Markineos - Offical Main Lorebook
Lorebookfrom ChubThe Main Markineos Lorebook, that will hold every singular thing in the Markineos world I deem "somewhat" relevant in anyway.from Chub
Tokens: 0 permanent · Lorebook: up to 227 tokens triggered, 3,288 across all entries · estimated prompt budget 227
Description on Chubfrom Chub
Will probably be practically the same as the Pre/During Grand War lorebook, but this will be updated overtime as I get more ideas. EVERYTHING is going in this lorebook. Will Probably make separate lore books for each continent later after I get the main stuff finished to my liking.
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Book settings
- #1The World - Markineos
Keys: Markineos, World
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Markineos Setting: High Fantasy Type: Planet Size: 60% larger than Earth A large fantasy world, where unique magical creatures and races thrive. A constant stream of magic energy flows into the north pole from a unknown origin in space, and used mana is expelled out of the south pole, back into space. Three Continents Exist, Jirren, Wolfrun, and Rivenfell. "The Grand Strait" separates Rivenfell from Jirren and Wolfrun.
- #2The Grand War (entirely redone as of 1/27/2025)
Keys: PGW, BGW, DGW, The Grand War
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The Largest War EVER on Markineos, lasting well over 7,000 years, A large chunk of all sapient lifeforms, mainly humans, went to war, creating insanely large numbers of causalities on all fronts. The Grand War is now a marker for the current year, BGW (Before Grand War), DGW (During Grand War because yes, it lasted THAT long), and PGW (Post Grand War).
- #3Continent - Jirren
Keys: The West, Jirren, continent
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Name: Jirren Type: Continent Biomes: Forests, Plains, Swamps, Mountains, Alpine Tundras The 2nd largest continent on Markineos, and the most populated by far, home to two large kingdoms that live in harmony despite being different in many ways.
- #4Continent - Wolfrun
Keys: The East, continent, Wolfrun
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Wolfrun Type: Continent A large expanse of wild, cut into three sections: The Wolfrun Forests, The Wolfrun Mountains, The Wolfrun Grasslands. Terrain: Tundra and Taiga, Mountains, Many types of Forests, Grasslands. North: A large rocky Taiga leading to a empty Tundra. South - A temperate, sunny grassland. West: Large expanse of wild temperate forests. East: Mountainous region with large, towering conifer trees called "Sentinel Spruces", Central - A Super volcano fuels geothermal wells and springs that provide clean, fresh drinking water to the entirety of Wolfrun besides the Northern Taigas and Tundra, which are instead supplied water by Giant Glaciers.
- #5Continent - Rivenfell
Keys: The South, continent, Rivenfall
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Rivenfall Type: Continent Terrain: Rainforests, Wetlands, Mangrove, Rocky areas. A medium sized continent, filled with dangerous wildlife and some of the largest monsters and beasts. Known for the carnivorous plants that snatch up medium sized animals, including humans from up in the canopy. In the rainforests of Rivenfall, it's always pitch black, sun cannot reach through all the layers of leaves and branches, making it prime real estate for predatory animals, from small to huge.
- #6The Grand Strait
Keys: The Grand Strait
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A huge 17 mile wide strait separating Rivenfell from both Jirren and Wolfrun, the only way to get to Rivenfell is by crossing The Grand Strait. legends say no sane person would dare cross due to large sea serpents, monsters, etc. But the main reason why no one crosses is because of the dangerously powerful sea breezes that go through The Grand Strait.
- #7Realm - Hell
Keys: Hell
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Hell Type: Realm All of the sinners of Markineos are sent here, cast away from the light of the world. Only being able to be brought back in demonic rituals or temporary gateways during times of immense suffering and death. Hell is only accessible to demonic lifeforms, living mortal beings who wander into hell have their soul immediately taken away, leaving them as a husk to roam the wastelands of hell itself, as wandering into hell as a Living Mortal/Non-demonic lifeform instantly considers your soul forfeit, leading to hell itself taking it away.
- #8Magic Concept - Mana
Keys: Mana
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Mana Type: Magic Mana is required for spellcasting. Active Mana, or mana that can be used, flows in through the North Pole from a unknown origin. Unactive Mana, or mana that has been used, flows out through the South Pole, but it is unknown where this mana goes. Mana was mainly studied when The Ancient Mages were still on earth, during the golden age of magic.
- #9Magic - Magic Types
Keys: Magic, Magic Types
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Magic Types Types: Magic Magic comes in the more common base form of elemental magic: Earth, Water, Fire, Wind, Wood, Ice, Snow, and Sand Uncommon magics require more experience, but are stronger: Healing, Lightning, Glass, Acid, Magma, Plasma, Ash, Explosion, Light, Shadow, Poison, Paper, Ink, and Crystal. Lost magics are only obtainable through scrolls, and are stronger variants of uncommon or common magics, and are way lesser known: Flare, Aether, Frostmetal, Gravity, and Toxin Ancient Magic, a older form of magic, typically wielded by the greatest of mages, and extremely difficult to learn as a race that isn't well suited for magic use: Inferno, Apocalypse, Death, Life (not healing magic), and Growth (plant growth).
- #10Magic - Leviathan's Gift
Keys: Magic, Leviathan's Gift
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Leviathan's Gift A.K.A: Warden's Seal Type: Advanced Magic Millions of years ago, ancient mages and scroll writers made a sacrafice towards the "Leviathan" who in turn, gifted humans and all sapient life with ability to wield a form of magic that granted a specific element based power that was basically cranked up to 11. Along with the magic itself, wielders of such magic are also, immortal. List: Lightning Seal, Darkness Seal, Death Seal, Glass Seal, Wave Seal, and more undiscovered. The Leviathan gifted Markineos with more varieties of magic, including lightning and explosion magic. This forced the great ancient mages to change how they casted spells, as casting explosion magic from your soul like normal would.. blow you up. And that formed Magic Circles. These Seals take the form of stationary orbs of swirling energy, and their color depends on the magic it contains. Seals will manifest randomly anywhere on Markineos after the Seal has been taken or the original user has died.. somehow (foreshadowing).
- #11Magic - Chaos Energy
Keys: Chaos Energy
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Chaos Energy Type: Magic When magic is too condensed in a region, it becomes unstable, taking the form as orange, red, or purple crackling energy. Extended periods of exposure leads to horrific mutations, or even changing lifeforms completely into gorey, primal, hunger driven, corrupted monsters. There are never any upsides.
- #12Species - Wolfkin
Keys: Wolf Woman, Pup, Wolfkin
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Wolfkin Type: Species Native to the continent of Ecotara. Groups of Wolfkin are called packs or Clans depending on the size of the group. Packs being smaller, Clans behind larger. Wolfkin completely lack an equivalent to the Y chromosome or any male-determining gene, therefor male Wolfkin are biologically impossible, and Males from other species are required for reproduction. The four notable Wolfkin Clans are: around 200. The Typical Physical Features are: Fur covered legs arms and around neck, furry wolf tails, pointed wolf ears, sharp canine teeth, paws with claws instead of feet or hands, often taller and more muscular than humans and a tendency to stand straighter. Wolfkin from birth to 5 years old are called pups. From 5 to 16 years of age Wolfkin are called juveniles, during this time period they grow rapidly but are not sexually mature. From 17 to death Wolfkin are adults and sexually mature.
- #13Species - Humans
Keys: Humans
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Humans Type: Species (Sapient) Humans vary wildly in culture, behavior, appearance, religion, and customs. They are adaptive, able to live in and explore dangerous landscapes. One of the species on Markineos capable of wielding magic. Can be born with magic, but it's very rare. Humans stand at around 5'7" to 6'0" on average. Humans live to about 70.
- #14Species - Elves
Keys: Elf
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Elf Type: Species (Sapient) The most common modern type of Elf is the High Elf, others can be found, but are less researched. Elves typically stand from 5'8" to 6'6" and normally tower over humans. Elves choose ranged weaponry over melee, and spell casting is rare. Elves can live to be hundreds, if not thousands of years old.
- #15Species - Dwarves
Keys: Dwarves, Dwarf
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Dwarves Type: Species Short and sturdy, dwarves are the mining fiends of Markineos. They forge and build their top notch gear and tools. Standing at 4'0" to 4'5" and live from 350 to 400 years on average. They cannot cast any magic. Known well by humans for their impressive beards and body hair! (ew)
- #16Species - Ork
Keys: Ork
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Ork Type: Species (Sapient) Aggressive, tall, and green skinned beasts that revolve around their warlike nature. Thick with muscle, tusks and sharp nails. Tribal appearance and nature, though they are always ready for a fight, they won't go out of their way to wander into human occupied lands. They roam from wastelands to thriving forests to scavenge anything to fuel their warlike nature and will. Typical life span is 30-40 years, and stand at around 6'6" to 7'5" tall.
- #17Species - Demon
Keys: Hellspawn, Demon, Husk
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Demons Type: Species (Magical) Demons vary in size, strength, appearance, speed, and many other factors. They form from the soul of a living lifeform, typically a sinner, dying and being sent to hell. There are many types of demons, the most normal type are husks, corpses filled with trace amounts of hell energy that were of too little power or fame to become a proper demon or Supreme Hellspawn. Demons main goal is to eradicate life on the overworld, leaving it as a waste for demons, husks, and hellspawn to roam.
- #18Organization - The Black Lotus
Keys: Guild, The Black Lotus, Assassin
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The Black Lotus is a organization of Assassins spanning across the entirety of Markineos. All of the members take contracts to assassinate people of any fame/power across Markineos Goal: Assassinate people of any race/fame/power in exchange for cash and to climb the ranks. Ranks in order of lowest to highest: Acolyte, Journeyman, Patron (pays lower ranking members), Assassin, Assassin Lord, Lotus, Black Lotus, Overseer, Black Council. The Black Council are in charge of all lower ranking members, responsible for paying higher ranking members, and moving hideout locations when needed.
- #19Location - Gloom Sea
Keys: Gloom Sea
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A large expanse of ocean on the opposite side of the Pangea like mega continent of Markineos. Chaos energy has gradually collected here, changing the many small scattered islands into wastelands, and the wildlife into violent, malevolent beings. Sailors who get lost and find themselves in the Gloom Sea are mutated into "Atlanteans" in a horrifying process of the cells DNA changing rapidly and unpredictably. The Gloom Sea is vastly unexplored, and has horribly dangerous weather. Magic imbued tornadoes, whirlpools, rain, and thunder is common.
- #20Gloom Sea - Atlanteans
Keys: Atlantean
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When humans spend too much time in the Gloom Sea, the chaos energy mutates their body horribly in varieties of ways, they can grow scales, extra limbs, fangs, etc. Atlanteans are primal, rabid beings that either hunt solo, or with the crew they once sailed with. Atlanteans are cannibals, eating fellow Atlanteans and dangerous wildlife to live in the Gloom Sea. The Chaos Energy keeps them alive, if they were to wander from the Gloom Seas, the cells in their body will instantly begin dying until they perish.
- #21Weaponry - Scourges
Keys: Scourge, Magic Weapon
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Scourge Type: Weapon A scourge is a legendary sword forged by a unknown Seal User one point in time, with the sole purpose of bypassing a Seal User's immortality. Scourges can kill a Seal User like a regular human. Normally, upon death, A Seal User's Seal would de-manifest from their body and manifest at a random place, at a random time, but a Scourge causes the Seal to immediately appear next to the Seal User's corpse. Scourges are near indestructible, and the more common (yet still extraordinarily rare) Scourges show signs of obvious use and weathering.
- #22Wolfkin - Social and Clan Dynamics
Keys: Wolfkin Clans
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Wolfkin Clans are vastly differing, from how they act to how they look. To maintain order inside a Clan, a hierarchy is used, where the strongest and most hardened are in charge. Typical hierarchy with average heights: Apex 6'10", Alpha 6'4", Beta 5'11", Clanner 5'5". Apex and Alphas are almost always dominant, Betas can fluctuate between aspiring dominants to typical a submissive, while Clanners are almost submissive. Typically Wolfkin Clans won't go out of their way to mess with one another, but disputes inside clans are not uncommon. Typical arguments are over Males from other races (for sex and stuff), Hierarchy related arguments are also common, but "resolved" quickly, typically with duels or quick fights.
- #23Wolfkin Clans - Clan Silverpelt
Keys: Clan Silverpelt, Silverpelt
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Clan Silverpelt Current Apex: Sheal Trijin Population: 400~ Traits: Typically grey colored fur, thick and dense fur, dark blue eyes, larger more muscular build, heavy claws and fangs, relentless endurance, loyal, highly territorial. Wont hesitate to state how much someone sucks at something. The heftiest built Wolfkin, making the Taigas and Mountainous Regions of Ecotara their home, easily one of the more playful and intelligent Wolfkin Clans. When it comes to Males of Other Species, its finders keepers. Despite their more feral appearance, they're one of the more calm and laidback Wolfkin Clans.
- #24Wolfkin Village - Silverglade
Keys: Silverpelt, Silverglade
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Silverglade is located up in the Taiga regions of Ecotara, home to Clan Silverpelt, the sturdy spruce conifers that tower over the region make great homes. Easily houses all 400 or so members of Clan Silverpelt. Due to how cold it is, there is no livestock farming, having to constantly hunt down deer and other wildlife for food to feed the entire Clan.
- #25Wolfkin Clans - Snowfur
Keys: Clan Snowfur, Snowfur
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Clan Snowfur Current Apex: Marin Lariceinimar Population: 200~ Traits: White colored fur, very dense fur, light blue eyes, Muscular Builds, cold resistant, values working as a whole (mostly), competitive. Built to survive in the barren Northern Tundra and Taiga of Wolfrun, Clan Snowfur hides away in permanent caves dug out in the side of mountains, protecting them from the harsh winters.
- #26Wolfkin Village - Ice Valley
Keys: Snowfur, Ice Ridge
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A cold, snowy, icy ridge cut out by a glacier thousands of years ago, now home to Clan Snowfur and their cave like dens carved into the side of the mountain, sufficiently protected from the elements with more than enough room for extra food storage, existing Clans members, more.
- #27Wolfkin Clans - Timberfang
Keys: Clan Timberfang, Timberfang
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Clan Timberfang Current Apex: Niko Larrenvall Population: 250~ Traits: Greyish Brown Fur, Amber/Brown Eyes, Decently thick fur, Medium Build, Loyal. They Prefer The Mountainous, Forested area of Wolfrun, Making well hidden villages deep among the "Sentinel Spruces." Well known for being reserved towards outsiders.
- #28Wolfkin Village - Timber Ridge
Keys: Timber Ridge, Timberfang
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A small village controlled by Clan Timberfang. Part of the forested area of Ecotara, with towering oaks, pines, and spruce trees reaching up and into the sky. Many small homes are located here, made mainly out of oak and spruce trees. There is small scale livestock farming here due to the weather being slightly more forgiving.
- #29Tree Species - Sentinel Spruces
Keys: Sentinel Spruces
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Large towering Spruces that can grow to 400 feet tall on average and 33 feet wide, but older Sentinel Spruces can be near 700 feet tall, which is very rare due to lightning often burning these taller trees down.
- #30Wolkin Clans - Clan Dustmaw
Keys: Clan Dustmaw, Dustmaw
Enabled · After character · Order 10 · 100%
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Clan Dustmaw Current Apex: Karra Cinfellender Population: 150~ Traits: Rust colored fur, (too tired to continue will finish tomorrow XD)
- #31Wolfkin Village - Aridden
Keys: Aridden, Dustmaw
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The village of Clan Dustmaw, in the arid mountain ranges of Wolfrun. Originally Clan Dustmaw lived out on the shrublands and plains, but were pushed back into the arid and dry mountains that stem from the larger mountain range of the East side of Wolfrun.
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