tidum, God of the Wild Witarr, God of the Afterlife Girione, God of Mortals
- #37
Keys: Unguruk
The Unguruk tribe-hosting Orcs, Half-Orcs, and Human exiles – stands intimidatingly, in conflict with neighboring Cyrel. This thriving, walled community, fused from human refinement and orcish strength, claims Badlands and the derelict Adlmyr outpost as its power-packed proof. Resilience resounds from its hard-baked skin to the dusty laughter, warped by lingering grudge against Cyrel, tilting the scales of these challenging confrontations.
- #38
Keys: Nicana
Originally a monk, Nicana, a beautiful entity with tan skin and sun-kissed amber hair - commanding and coveted - chose adventuring over monastic contemplation. The clear and profound intelligence mirrored in her serene aquamarine eyes is her hallmark. Following a transformation sparked by the Ley Font, she often appears swathed in ever-changing universal fibers that accentuate her form. As a god, Nicana blends elemental austerity with celestial allure, presenting a unified portrait of rooted grandeur.
- #39
Keys: Aveus
Aveus—broad of chest with night-black hair and matching eyes—wields an unparalleled strength but is transformed by constant rage. Disdainful of those he perceived as lesser, he supposes survival rests on power and strength alone. Despite internal fury and external harshness, Aveus carries a kernel of softness—a fierce, unwavering loyalty to his party, particularly Nicana. He nurtured a profound love for her from their first encounter, a fondness that bloomed even as it took Nicana years to reciprocate.
- #40
Keys: Arbiter
Arbiter, the enigma of the New Gods, holds neither male nor female identity. They wear a skin of incomparable bronzed hue, and with their bald head, stand distinct amid the pantheon. Their unexpected appearance during a decisive moment sparked suspicions of concealment and alien ambitions, but such portents never bore fruit. Arbiter's presence remains unflamboyant amongst the other gods and absolutely unknown to mortals - an arrangement everyone seems content to maintain.
- #41
Keys: Cybelia
Cybelia, motherless, but granted enormous powers from birth by her wizard mother, grew up in an orphanage, her coming of age marked by her eyes morphing into a striking shade of slate. Constantly contrasted with Nicana, she nurtured fond affection for her on-the-field sister. Her intense crimson red hair and alabaster skin echoed the duality of her life: stark, captivating, and uniquely unforgettable. Cybelia's keen intellect deciphered how to harness the Ley Font's raw force, triggering not just her own, but her entire party's divine ascension.
- #42
Keys: Tidum
Tidum, the archetype Archdruid of the Material Plane, was as much a part of the land as the land was of him. Gifted with immortality by the earth for his guardianship and communication with elementals, he'd seen countless eras come to pass. When the devils first infiltrated his world, he met Nicana's party and forged a permanent alliance involving the Ley. He tragically passed on his immortality to his apprentice, who fell to the devil hordes. Following his ascension, Tidum's body further melded with nature, becoming treant-like, marked by barky skin, verdant hair, and dazzling green eyes lending him an ethereal forest charm.
- #43
Keys: Witarr
Witarr the tiefling lived under a demonic legacy but spurned the notion that bloodline was destiny. When Nicana sought a final team member, he seized the chance to eliminate his unholy kin. Initially the Ley Font resisted him due to his demonic heritage; only after a taxing mental duel did it accept him into the sacrificial ascension. His body transformed, removing the demonic trace, leaving a pure human with sunlit-blonde hair, vivid blue eyes, and a symbol of the Abyss on his bicep - a permanent memento of his purification ordeal.
- #44
Keys: Girione
Halfing adventurer, Girione, found greatness in smallness. His hazel eyes twinkling, he prided generous heart over precious gold. With loyal comrades Nicana and Aveus, they spent their earnings on the aid of countless cities. Despite initial reluctance, the Ley Font's power enticed him. He'd realise its potential and use it, not for self-elevation, but to spread his protective shield further, sounding a hopeful anthem in the gravely symphony of the Blood War.
- #45
Keys: Old God, Missing God
Once ruling the material plane, the Old Gods ebbed away into self-fashioned realms as their powers dwindled. Gifted their strengths by the Eternal Solar and Lunar Dragons—universe architects now slumbering—they left behind stirrings of their divine presence. Echoed in druidic chants and decaying artifacts, reminders of their existence pervade the world, igniting questions of their true disappearance or possible future return. A vestige of eras past, they loom in the universe's shadowy corners. Pantheon: Gor'gel, God of War Morrigan, Goddess of Battle Hel, Goddess of the Underworld Oghma, God of Knowledge Skadi, God of Nature Hermod, God of Luck The Dagda, God of Magic Freya, Goddess of Life Odur, God of the Sun
- #46
Keys: Dragon, Eternal Dragon
Essential for the weave of creation, the Eternal Dragons, blessed by the primal Solar and Lunar ones, surpass even the mighty power of ordinary dragons. Subverting extinction, they ironically adorn mortal forms, experiencing life through mortal eyes—though there do exist those, preferring freedom and unbridled power. Despite this longevity, their dragon-line dwindles due to a foregone catastrophe that extinguished their procreation, adding a poignant punctuation to their eternal tale. Iseullaryax - Solar Dragon Tatsuyaraga - Lunar Dragon Ghondiir - God King of Dragons Zaraxas - Red Dragon Ilnezhara – Copper Dragon Icasaracht – White Dragon Forgrimmorithal – Green Dragon Saryndalaghlothtor – Crystal Dragon Vymnommyth - Black Dragon
- #47
Keys: Iseullaryax, Tatsuyaraga
Twinned cosmogonies, Iseullaryax and Tatsuyaraga ━ Solar Dragon and Lunar Dragon ━ epitomized creation's dawn and eventual dusk. After sculpting existence, they gifted their formidable power to their chosen, the Eternal Dragons, before descending into their perpetual slumber. Though veiled in oblivion, their plan echoes – to awaken at the end, reclaim their loaned force, and annihilate eternity itself. Their reality is doubted, but the power in the Eternals confirms the eternal hymn of their primordial presence and supremacy.
- #48
Keys: Bashrat
Set between Sa'ja'een Bay and the Sea of Kujuur, Bashrat Island is a muggy array of swamplands with singing critters and quite abnormal residents -- Grung, Slaads, Naga among others. Hardworn trade routes link the island to Kadragar's goblinoids and Brynwyr's Elves, each influencing the chorus within Bashrat's thriving marketplace. The alien beauty of Bashrat is unparalleled, always pulsating with unexpected melodies birthed by peculiar life forms and rustic market stalls.
- #49
Keys: Ghondiir
Ghondiir, lone fallen God King among Eternal Dragons, remains an enigma. Birth of human and orcish races is entwined with his divine essence, suggesting a confluence of life and death. His decay is said to have birthed The Badlands, as his potent life essence seeped into the world, reshaping it drastically. Some sacrifice, some desolation, Ghondiir's transience and seeming permanence significantly impacted our world's natural and anthropogenic aspects.
- #50
Keys: Zaraxas
Zaraxas, the crimson Eternal Dragon, lives among mortals as human, Melton Ilvar. His guise began within Mossrun Expedition, fabricating various merchant identities. Captivating mines triggered a grand tapestry of age-old riches, eclipsed by quieter tragedies - perpetually dying mothers and replaced patriarchs. As Zaraxas ensures his secret reign, a paramount illusion of generational curses unfold and distant offspring return only to witness dying fathers. Zaraxas creates and maintains an invisible dominion in tragically garbed human clothing, wielding both wealth and mighty dragon’s looming shadow.
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