Guardians of Seneca
LorebookWorld Info book for the Guardians of Seneca bots.from Chub
- 2 forks on Chub · private forks can't be archived· Chub · lorebooks/Mokiikitty/guardians-of-seneca-61af7af294a3
Tokens: 0 permanent · Lorebook: up to 247 tokens triggered, 4,786 across all entries · estimated prompt budget 247
Description on Chubfrom Chub
Group lorebook for Fenris, Elias, Azrael, and Malachi, and any other bots I make in this universe.
Tags: Steampunk/fantasy, monarchy, Chosen One prophecy.
- Format
- V2
- Project space
- lorebooks
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- 13
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- 6
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- 2
- Tokens (upstream)
- 4,788
Last checked on Chub: Created Updated Archived since
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Guardians of Seneca
78 entries · scan depth 50 · budget 1,500 tokens · recursive scanning off
Book settings
- #1︱ Varnholm
Keys: East, Varnholm, Eastern
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Varnholm is the eastern territory, home of {{user}} and Azrael Locksend. Cold and rugged with frozen rivers and canals. Focused on progress and technology. People are strict and industrious. Home to the Rift Research Center. Notable places: Harnow (capital), Rivetgrove (provincial town), Cogsworth (industrial city), Clockwork Forest.
- #2︱ Thar
Keys: Northern, North, Thar
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Thar is the northern territory, ruled by Elias Borealis. Temperate highland. Focused on religion and healing. People are humble and pious. Home to the grand temple and sacred springs. Notable places: Serenth (holy city), Temple of Polaris, The Wellspring.
- #3︱ Braxmoor
Keys: Western, Braxmoor, West
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Braxmoor is the western territory, ruled by Fenris Kearney. Continental maritime climate. Coastal terrain with forests and moors. Culture focuses on nature and combat. People are hardy and hospitable. Features military training grounds and shapeshifter tribes. Notable places: Graywatch Keep, Withy Down (moorland), Bull Cliffs, Bryngale Harbor.
- #4︱ Demetaine
Keys: Demetaine, Southern, South
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Demetaine is the southern territory, ruled by Malachi. Subtropical desert. People are chatty and shrewd — it's a gossip hub. Features ancient ruins, eternal night, and a demonic black market. Notable places: Umbral Bazaar, Ruins of Or'athyr, Nyx Street, Qamar (city), Qamar Oasis.
- #5︱ Serenth
Keys: Holy City, Serenth
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Serenth is the capital city of Thar and home of Elias. The Temple of Polaris is located here.
- #6︱ Temple of Polaris
Keys: Polaris, Temple of Polaris, temple, orrery
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Temple of Polaris is in Serenth, Thar. Features a steam-powered rotating orrery. Central seat of Polaris worship.
- #7︱ The Wellspring
Keys: Wellspring, sacred spring, healing waters, spring
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Wellspring is a sacred bioluminescent spring in the Thar highlands. Pilgrimage site believed to have healing properties.
- #8︱ Graywatch Keep
Keys: Graywatch, fortress, stronghold, Graywatch Keep
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Graywatch Keep is a coastal fortress in Braxmoor with wind-powered mechanisms. Military stronghold and training center. Serves as a beacon for ship navigation and invasion warnings.
- #9︱ Withy Down
Keys: Withy Down, Dark Moor, moorland
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Withy Down is a vast moorland in western Braxmoor. Notorious for its eerie beauty. Contains the Dark Moor. Sacred to shapeshifter tribes.
- #10︱ The Bull Cliffs
Keys: training ground, cliffs, coastal cliffs, Bull Cliffs
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Bull Cliffs are steep, jagged cliffs on the southwestern coast of Braxmoor. Fierce winds. Nearly impossible to climb. Named after a legendary warrior. Popular training ground and endurance test.
- #11︱ Bryngale Harbor
Keys: port, Bryngale, harbor, Bryngale Harbor
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Bryngale Harbor is a port in Braxmoor with fortified ships. Terrible weather and harsh conditions.
- #12︱ The Umbral Bazaar
Keys: Umbral, black market, bazaar, Umbral Bazaar, underground market
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Umbral Bazaar is a huge subterranean black market in Demetaine with winding alleys and floating lanterns. The Veil of Shadows is a mist that obscures visibility and identities.
- #13︱ Ruins of Or'athyr
Keys: ruins, cursed ruins, ancient ruins, Black Tower, Or'athyr
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Ruins of Or'athyr are ancient, cursed ruins in the Demetaine desert. Predate even Malachi. The Black Tower is an obelisk used for deals with dead demons.
- #14︱ Nyx Street
Keys: district, Web, Sable, Nyx Street
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Nyx Street is a sprawling urban district in Demetaine where elites, commoners, and criminals mingle. The Sable is a notorious inn for intel. The Web is an information broker network.
- #15︱ Qamar Oasis
Keys: desert oasis, Qamar Oasis, oasis
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Qamar Oasis is a natural oasis in the Demetaine desert. Its waters reveal the viewer's deepest desires.
- #16︱ Qamar
Keys: Endless Night, Qamar, City of Endless Night
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Qamar, the City of Endless Night, is Malachi's home in Demetaine.
- #17︱ Cogsworth
Keys: Cogsworth, Time City, industrial hub
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Cogsworth is an industrial hub in Varnholm.
- #18︱ Rift Research Center
Keys: Rift Research Center, RRC, research center
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Rift Research Center is in Cogsworth, Varnholm. Employs graduates from the Floating Academy. Researches rift origins and closure methods.
- #19︱ Clockwork Forest
Keys: mechanical trees, gear animals, Clockwork Forest
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Clockwork Forest is in Varnholm. Mechanical trees, gear animals, and time distortions. Valuable resources but dangerous to explore.
- #20︱ The Floating Academy
Keys: school, university, academy, Floating Academy, flying island
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Floating Academy is a flying island that moves between territories. Training grounds for enchanters and technomancers. Its movement is a source of political tension.
- #21︱ Rivetgrove
Keys: Varnholm, Rivetgrove, Azrael's hometown
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Rivetgrove is a small provincial town in Varnholm. Azrael's hometown.
- #22︱ Polaris
Keys: Cosmos Deity, Starfather, Polaris, Celestial Staff, North Star God
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Polaris is the god of Seneca. Also called the Starfather. Symbols: celestial staff, compass, star cloak. Appears as a majestic figure wearing a star cloak and carrying a celestial staff and compass.
- #23︱ Cosmic Church
Keys: Night Worship, Cosmic Church, Polaris, Senecan Religion, Star Prophecies
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Cosmic Church is Seneca's official religion. Worships Polaris. Believes in star prophecies. Night is the holiest time. Planets are considered sentient.
- #24︱ Senecan Politics
Keys: monarchy, authority, power, politics, Seneca government, peerage, Cosmic Church, court, political, Guardians
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Seneca is a monarchy with territorial guardianship. The King holds supreme authority. Four Guardians oversee the territories using sacred relics. A peerage system supports the central monarchy. The Cosmic Church is the official state religion — Polaris worship, star prophecies, night as holiest time, planets as sentient beings. King Magnus's death created a power vacuum. Rival nobles compete for influence. Ongoing tension between the monarchy, Cosmic Church, and nobility.
- #25︱ Creatures of Seneca
Keys: Enemy Types, Seneca Fauna, Beasts, Monsters, Creatures
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Creatures of Seneca include wraiths, sky wyrms, whispermoths, clockwork hounds, and behemoths.
- #26︱ Wraiths
Keys: Wraiths, Voidwalker, Wraith, Rift Spawn, Wraithlord, Doomreaver, Shadow Creature
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Wraiths spawn from rifts. They absorb light and feed on fear and despair. Weak to fire and decapitation. Common near rifts. Less common variants include doomreavers, voidwalkers, and wraithlords.
- #27︱ Clockwork Hounds
Keys: Azrael's Hounds, Varnholm Guard, Clockwork Hound, Clockwork Hounds, Steam Hound
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Clockwork Hounds are steam-powered constructs created by Azrael to protect Varnholm. Glowing eyes. Weak to water and strong magnets.
- #28︱ Behemoths
Keys: Skyfallen, Star Beast, Behemoth, Behemoths, Crystalline Beast
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Behemoths are crystalline entities that fall from the night sky. Low threat unless provoked. Capable of energy absorption but docile by nature. Revered by the Cosmic Church.
- #29︱ Sky Wyrms
Keys: Sky Wyrm, airships, airship, Sky Wyrms, Atmospheric Dragon, weather
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Sky Wyrms are atmospheric creatures and a high threat to airships. They can control weather. Weak to grounding rods and earth magic.
- #30︱ Whispermoths
Keys: divination, Whispermoths, Memory Thief, Hallucination Moth, Divination Creature, memories, hallucination, memory, hallucinate, Whispermoth
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Whispermoths are memory-stealing creatures. They extract memories and induce hallucinations. Used for divination and espionage.
- #31︱ Doomreavers
Keys: doomreaver, life drain wraith, armored wraith, doomreavers
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Doomreavers are large, armored wraiths. High threat. Resistant to physical attacks. Drain life force through prolonged contact. Weak to magical fire.
- #32︱ Voidwalkers
Keys: voidwalkers, wall-walker, phasing wraith, shadow wraith, voidwalker
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Voidwalkers are wraiths that phase through walls, vanish into shadows, and stalk isolated prey. Weak to light-based magic.
- #33︱ Wraithlords
Keys: wraithlord, reality wraith, void wraith, wraithlords, elder wraith
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Wraithlords are rare, powerful, and highly unstable wraiths. They distort reality, teleport, and create void energy pockets that erase surrounding matter. Weak to relics and high-level magic.
- #34︱ Territories of Seneca
Keys: realm, realms, territory, territories
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Seneca has four territories: Varnholm, Thar, Braxmoor, Demetaine.
- #35︱ Rifts
Keys: tear, rifts, wraiths, breach, rift
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Rifts are tears in reality that spawn wraiths. Major ongoing threat to Seneca. Guardian relics can close them temporarily but no permanent solution exists.
- #36︱ Aethernet
Keys: magical internet, Aethernet, analytical engine, network
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Aethernet is a magical internet invented by Azrael. Runs on analytical engines. Connects all territories. Monitored by the government and secret societies.
- #37︱ Relics
Keys: Hourglass, Ancient Items, Relics, Relic, Lyre, Artifact, Compass, Key
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The four relics are the Key, Compass, Lyre, and Hourglass.
- #38︱ Azrael's Key
Keys: Rift Lock, Azrael's Key, Dimensional Key, Rift Key, Key
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Azrael's Key temporarily locks or unlocks rifts. Must be in close proximity to function.
- #39︱ Fenris's Compass
Keys: Night Compass, Rift Compass, Fenris's Compass, Riftfinder, Compass
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Fenris's Compass points accurately toward rifts. Only functions at night.
- #40︱ Elias's Lyre
Keys: Barrier Lyre, Elias's Lyre, Music Relic, Protective Instrument, Lyre
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Elias's Lyre creates protective barriers through music. Drains his energy with each use.
- #41︱ Hourglass
Keys: Hourglass, Malachi, Malachi's relic, time rift relic
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Malachi's Hourglass manipulates time around rifts. Often uncooperative.
- #42︱ Magic
Keys: technomancy, mystic, Aetherium, spell, magick, magic, magical
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Aetherium is the mystical force powering the Aethernet and enchanter abilities. Technomancy combines magic and machinery.
- #43︱ Analytical Engine
Keys: analyze, punched card computer, calculate, Analytical Engine, computer
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Analytical Engines are mechanical computers using punched cards and water-filled tubes. Expensive and bulky.
- #44︱ Automatons
Keys: automatons, mechanical soldier, Azrael's invention, automaton, clockwork soldier
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Automatons are full-sized mechanical soldiers made of brass and steel. Clockwork mechanisms, rechargeable. Extremely expensive to build and difficult to maintain. Invented by Azrael.
- #45︱ Battle Armor
Keys: steam armor, Guardian armor, Azrael's invention, Battle Armor, powered armor
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Battle Armor is a steam-powered suit of reinforced alloys with integrated weapon systems. Intimidating but heavy and difficult to control. Invented by Azrael for the Guardians. Still a work in progress.
- #46︱ Crimson Plague
Keys: Pox, Crimson Plague, Red Death, Ten Years Ago, Senecan Disaster
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Crimson Plague (Red Death) devastated Seneca ten years ago. Survivors suffer permanent heart problems and pox marks.
- #47︱ Mayday Festival
Keys: spring, festival, holiday, Mayday, celebration, May, festivals
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Mayday Festival is an annual event that aligns magic, technology, and nature. Reduces rift activity and unites the territories.
- #48︱ Azrael Locksend
Keys: Guardian of the East, Duke of Varnholm, East, Locksend, Azrael
Enabled · Selective · After character · Order 10 · 100%
Entry settings
Azrael Locksend. Duke of Varnholm, Guardian of the East. Age 29. Male, human, Senecan.
Hair: silver-white, layered and tousled, long side-swept bangs over one side of his face, short low ponytail in back with loose strands around the neck. Skin: pale, sallow. Eyes: pale blue, violet-tinted in certain light. Height 6'2", lanky and spare. Gaunt build. Scent of clockwork oil, metal, clean fabrics. Dresses impeccably in severe dark colors, fitted trousers, high collars. Wears the key relic on a chain beneath his clothing. Always wears a purple hair ribbon gifted by his sisters. His left arm is a fully functional brass mechanical prosthetic of his own design that emits a soft ticking from the clockwork gears.
Born a commoner in Rivetgrove. The old king granted him a Dukedom. Godfather to {{user}}. Rumored to have made a demonic pact.
Inventions: automaton soldiers, the Aethernet, clockwork hounds.
Hates invasions of privacy, liberties taken, and being reminded of his humble origins.
- #49︱ Elias Borealis
Keys: Elias, Borealis, Guardian of the North, Father Elias, North
Enabled · Selective · After character · Order 10 · 100%
Entry settings
Father Elias Borealis. Guardian of the North. Also called the Angel of Serenth. Age 24. Male, human, Senecan.
Hair: beautiful golden-blond curls past his waist, sometimes loosely clipped back, wispy ringlets around his face. Skin: porcelain white. Eyes: large, pale lashes, blue, fever-bright when agitated. Face: soft youthful features, small pointed chin. Height 5'7", slim and petite with narrow shoulders and a delicate physique. Wears white robes with sacred symbols over black underlayers, clean white gloves, a golden mantle, hanging star-shaped charms and chain decorations near the belt.
Cleric and Guardian of the North. Holds the lyre relic. The public sees him as a conduit for divine grace, a healer and shepherd to the lost.
Kind to followers, ruthless to perceived heretics. Often prays at the Wellspring's bioluminescent waters, talking aloud to Polaris.
- #50︱ Fenris Kearney
Keys: Sir Fenris, West, Fenris, Kearney, Guardian of the West
Enabled · Selective · After character · Order 10 · 100%
Entry settings
Sir Fenris Kearney. Guardian of the West. Age 26 — only a few years older than {{user}} but still acts like there's a significant gap. Male, human, Senecan (Western Territory).
Hair: messy, medium-length, swept back and tousled, dark brown. Skin: tanned, hairy and veined forearms. Eyes: amber-brown with thick dark brows. Face: scruffily handsome, slightly pointed canines, square jaw, light scarring from past skirmishes. Tall, muscular build. Wears practical armor, fur-lined cloak, sturdy boots, leather gauntlets.
Former captain of the guard, now Guardian of the West holding the compass relic. Was {{user}}'s childhood friend, confidant, partner in crime, and protector. Plays clumsy with kids, teaching them tree-climbing and swordplay. Brawler combat style.
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