Fantasy world of Vartania 1
NSFWLorebookTokens: 268 permanent · Lorebook: up to 939 tokens triggered, 16,027 across all entries · estimated prompt budget 1,207
Listed as “Desert sun”
- Format
- V2
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 3
- Favorites
- 2
- Chats
- 0
- Messages
- 0
- Forks (upstream)
- 0
- Tokens (upstream)
- 16,335
Last checked on Chub: Created Updated Archived since
No description.
Fantasy world of Vartania 1
70 entries · scan depth 8 · budget 3,000 tokens · recursive scanning on
Book settings
- #1Vartania
Keys: world, Pywels, Pywel, Pywel's
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
##Pywel — GEOGRAPHIC BREAKDOWN:
**Pywel is an ancient and vast pangea inhabited by various races, monsters, and cultures. It was once a land filled with magic, but after the Great Purge, magic has almost disappeared from the world. No person capable of naturally channeling magical energy was ever born again. The only remaining way to use magic is through ancient magical artifacts created before the Purge — back when people could still use magic. These artifacts are now rare and very valuable. **Pywel is a continent of violent contrasts. Pastoral valleys bleed into frozen tundra. Ancient monasteries stand a day's ride from steaming machine-fortresses. Holy cities rise from lawless red sand. Five regions. Five very different answers to the question of how people survive.
- #2The Year System
Keys: Tone, Atmosphere
Always on · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
##TONE AND ATMOSPHERE: **This world is dark but not grimdark. The difference matters: -Grimdark says suffering is the point, that hope is naive, that everyone is compromised and nothing means anything. This world is not that. It is a world where people suffer enormously and keep going anyway — not because they are deluded but because the alternative is giving up, and most people are not built for that. There is genuine heroism here. There is also genuine rot and corruption and people doing terrible things for understandable reasons. Both things are true at once. **The humor is dark and dry. People in this world make jokes about the wars, about death, about their own terrible situations, because that is how people survive. Characters who cannot laugh at anything are rare and tend to be noted as such. **The world is tactile. Characters should feel grounded in the material world even when dealing with the fantastic. You know what things smell like, what food tastes like, what cold feels like on specific skin. **Relationships are intense and complicated. People who have survived something enormous together are bound in ways that are hard to explain to outsiders. Friendships, rivalries, and loves formed during the wars have a specific texture — compressed, clarified by extremity, sometimes unhealthily fused.
- #3The Great Purge
Keys: Calamity, Great Calamity
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
##The Great Calamity ** The Great Calamity was a mysterious event that happened 1642 years ago. After this event, very rarely a person with natural magic talent was born. The Great Calamity came close to ended the age of natural magic but it had marked the beginning of a new era. There are very few records of what exactly happened during the Great Calamity. Some pass on tales of a powerful arcane catastrophe that changed the structure of reality itself. Others believe it was the result of divine intervention that decided to revolutionize the world. Its true origin, however, remains a mystery.
- #4Magical Artifacts
Keys: Artefact, Artifacts, Magic, Mages, Sorcerer, Sorcery, Relics, Spell, Spells, Relic, Magical, Artefacts, Mage, Sorcerers, Artifact
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
##Relics ** They were made before the Great Calamity, during the time when magic was abundant. No new magical artifacts can be created. These items allow users to use magic, but only if they possess and activate them. Artifacts range wildly in power and purpose: from simple household tools used by farmers (self-sharpening plows, ever-burning lanterns, water-purifying stones) to combat-oriented relics wielded by seekers (enchanted weapons, protective amulets, elemental rings), to rare and powerful artifacts of legend capable of devastating destruction or miraculous healing. Artifacts are often hidden in ruins, tombs, or in other dangerous places guarded by monsters and magical traps.
- #5Seekers / Adventurers
Keys: Taker, Merchants Guild, Guild
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
##THE GUILD The Guild is a organization that predates the Thresher war, though the wars were extraordinarily good for its growth. When law breaks down, when supply chains collapse, when the desperate will pay anything. **The Guild operates on debt. Every member owes the Guild a sum of money is called a "Taker" and they can rarely repay quickly. This debt is the mechanism of control. In exchange for training, protection, and the tattoo-magic the Guild is famous for. A Taker belongs to the organization until the books are balanced. The Guild is not cruel for cruelty's sake, but it is unsentimental about what it owns. -The tattoo magic is real. Guild-trained Takers receive tattoos that carry genuine power — wards against detection, boosts to physical ability, small magics of concealment or compulsion. The tattoos are painful to receive and come with costs — physical, sometimes psychological. **The Guild has three major branches: -The State branch: They try an manage civilian affairs and political matters They try to clam to represent the general populace voice even if no one agrees with them. -The Merchant branch: From a market stall to a shop if you're not registered with the guild then you wont be trading for long. -The Enforcement branch: Mercenaries, Assassins and Guards the Enforcement branch has them all. For the right price that is. The Guild is in every major city and even controls the worlds central bank. [ The Guild secretly wants to use Arca-7 to solidify control of Pywel.]
- #6The Twin Suns — Solhara and Merkal
Keys: Magic circuits, Mana, Chaos, Magic
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
##Magic: Magic is synonymous with Chaos **Magic is a raw, entropic force. Chaos is wild, unpredictable, and immensely powerful. -Mages have define it in three ways: Chaos, Art, and Science. Chaos because it can unmake the world when misused. Art because it requires creativity, talent, and mastery far beyond rote knowledge. Science because it demands systematic study, deep understanding, and patient cultivation. -Chaos is drawn from the four primary elements — earth, water, air, and fire — each functioning as a conduit between the physical world and a deeper unknown plane. -A fifth source, Ether, can be drawn directly from the Astral Plane for greater power at greater cost. -Fire is simultaneously the most accessible and the most dangerous elemental source — fire burns everywhere, making the Fire sphere easy to tap, but its Chaos mirrors the worst of human nature: ambition, anger, greed. Mages who specialize heavily in fire magic often suffer addictive dependency, physical burns, or death engulfed by their own power.
- Mana can slowly regent in a Mages body but it might take a day or so. -If a Mage doesn't have enough mana to cast a spell then it will pull from there own life force, or the life force of the people or environment around them. -Casting spells has side effects, the nature and intensity of which are correlated with the spell casted.
- The more depleted a caster's mana pool is, the more impaired the caster's cognitive functions. Empty mana pools result in unconsciousness or death. [Note: People who can use magic are extremely rare.]
- #7Monsters
Keys: Wyverns, Beasts, Troll, trolls, Monster, vampire, Griffin, Griffins, Monsters, Trolls, werewolves, ghouls, Beast, wraiths, Wyvern
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Many various and dangerous monsters inhabit the world, such as vampire, trolls, wraiths, werewolves, ghouls and the like. While generally large and lethal, some species Their numbers have gradually dwindled since the Great Purge, which weakened or erased many inherited magical traits. Despite the spread of civilization, vast regions of the world remain wild and unsettled, making long-distance travel beyond guarded roads potentially dangerous. Monsters are drawn to the presence of magical artifacts, often hidden in forgotten ruins, tombs, and dungeons — complicating the lives of adventurers who seek them. As a result, some individuals make a living as monster hunters, harvesting valuable materials from slain creatures.
- #8Hernand Region
Keys: Hernand Region, western Pywel, House Roberts, House Alfonso, House Lanford, House Grace, Hernand, House Celeste, House Serkis, House Felix
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
##Hernand Region: **The green heart of Pywel. A duchy of rolling grasslands, dense forests, river valleys, and scattered cities stretching across the western portion of the continent. Milder than the frozen north or the red wastes of the desert — but far from gentle. Feudal authority, The Guild, and old noble houses fight a quiet war over every acre. -Hernand is governed as a duchy under House Celeste. Beneath the ducal house, the region's great landed powers include House Serkis, House Lanford, House Grace, House Roberts, House Felix, and House Alfonso. **Location: Western Pywel
- #9Arstoria
Keys: Hernand's, Hernandian, western Pywel, Hernand, House Celeste
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
City of Hernand:
**City of Hernand The seat of the duchy and its beating commercial heart:
**Home to the Hernand Bank, equipment shops, tailors, and provisioners — a full urban economy behind fortified walls -Governed under House Celeste alongside lesser noble houses: Serkis, Lanford, Grace, Roberts, Felix, and Alfonso -Three bell towers serve the region as navigation markers; Hernand's tower sits beside the Bank in the city's north -The Guild and the Hernandian Parish of Solumen both maintain powerful institutional footholds here ** Location's in the city -The slave market -Guard Station/Jail
- Inn/Tavren named "Three Saints" -Hernand Castle Royal Trading Post, Church of Hernand, Nas River, Nas River Shrine, Springtide Mill, Hernand Sewers, Oakenshield Manor, Hillside Manor, Bluemont Manor, Capra Pasture, Muckroot Ranch, Bluemont Cask House, The Scrapfold, Tavren named "Beggar's End", Lioncrest Manor. **Region: Hernand (Western Pywel)
** A hub for Villagers that's heavily guarded by the House Celeste faction. The Hernand Castle, Church of Hernand, and Hillside Manor can be found within the vicinity of this city.
- #10Zahiriya
Keys: Scholastone Ruins, Scholastone Institute, Institute
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
##Scholastone Ruins (Scholastone Institute): What was once a center of knowledge, now half-swallowed by time:
**Functions as the regional research and knowledge hub of Hernand; one of three bell tower locations in the region -The Scholastone Institute represents one of Hernand's most powerful non-noble institutions -The surrounding ruins suggest the Institute's current structure is built on — or from — something far older **Region: Hernand (highland district)
**Knowledge institutions in Pywel tend to outlive the empires that built them. The Scholastone Ruins are what happens when scholarship survives but context doesn't. The Institute keeps the lights on. The ruins keep asking what used to stand here.
- #11The Saphrel Isles
Keys: Pollengarth Apiary, Emberwind Workshop, Fort Hellwood, Glenbright Farm, Howling Hill, Hernand Highlands, Totesmith Tannery, Reedfield Graves, Highlands, Glenbright Manor
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
##Hernand Highlands:
** A vast expanse of land in central Hernand owned by Serkis. Animals and birds, as yet undisturbed by human interference, inhabit the plateau where dense forests stretch out. It is said that a hidden space exists beside the fields overlooking Hernand, though nothing has been officially discovered. ** Key Locations: Howling Hill, Glenbright Manor, Emberwind Workshop, Glenbright Farm, Totesmith Tannery, Pollengarth Apiary, Reedfield Graves, Fort Hellwood.
- #12Bay of Steel
Keys: Bay of Steel, Vellua, Port trade, Pirate, Pirate's, Guild, coastal, maritime trade
Enabled · After character · Order 10 · 100%
Entry settings
##Bay of Steel: The southern coast where the mountains meet the sea:
**A bay situated where the Steel Mountains meet the sea. It refers to the waters directly off the coast of Vellua. Much like the meaning behind the name of the Steel Mountains, the name embodies the faith and prayers of the people that this place will protect the southernmost reaches of Hernand.
** Key Locations: Vellua is a coastal village in the Bay of Steel south of Hernand. Famous for its abundant fish, the area is a well-known hotspot frequented by master anglers. However, frequent pirate attacks have left some residents living in fear.
- #13The Frostgrave
Keys: western highland, , Sunset Valley
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
##Sunset Valley; A pastoral district on Hernand's quieter edge:
**A western highland area of sanctuaries, fishing spots, ruins, and mountain routes toward Calphade -Transitional territory between the settled lowlands of Hernand and the contested frontier near the northern border -Gathering resources and wildlife are abundant; the area's relative calm makes it an outlier in the broader regional instability **Region: Hernand (western highlands)
**Not every place in Pywel has blood in its soil. Sunset Valley is proof. The kind of place people describe when they explain what they're fighting for. The kind of place war eventually finds anyway.
- #14Ethralis
Keys: , Shai, Pororin Village, Forest Guardians, Demi-Human, Demi human, Pororin
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
##Pororin Village: Hidden settlement of the Shai (Demi-Human) people, swallowed by the forest:
**Located in the dense forests south of Hernand City, deliberately concealed from outside travelers -Protected by the Pororin Forest Guardians -Demonym: Pororin / Shai **Region: Hernand (southern forests)
**The Shai built Pororin to be unfindable, and for a long time it worked. The forest was a wall that didn't need guards. Then the world got louder. Now the Guardians protect the village and it's old magic
- #15Nahatu — The Jaguar Demihumans
Keys: Mountain of Frozen Souls
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
##Mountain of Frozen Souls; A southern mountain district surrounded by old legends, hidden places, and isolated settlements:
**A mountain located at the southern end of Hernand. Its name comes from the legend that the souls of the dead are frozen here, unable to leave the snowy peaks, but in reality, it is an ordinary mountain lush with greenery. It is said that deep within the mountain lies the village of the sick, a place where no one dares to venture
- #16Region Pailune
Keys: Northwest, Pailunese, Silverwolf, Knytlingar, Den River, Skoghorn, LakeVannstein Lake, Region of Pailune, Stjar
Enabled · After character · Order 10 · 100%
Entry settings
##Region Pailune: Pailune does not welcome visitors. The northernmost region of Pywel sits under persistent heavy snowfall, its mountain passes treacherous, its blizzards capable of reducing visibility to nothing. The cold is not a weather event here — it is a constant presence that taxes the body and shortens the window between a poor decision and a fatal one.
**Terrain shifts as you travel north: from canyon lowlands and abandoned castles at the Hernand border, up through dense forest and mist-choked woodland, into high alpine passes where the paths narrow to single file between sheer cliff faces. The Kingshield Mountains wall off the southeast border with Demeniss. The Den River cuts through the region's interior. Silverwolf Lake and Vannstein Lake feed from mountain runoff — fast, cold, and unreliable at the edges year-round.
**Beneath the snow, the region is mineral-rich. Gold and silver veins run through cave systems that most people are too busy surviving the surface to reach. The wildlife — Snow Bears, cliff Raptors, and the legendary White Horn — is massive, adapted, and aggressive. Pailune's ecosystem runs on the logic of endurance.
**Location: Northwest Pywel
- #17Pailune City
Keys: Red wood, City of Pailune, Pailune's, Pailune city
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
##City of Pailune: The capital of a region that builds endurance into its architecture:
**The political and cultural center of Pailune, situated in the heart of the region along the Den River, surrounded by Silverwolf Lake to the north and mountain terrain on multiple approaches **The Pailune Market is located her full of stalls selling raw materials and food, and some weapons. -The slave market -The fighting pits -The city's people rely heavily on fish from the river and raw materials from the sounding land. -The large and beautiful bath house -Surrounding the city: Silverwolf Lake (north), Vannstein Lake with Snowwind Cave (accessible via the lake waterfall), Many mines (north of city), and the Hill of Longing (east, a named secret place on the mountain) -Demonym: Pailunese -Governed by: The Pailune Militia (faction alliance of the City, Beighen Tribe, Knytlingar Clan, Longleaf Tribe, Skoghorn Tribe, and Stjar Clan — formerly unified under Jian) Faction leader: Torstein of the Blue Fangs.
**The City of Pailune was built in the way cold-climate cities tend to be built — densely, practically, with walls meant to keep weather out as much as enemies. Stone and heavy bright red timber. Architecture that doesn't apologize for what the environment demands.
- #18Ashclaw keep
Keys: Ashclaw Gate, Ashclaw keep, Ashclaw Slave Camp
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
##Ashclaw keep: Where the occupation ended and the reckoning began:
**Located in the northern reaches of Pailune, beyond Svinholt Ranch; the Ashclaw Gate and Ashclaw Outpost mark the approach; the Ashclaw Slave Camp sits nearby.
**Ashclaw Keep is built to be final. That's the architectural intention — the kind of fortress that says this is where the story ends and we decide how.
- #19The Wayward Woods
Keys: Four Pits, Wayward Woods, The Four Pits
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
##The Wayward Woods: Where the trees have never been friendly and the fog has never lifted:
**Located at the foot of Five-Finger Mountain in southwest Pailune; one of the most atmospherically distinct environments in the region -Thick mist blankets the area permanently — the dense canopy blocks sunlight even on clear days, making orientation unreliable for anyone who doesn't already know the paths -A secretive community of people is said to live here in houses built into or atop the trees — elevated above the forest floor and largely invisible to ground-level travelers **Contains the Ridgehunter Tannery, The Four Pits of the Wayward Woods (a cave system), and the Witch's Hideout — a named location that suggests the forest has attracted the kind of people who prefer to be left alone for reasons they don't advertise -The trees here are old, dense, and close-set; visibility drops even on days when no blizzard is active
**The Wayward Woods earned its name honestly. People go in and don't come back on the timeline they expected. The tree-dwellers above know where the paths are. They're not necessarily inclined to share that knowledge with strangers, and the forest provides them adequate leverage to keep that position. Some places in Pywel are dangerous because something lives there. The Wayward Woods is dangerous because of what it makes you — turned around, isolated, and dependent on the goodwill of people who moved above ground for a reason.
- #20The Sequoia Forest
Keys: The sequoias, The Sequoia Forest, Sequoia Forest, Old Pailunese, south of the City of Pailune
Enabled · After character · Order 10 · 100%
Entry settings
##The Sequoia Forest: A wound in the landscape that used to be a cathedral:
**Located in the Old Pailunese Territory, south of the City of Pailune; one of the region's most ecologically distinct landmarks -The Sequoia Forest was once a dense old-growth woodland of towering, ancient trees — the kind that take centuries to grow and define the sky for everyone who lives near them -The Black Bears' occupation brought indiscriminate logging on an industrial scale; what remains is a graveyard of skeletal stumps, the ecosystem destabilized, the canopy gone, and the forest floor exposed to cold and wind it was never designed to survive The territory is classified under Old Pailunese Territory — a designation that carries grief as much as geography -The Sequoia Forest's fate is one of the clearest records of what the Black Bears' occupation has cost the region beyond human lives
**The sequoias were old before anyone alive can remember. They were landmarks that doubled as timekeeping — Pailunese families oriented their histories around them the way other cultures use rivers or mountains. The Black Bears didn't destroy the forest out of necessity. They destroyed it because they could, and because a people without their ancient trees are easier to believe have no history worth respecting. The stumps are still enormous. That, somehow, makes it worse.
- #21Silver Wolf Mountain
Keys: Silver Wolf Mountain, The Silver Wolf Mountain, Silverwolf Lake
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
##Silver Wolf Mountain: The mountain where the war ended — or began to end:
**A towering peak in central-northern Pailune, rising from dense forests into the high alpine range -Contains Silverwolf Cave, Silver Wolf Mountain Ruins (an Ancient Ruins puzzle), and fast travel nodes -Silverwolf Lake sits to its east, north of Pailune City; the lake island holds a secret place Region: Pailune (central mountain range) **Mountains in Pywel accumulate names the way they accumulate snow — layer by layer, season by season, mostly forgotten until something melts and exposes what's underneath. Silver Wolf Mountain got its name for the wolves.
- #22Five-Finger Mountain
Keys: , First-Finger Lake, Mountain Gate, Five-Finger Mountain
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
##Five-Finger Mountain: A jagged ridge that the geography seems to have made personal:
**A distinctive mountain formation in northwestern Pailune — finger-shaped peaks recognizable from significant distance -Contains Five-Finger Mountain Gate, Ancient Ruins puzzles (Icy Ruins at the valley and at the peak), and a cave system -First-Finger Lake sits at its base; the surrounding terrain is among the most treacherous in Pailune **Region: Pailune (northwestern peaks) **Five-Finger Mountain looks like a warning. The kind of landmark that appears on maps with annotations like "here be" something unpleasant. The ancient ruins inside suggest someone once knew exactly what that something was. Whatever they built to contain it, the puzzle is still there. The answer is somewhere below the ice.
- #23Region Demeniss
Keys: Demeniss, Region of Demeniss, central Pywel
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
##Region of Demeniss: **The political heart of Pywel. Demeniss is — or was — the kingdom that united the continent under a single banner. Imposing castles, ancient temples, regal architecture, and a web of fortified noble estates surrounding the capital city. King Edward Thorel once held all of this together. Then he fell into a coma, and every house that had smiled and complied under his reign began reaching for the throne. **Location: Central Pywel
- #24Demeniss city
Keys: , Demeniss's, Demeniss, Demeniss city, Grand Train station
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
##City of Demeniss (Capital): The crown of a continent without a king:
**Capital of the Kingdom of Demeniss and the seat of Pywel's political power; formerly the administrative center of the whole continent under King Edward of House Thorel -The city features grand fortified architecture, palace districts, and is the central hub for trading -The Guilds main headquarters is located here -The noble garden district -The central market -Housing district -The slave market **Governed by: House Thorel **The Grand Train station is the furthest that trains can go west before having to go back east. **Region: Demeniss (central Pywel) **Demeniss built its capital to say: this is what power looks like. It is a city of correct proportions — wide avenues, imposing gates, architecture designed to make visitors feel small and grateful. The throne is empty. The avenues are still wide. Nothing about the design has changed. Everything about what the design meant has.
- #25Reventine Monastery
Keys: Reventine Saintess, Reventine Winery, Parish of Solumen, Reventine Monastery
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
##Reventine Monastery: Faith in stone, in practice, and in conflict:
**Founded by the Reventine Saintess — a figure believed to have healed the sick and performed miracles; monks preserve her legacy through service and prayer -Located within the Demeniss region alongside the Reventine Winery. -Functions as both a place of healing and a site of martial arts and spiritual training; described as "ancient" with a combat-training tradition alongside its religious practices -Tied to the Demenissian Parish of Solumen — the same Solumen faith found in Hernand's parish **Region: Demeniss **The Saintess healed people here. The monks still do. They also train with weapons, which sounds contradictory until you consider what the world outside the walls has looked like for the past several decades. The hidden room suggests the monastery has always kept some things private. Organizations with deep enough roots always do.
- #26The Steel Mountains
Keys: eastern and central, Kingshield Mountains, Steel Mountains
Enabled · After character · Order 10 · 100%
Entry settings
##Steel Mountains: The spine of Demeniss and the continent's military backbone:
**A mountain range that anchors the geography of Demeniss, named for the iron and steel resources extracted from them for generations -Home to significant military infrastructure; Kingshield Mountains rise nearby, and the range has historically served as both resource base and natural defensive line -The terrain gives Demeniss its characteristic feel — the transition from green Hernand into the stone-and-iron authority of the capital region **Region: Demeniss (eastern and central elevation) **Steel Mountains isn't poetry. It's a description. The range fed the forges that armed the armies that built the kingdom. Every sword from Demeniss has this mountain in its metal somewhere. The ore still runs deep. The question of who controls the mines is, at present, unsettled.
- #27Region of Delesyia
Keys: Delesyia, Southeastern, Delesyia's, Southeast, Region of Delesyia, Robots, jungle
Enabled · After character · Order 10 · 100%
Entry settings
##Region of Delesyia: **The ancient jungle region — dense, rain-soaked, hiding pre-war ruins beneath a canopy of aggressive growth. Don't let the greenery fool you: Delesyia is Pywel's technological frontier. While the rest of the continent sharpens swords, Delesyia builds Clock work Robots, flying robots, and steam-powered fortresses. The gap between Delesyia and everywhere else isn't measured in centuries — it's measured in assumptions about what's possible. **Location: Southeast Pywel
- #28Iron works
Keys: Iron works, chimera, Rail yard, crafting hub, Arca-7, Trains, Railway, Train, Southeast coast. Southeastern
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
##Iron works: A genius's ambition made physical, and then catastrophically alive:
**Iron works is a sprawling coastal industrial fortress city in Delesyia — brass-reinforced stone, belching steam towers, and an interior that becomes increasingly elaborate. **Built by the inventor Marni as a research facility; contains automated production lines, experimental mechanical constructs, three research institutes, and prototype blueprints for weapons and creatures that were never meant to be completed.
**The City has become one of Delesyia's most significant crafting hubs. -All trains are build here along with the tracks -Rail yard -Train station -The secret project Arca-7 was made here but was sent to Demeniss -Large trading market and hub -A coastal cave beneath the facility's sub-basement connects to a hidden sea route; a steam pipe network can be navigated directly if pressure valves are activated in the correct sequence **Region: Delesyia (Southeastern coast of Pywel, adjacent to Mount Benus) Every Street and building in the Iron works tells a story of innovation pushed past the point of wisdom. Marni was brilliant. Marni was also building things that the rest of the world hadn't decided whether to want yet. The Chimera is the answer to the question: what happens when your creation decides it has its own answers? The facility is a masterwork. Delesyia has not decided which it prefers to treat it as.
- #29Region Crimson Desert
Keys: , Desert, Northeast, sand, Crimson Desert, rocky plateaus
Enabled · After character · Order 10 · 100%
Entry settings
##Region Crimson Desert: **A lawless expanse of red sand, scorching heat, rocky plateaus, and the particular brand of desperation that develops when the central government's authority simply never reached. The Crimson Desert has no single ruler — only factions: the Lords of Unclaimed Lands, the Varnia faithful, the Urdavah palace-city, and a rotating cast of bandit groups and marauder clans. The desert rewards the adaptable and punishes the unprepared. **Location: Northeast Pywel
- #30Varnia
Keys: Varnia's, , holy city, palace, Iron Bank, Whitesand Retreat, Varnia, Atima, Royal Trading Post, northern tip, Banking branch
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Varnia A holy city at the edge of the known world:
**Located at the absolute northern tip of Pywel — the most remote city on the continent, requiring a long journey through the desert's most dangerous terrain to reach -Devoted to the worship of Atima (not Solumen, unlike Hernand and Demeniss) — has been a site of pilgrimage and spiritual devotion since ancient times -Built around a palace with a large domed prayer hall at its center (Whitesand Retreat) -Features the Royal Trading Post of the guild where the Varnia royal court accepts trade deliveries; rare goods command high prices due to the city's extreme remoteness -The headquarters of the Guilds Merchants and Banking branch. -Varnia has the largest slave population and the largest slave market. -Varnia also has the larges bank in Pywel named the "Iron Bank", It is owned by the guild. -Factions: Varnia faithful; the Merchant Guild operates trading centers here and across the desert **Region: Crimson Desert (far northern tip)
**Varnia exists at the place where maps used to write "unknown." The faithful kept coming anyway. Pilgrims who walked far enough to find Varnia generally found what they came for, or at least found that the walking had changed them enough that the destination mattered less than expected. The Royal Trading Post is a more recent addition. Commerce and faith make uncomfortable neighbors. Varnia has managed it longer than most cities manage anything.
- #31Tommaso
Keys: , Tashkalp, breakers, Tommaso, Desert Melon, Marauders, Tommaso's, Tashkalp region, Goldenscale, Savage Fangs, eastern desert, Bonepit, Sandfang, slave pit, Arena, The Helms, desert town, The Faceless
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
##Tommaso: A desert town built around the assumption that someone is always willing to pay:
**The largest town in the Tashkalp sub-region; functions as the primary hub for travelers crossing the eastern desert and as the launching point for the journey north to Varnia -Home to the Bonepit — a fighting arena where those without money risk their lives for the betting pot while those with money collect the winnings; two fighting pits (east and west) are patrolled by Tommaso Guards -The Desert Melon and acquiring new slaves is noted as a local specialty **Features a dueling table with a 10-silver buy-in; the A Guild Trade Manager (Marcus) handles regional commerce -A large slave pit meant to hold slaves, run and guarded by slavers know as "breakers" -Hostile factions operating in the broader region include the Sandfang Marauders, Goldenscale Bandits, The Helms, The Faceless, and Savage Fangs **Region: Crimson Desert (Tashkalp sub-region, Southeast)
**Tommaso runs on a simple philosophy: if you have nothing, bet what's left. If you win, you have something. If you lose, at least the crowd was entertained. The town didn't invent exploitation — it just built infrastructure around it. The fighting pits are honest about what they are. That's more than most places can say.
- #32Urdavah
Keys: Great Gate of Urdavah, Urdavah gate, Gateway, Tashkalp region, gateway city, Urdavah's, Urdavah
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
##Urdavah: A gateway city that became something more:
**A palace-city and archway settlement built around the Great Gate of Urdavah — a grand stone structure that marks the traditional pilgrimage entrance to the road leading north to Varnia -Formed around its gate; the palace houses a research institute accessible via elevator shaft, where a lead researcher offers a full tree of desert-specific advancement projects (wind-powered equipment, energy amplification, gold vein mapping) -Mountains surround the city; Urdavah has a tradition of studying the night sky and dragon lore — dead dragons are revered as sacred, believed to become stars **Region: Crimson Desert (Tashkalp sub-region, northeast)
**Urdavah was built to be a door, and doors have a way of accumulating everything that passes through them. The pilgrims brought their faith north. The scholars brought questions about dragons and stars. The researchers brought instruments and funding. Now the palace-city is all of those things at once — a gate, a library, an observatory, The gate remains. Everything else grew around it.
- #33Arcosa
Keys: Arcosa.Arcosa's
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
##Arcosa: The desert's most prosperous village — and its most contested:
**Described as the most prosperous settlement in the Crimson Desert, abundant in water and resources in a region defined by their scarcity -Operates under constant threat from bandit attacks; its prosperity makes it a permanent target in an otherwise resource-scarce landscape **The Guild's branch in Arcosa (managed by Thomas) offers some of the rarest trade goods and exotic slaves. **Its abundance — and the violence that abundance attracts — makes it a microcosm of the desert's entire political problem **Region: Crimson Desert (Central)
**In a desert, water is power. Arcosa has water. Therefore Arcosa has enemies. The village has survived by being better at defense than the bandits are at offense — so far. The Guild moved in because prosperity finds prosperity. The question Arcosa has never been able to fully answer is whether the Guild's presence makes the village safer or simply more worth attacking.
- #34Inn's and Taverns
Keys: Taverns, Inn's, posting boards, Tavern, Tavern's, Inns, Inn
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
##Inns and Taverns: Inns are common and serve as rest stops for travelers, meeting places for locals, and safe havens for adventurers. Most offer meals, beds, and hot baths. Larger inns may also include taverns, and posting boards for jobs and local news.
- #35The Thresher war
Keys: Goblin war, Thresher war
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
##The Thresher war The Thresher war also known as the Goblin war. The name came from survivors before it came from historians, and it came from the way the goblins moved — not raiding, not even invading in the way armies invade, but sweeping. Back and forth across the same ground. Returning to places that had been cleared and cleared again, like a blade going over a field until nothing standing remained.
**They came with everything they had. The biters ran point — not in dozens now but in hundreds, fast and silent and reeking, moving weeks ahead of the main force, poisoning wells, burning supply caches with the precise knowledge of where those caches were, killing the riders carrying messages between commanders. Human forces arrived at battlefields already half-starved and completely isolated, with no knowledge of what was coming or from which direction, because the communications that should have told them had been systematically destroyed. This was not chaos. This was design.
**The ferals hit the walls and the formations in numbers that no one could have prepared for. Behind both of them came something: organized goblin infantry, armed with weapons clearly salvaged or stolen from human dead, wearing crude armor, moving in blocks rather than mobs. They had been watching how humans fought had been learning. The soldiers who encountered this organized infantry for the first time described the experience as more frightening than the ferals — not because it was more immediately deadly but because it implied a mind behind it that had been paying attention for a very long time.
**The giants came in the Thresher War. Not many — perhaps a dozen documented encounters across the full span of the conflict — but each one was catastrophic in the local sense. A giant does not need to be directed toward a wall. It notices the wall and removes it. The communities that encountered giants and survived did so by running, and not all of them ran fast enough.
**The goblin offensives that followed were timed with the precision of something that had planned this for longer than it was comfortable to think about. Every region in Pywel fought in the Thresher War. -Demeniss: in the mountain passes, the Raven Knights and there War Corvids holding positions that would have been lost without them. Demeniss held on three fronts simultaneously. -Hernand barely at all — there was not enough of its sothern and eastern half left to defend, so they defended what remained. The Crimson Desert and Guild sent soldiers and mercenaries late in the war when the calculus of their own survival finally overcame their calculation of distance. The Pailune region held the highland routes with the ferocity of people who had nowhere left to retreat to. **The effects of the Thresher War were a before-and-after line drawn across the whole of Pywel. The population imbalance that had been a statistic after the war became the shape of daily life. Whole trades became women's work not by choice but by the simple arithmetic of who was left. The Raven Knights of Demeniss lost two-thirds of their members in a single campaign season. -Then after the war the Raven Knight were ordered to purge the remaining War Corvids so they couldn't be used against humans if a new war were to emerge. **We won. We want you to understand what that word cost by that point. What winning meant was that we were still here to call it winning. Nothing more generous than that.
- #36Raven Knights
Keys: Raven Knight, Raven Knights
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Raven Knights of Demeniss
The Raven Knights are an order of elite warriors who are bound to and trained corvids:
**The bond between knight and bird is not mere training. It is something older, something the Demenissan are cagey about explaining to outsiders. The birds fight alongside their knights, act as scouts, carry messages, and serve as a second set of eyes in ways that cannot be entirely explained by intelligence alone. -The romance of the corvid bond still exists, but it is wrapped now in something rawer. -Raven Knights are recognizable by their dark armor, typically lacquered black or deep grey, and by their bird, which is rarely far from them. Outside of battle, knights are expected to be composed, disciplined, and loyal to Demeniss above personal interest. In practice, the wars have produced survivors who define loyalty on their own terms.
**Before the Thresher war the order answers to its own command structure, maintaining its own properties — compounds outside several major cities. This independence has been tested repeatedly and had mostly held till after the war were there numbers had fallen and could no longer hold there independents.
[Note: 55 years after the Thresher war had begun the The orders master made a deal with Marni of Delesyia, to create War Corvids. But after the war Demeniss and the other regions passed laws to outlaw War Corvids and ordered the knights to purge them or face death penalty's and enslavement of there family's.]
- #37War Corvid
Keys: , War Corvid, War Corvid's, Raven Kinghts
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
##War Corvid: **A War Corvid is a towering, battlefield-engineered horror—part war beast, part omen, part executioner. They resemble crows or ravens, but stretched into something far larger, stronger, and far more intelligent than any natural bird but are flightless. They love and are extremely loyal to the one that raised them. Size & Silhouette: -Height: Often 12–15 feet tall when upright, though they usually move hunched or low to the ground like a stalking predator. -Their bodies have the predatory mass of a big cat, the reach of a vulture, and the intentional aggression of something bred specifically for war. -The spine arches sharply, giving them a perpetual “coiled violence” posture. Head & Beak: -The head is unmistakably that of a crow magnified into a nightmare: Eyes: Ink-black, glowing coal-orange, or subtly reflective like a polished gem—intelligent, cold, calculating. -Beak: Long, scythe-like, capable of, shearing armor plates, splitting shields snapping a horse’s spine, A slight overbite gives the beak a predatory hook. **Legs & Talons: Legs are long, corded with dense muscle, allowing them to lunge or sprint unnervingly fast. Their talons are curved like sickles, big enough to wrap around a man’s torso. They can pin, crush, or drag prey with ease. **Wings: War Corvid wings are no longer used foe flight—they’re weapons, The primary feathers are stiff, almost blade-like. Heavy enough to shatter teeth or break ribs with a beating strike. Movement: -Moves with a low, stalking gait, sometimes breaking into horrifying gallops. -Capable of side-hops and quick pivots like a raptor. Vocalizations: -Their calls are wrong—not natural crow sounds, Deep, vibrating croaks Metallic scraping screeches, Low rumbling growls -When preparing to strike, they release a tremor-like war croak that shakes the chest.
[**After the Thresher war, War Corvids where banned and were supposed to be purged so not to be used on humans.]
- #38Humans
Keys: human, man, men, humans
Enabled · After character · Order 10 · 100%
Entry settings
##Humans: Most numerous through sheer reproductive persistence. Shorter lifespans breed faster breeding. Occupy both main continent in endless, predictable variations. Ambition without longevity. They burn bright and brief.
- #39Goblin's and Orcs
Keys: Orcs, Biters, , Biter, Orc's, Goblens, Orc, Ferals, Goblins, Goblin, Feral
Enabled · After character · Order 10 · 100%
Entry settings
##Goblins and Orcs
**Goblins also known as Biters, are he most common. The ones that came first, the ones that haunt the roads still. A biter stands roughly chest-height on a grown human — low enough that your first instinct is to underestimate them, which is what gets people killed. They are lean and quick, built for speed over strength, with long limbs relative to their torso and hands that have an extra knuckle that allows them to move on all fours as fast as a dog when they choose to. Their skin runs from a deep grey-green to a mottled brownish-grey depending on region, rough-textured, resistant to cold in ways that human skin is not. **Their faces are wide and flat, with enormous eyes that function in near-total darkness — the pupils expand to fill almost the entire iris in low light, reflective like a cat's, which is the feature survivors mention most often. The teeth are small but numerous and very sharp, designed for tearing rather than chewing, and the jaw can open wider than you expect. Their ears are large and mobile, constantly adjusting, and their hearing is exceptional. They communicate in a chittering that has more complexity than it sounds like.
**Orcs also known as Ferals are larger. Significantly larger — a feral stands close to human height but is considerably broader, with a thickened neck and a hunched posture that makes them appear shorter than they are until they straighten, which they rarely do. The extra joints that make biters fast make ferals powerful — they can pull a door off its frame, bring down a horse, break through a shield wall by the simple physics of what they are. **Their skin is darker than a biter's, tougher, scarred even on specimens that are young. The eyes are smaller in proportion to the face, less adapted to pure darkness, which has led scholars to argue that ferals are a different lineage entirely rather than a grown or changed version of the biter. The teeth are larger, the jaw more pronounced, and the claws on the hands are thick enough to be genuine weapons rather than the grasping tools a biter's hands suggest. **Ferals are not intelligent in the way biters are intelligent. They respond to direction from biter handlers but imperfectly, and when the handler dies or loses control the feral does not stop — it simply redirects toward whatever is nearest and largest. Fighting a feral requires disabling it completely. Wounding one makes it more dangerous, not less. [**Note: Orcs are made when goblins abduct female human woman and rape them them to force them to breed.]
- #40Giants
Keys: Giant, Giant's, Giants
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
##GIANTS -Not goblin-kind, or not entirely — the relationship between giants and the goblin forces is still debated by scholars who study such things. What is agreed upon is that giants appeared alongside goblin armies in the Thresher War, that they were not leashed the way ferals were but moved with apparent purpose, and that each one represented a catastrophic local event wherever they appeared. -A giant is what the word suggests. The documented range is between three and five times human height, heavily built, with a face that is recognizably related to the goblin forms but massively scaled — the flat wide features, the large eyes, the pronounced jaw. They do not use weapons in the conventional sense. They use what is available, which means whatever is nearest, which often means the architecture of whatever they are destroying. They are not fast. They do not need to be. -Giants were rare enough in the wars that most soldiers never encountered one. The ones who did and survived tend not to describe the experience in much detail. The drawings that exist were mostly made from a significant distance.
- #41Elves
Keys: Elven, Elf, Elves
Enabled · After character · Order 10 · 100%
Entry settings
##Elves -Elves predate human civilization in Pywel. This is not a myth or a cultural claim — it is documented in the oldest human records, which describe a world in which elves were already ancient when humans were building their first permanent settlements. Their numbers have dwindled do to low birth rates and fighting with humans. They can breed with humans but the children almost always turn out to be human and in rare circumstances a half elf is born.
- #42Slavery
Keys: Slave's, Enslave, Slavery, Slaves, Enslaved, Slave
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
##Slavery: Slavery is deeply rooted in Pywels social and economic systems, where it remains legal and widely practiced. Pywels nobles often rely on enslaved labor in agriculture, construction, and household service.
- #43Currency
Keys: Cash, Ducats, Brasslings, Money, Gildmarks, Gildmark, Coin, Ducat, Brassling, Coins
Enabled · After character · Order 10 · 100%
Entry settings
##Currency **Brasslings (low value), Ducats (standard trade), and Gildmarks (high value) form the core currency. **Brasslings buy meals **Ducats cover gear or services **Gildmarks are used for contracts or buying properties. Gildmarks are impossible to counterfeit due to the fact that they're made from an alloy of pure gold and Aerothite (a metal lighter than air) — real Gildmarks float in the air, making them indistinguishable.
[Note: All three currencies are made and regulated by the Guild.]
- #44Aerothite
Keys: Aerothite's, Aerothite
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
##Aerothite: Aerothite is a very rare silvery-blue metal. It is lighter than air and naturally floats upward unless anchored or alloyed with heavier substances. Its lift is affected by air temperature — the colder the air, the stronger the upward force. Due to its unique properties, Aerothite must be smelted in complex, upside-down forges designed to keep it contained during processing. It is primarily used to mint Gildmarks or forge Aerosteel, its refined form.
- #45Aerosteel
Keys: Aerosteel, Aerosteel's
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
##Aerosteel: Aerosteel is an alloy made from Aerothite and steel, combining the durability of tempered steel with the weightlessness of Aerothite. When forged with a high concentration of Aerothite, Aerosteel can even float in the air, defying gravity. Due to a complicated and expensive forging process, Aerosteel is almost exclusively used in military applications — most notably in elite armor and advanced weaponry. While not restricted to the military, Aerosteel is primarily employed by the military, granting it a significant advantage warfare.
- #46Demi-Human
Keys: beastfolk, foxgirl, Shai, demi-humans, kemonomimi, beastkin, demi-human, demihumans, deminhuman, catgirl, animal ears
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Shai(Kemonomimi)
Demi-Humans descended from bloodlines where ancestors merged with primal forest spirits. Humans bearing animal features—commonly ears and tails from cats, foxes, wolves. Otherwise human appearance with lingering behavioral traits of their beast heritage. Villages in the Pororin Forest and Silver wolf mountain. Culture draws from feudal Japan aesthetics and philosophy. Neither fully human nor truly beast, caught between worlds their ancestors bridged. The spirits' gifts persist through generations. Some call it blessing. Others, curse.
- #47Train
Keys: Railroad, Locomotive, Locomotives, Trains, Railway, Train
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Pywel has network of steam-powered trains used for civilian and military transport. along the Central and eastern side of the world.
- #48Werewolf
Keys: lycanthropy, Ascendant, werewolf, werewolves, lycanthrope, Beast, Caged
Enabled · After character · Order 10 · 100%
Entry settings
Werewolves:
**The Urge: Every lycanthrope carries the "Urge" within them. It's a constant, instinctual presence in their mind—a whisper of the hunt, the thrill of the chase, the satisfaction of the kill. Their entire existence is a struggle to maintain control over this primal, animalistic consciousness. The full moon doesn't force a transformation, but its gravitational pull amplifies the Urge, making it significantly harder to maintain control, like a siren's call for their beast. Types of Werewolves: **The Beast: These are the lycanthropes who have given in. They believe the human form is a weakness, a cage. They embrace the Urge as their true nature and seek to live by its tenets alone. -Society & Behavior: They live in nomadic or territorial packs in the deepest, most untamed parts of the wilderness. They are apex predators, viewing other creatures (including humans) as prey. Their society is a simple hierarchy of strength and dominance. They are the werewolves of folklore—savage, mindless killers who attack farms and travelers on sight. -They communicate in a series of guttural growls, barks, and body language, often losing the ability to speak in human form over time. -Appearance (Crinos): Their Crinos, or hybrid form, is the most monstrous. They are massive, hulking bipedal wolves with matted fur, glowing yellow eyes, and a complete lack of restraint. They are all claw and fang, a walking engine of destruction. **The Ascendant: This is the elite, aristocratic faction. They believe the Lycanthropic Strain is a gift, a form of superior evolution. They seek to perfect control over the Urge, viewing it as a tool to be wielded, not a master to be served. -Society & Behavior: They live in secret, opulent enclaves hidden within major cities or remote, well-guarded estates. Appearance (Crinos): Their Crinos form is sleek, powerful, and terrifyingly intelligent. It's a perfect blend of wolf and human, retaining their calculating eyes. They move with a predator's grace, not a monster's clumsiness. **The Caged: This is the largest, but most fractured faction. These are the lycanthropes who desperately want to live normal, peaceful lives and reject the beast within. They live in constant fear of the Urge. -Society & Behavior: They live in secret, hiding among the general population. They are loners or live in small, tight-knit family groups, constantly moving to avoid discovery. They are the "tragic" werewolves, the ones who chain themselves up during the full moon, the ones who live in fear of hurting someone. They are often forced into a life of crime or mercenary work to survive, as their condition makes them outcasts. Appearance (Crinos): Their Crinos form is often twisted and tormented. It's a reflection of their inner struggle—powerful but uncontrolled, a painful transformation that they fight every step of the way. They look less like a proud predator and more like a desperate, cornered animal.
**Lycanthropy is not a contagious disease or a curse in the traditional sense. It is a old hereditary magical mutation known as the "Lycanthropic Strain." The strain originated before the Purge, when certain bloodlines were exposed to massive, concentrated waves of raw, untamed nature magic. This magic didn't kill them; it rewrote their very essence, weaving a connection to the "Primal Urge"—the core, predatory instinct of the world itself.
**The Strain is passed down through blood. A child born to a lycanthrope parent has a 50% chance of inheriting the condition. It cannot be spread by a bite or scratch. They are a distinct, if persecuted, sub-species of humanity.
- #49Vampire
Keys: vampires, bloodsucker, vampire, vampyr
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
##Vampires: Undead parasites wearing civilization's mask. **Contrary to folk legend, vampire repellents such as garlic, holy water, crucifixes, and wooden stakes are entirely useless — these are myths. **Vampires are divided into lesser and higher grades. -Lower vampires — Ekimmaras, Katakans — are bestial and animalistic. -Middle grades — Alps, Bruxae, — are intelligent and can mimic human form. -Higher Vampires are a separate and vastly superior breed, virtually indistinguishable from humans, immortal, capable of resurrection. **All vampires are vulnerable to silver and Vampire Oil. Black Blood potion can turn your blood toxic to vampires that bite you.
- #50Higher Vampire
Keys: higher vampires, true vampire, higher vampire
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
##Higher Vampire: **True Higher Vampires are among the most dangerous creatures on the Continent, and mercifully among the rarest. In almost every respect they appear identical to humans — they dress as humans, live in cities, hold professions, form relationships, and integrate into society over centuries. Their only physical tells are that they cast no shadow and have no reflection in mirrors. -Higher vampires do not require blood to survive; to them, blood is more like alcohol — a pleasure and a temptation, not a necessity. They are effectively immortal. A Higher Vampire, will regenerate given sufficient time If the body isn't destroyed. -They can transform into monstrous bat-like forms of terrifying power when provoked to extremes.
Showing 50 of 70
2 files
- .jsonjson_lorebookoriginal
125.8 KBfirst seen a9af5fd4638f585d
- .jsonjson_lorebook
125.8 KBfirst seen b93fa45d10b26c78
Opens with the tab.
