Hollowglen
LorebookA fortified woodland village of secrets, ancient standing stones, and political intrigue—where the White Stag watches and the Ring Council rulefrom Chub
by mindless_apple_18138· on Chub· added
Tokens: 117 permanent · up to 140 lorebook · budget 257
Description on Chubfrom Chub
This lorebook provides comprehensive world-building for Hollowglen, a detailed fantasy village setting designed for immersive roleplay.
Key Features:
40+ entries covering locations, NPCs, customs, secrets, and daily life The village has a dark undercurrent: buried standing stones that hum, a shapeshifter White Stag, a Thane negotiating with enemies, and a spy in their midst Seven council members with distinct personalities and secrets Three social classes creating tension (Ring-Born, Wood-Folk, Newcomers) Rich daily routines and customs to ground roleplay in verisimilitude Usage Tips:
The "Hollowglen Overview" entry is set to constant—it will always inject, giving the AI base context NPC entries trigger when their names are mentioned, providing consistent characterization Secret entries (marked with high weight) provide plot hooks for mystery or intrigue campaigns House interior entries help describe scenes when characters visit homes Intended Tone: Gritty, lived-in fantasy with mystery and political tension. Not high magic or epic fantasy—this is a frontier settlement surviving through tradition and stubbornness.
Created for: SillyTavern, but compatible with any JSON-based lorebook system.
- Format
- V2
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 11
- Favorites
- 4
- Chats
- 0
- Messages
- 0
- Forks (upstream)
- 1
- Tokens (upstream)
- 4,526
Created Updated Archived since
Book description
A detailed fantasy village setting - a fortified woodland settlement of 300-450 people with deep history, political intrigue, and dark secrets. Features the Ring Council, six watchtowers, ancient standing stones, and the legendary White Stag.
Hollowglen
30 entries · scan depth 8 · budget 1,024 tokens · recursive
- #1Core village overview - triggers when village is mentionedconstant
Keys: town, village, settlement, Hollowglen · Secondary: forest village, whisperwood, walled town
Hollowglen is a fortified woodland settlement of 300-450 people nestled in the Whisperwood forest. The village follows an oval defensive layout with a 15-foot wooden palisade reinforced by six watchtowers. A winding river (the Coldwater) provides natural defense along the southern and eastern sides, with the main River Gate situated at a bridge crossing on the south wall. The village has 70 rectangular houses, 10 round buildings (including 2 major roundhalls), and a distinctive Central Plaza with an elaborate circular patterned mosaic hiding ancient standing stones beneath.
- #2The main civic building
Keys: Roundhall, mead hall, Great Roundhall, chieftain's hall · Secondary: council, thane's seat, gathering, feast
The Great Roundhall is the largest structure in Hollowglen - a massive circular building with a tiered conical roof that seats 300 people. It serves as the council chamber, feast hall, and shelter during attacks. A Sacred Fire has burned continuously for 60 years. The Thane's Seat is a carved stone chair facing the entrance; whoever sits there speaks with the Thane's authority. The Roundhall sits in the central-west area of the village.
- #3The village center and gathering place
Keys: Central Plaza, marketplace, town square, plaza · Secondary: mosaic, market day, standing stones, festival
The Central Plaza is the heart of Hollowglen - an open area with an elaborate circular patterned mosaic in vibrant colors representing the Nine Realms. Beneath the pattern lie buried standing stones forming an ancient binding circle placed by a forgotten civilization; the stones sometimes hum at night. The Plaza serves as a marketplace (every Seventh-Day), gathering place for festivals and rituals, and where the Ring Council hears public petitions. Market stalls ring the plaza's edge.
- #4Secondary round building
Keys: Hearthless Hall, brewery, guest house, Secondary Roundhouse · Secondary: fermentation, guests, travelers, unhoused
The Hearthless Hall (also called the Secondary Roundhouse) is a smaller circular building southwest of the plaza. It serves as guest quarters for visitors and temporary housing for refugees (the 'Unhoused') awaiting citizenship. It also functions as the village brewery, where fermentation happens to keep fire danger away from homes. Something has been killing those who sleep here recently.
- #5The six defensive towers
Keys: Oak Tower, Thornhold, River-Eye, Wolf's Tooth, Dawnwatch, Raven's Roost, tower, watchtower · Secondary: garrison, militia, guard, defense
Hollowglen has six watchtowers: Raven's Roost (NW, archery training), Oak Tower (W, signal fires), River-Eye (SW, water defense, 6 militia), Thornhold (SE, eastern approach), Dawnwatch (E, morning rituals), and Wolf's Tooth (NE, forest patrols). Each tower has 3-4 active militia on rotating shifts. The militia use signal bells: 1 bell = attention, 2 = danger, 3 = attack, continuous = fire.
- #6Village entrances
Keys: eastern gate, bridge, River Gate, gatehouse · Secondary: entrance, Mira Two-Boats, Coldwater River, toll
The River Gate on the south wall is the main entrance, featuring a fortified gatehouse with a bridge crossing the Coldwater River. Mira Two-Boats collects tolls here: 1 copper per person, 1 silver per cart. The Eastern Gate on the east wall is smaller, for foot traffic and local access. The Coldwater River flows south to Silver Bay, making Hollowglen the last navigable stop before the forest becomes impassable.
- #7The surrounding forest
Keys: Whisperwood, woods, forest, waterfall · Secondary: hunting, foraging, trees, cave
The Whisperwood is a dense, supposedly cursed forest surrounding Hollowglen. It provides timber (Ironwood, Ghost-Birch, Singing Pine), game (deer, boar, rabbits), and forage (berries, mushrooms, herbs). A waterfall north of the village flows from a cave system with strange carvings and unknown beast bones; the Hall-Mother forbids entry. Threats include wolf packs, occasional bandits, and rare forest trolls (last attack 12 years ago).
- #8Village government
Keys: Ring Council, council, Seven Voices, Hringthing · Secondary: thane, government, politics, meeting
Hollowglen is governed by the Ring Council (Hringthing) - seven voices representing aspects of community survival: Thane Gudrun Shield-Born (military, justice), Hall-Mother Sage Elswyth (religion, records), Warden Torvald Crooked-Nose (defense), Harvest-Chief Bramble-Hair Ragnhild (agriculture), Forge-Master Halfdan the Quiet (crafting), River-Ward Mira Two-Boats (trade), and Speaker Old Aldric (common families). Simple majority for most decisions; unanimous required for war, alliance, or banishment. Meets every Seventh-Day morning in the Great Roundhall.
- #9The village leader
Keys: Thane, Shield-Born, Gudrun, Gudrun Shield-Born · Secondary: thane's seat, leader, ruler
Thane Gudrun Shield-Born (F, 54) is Hollowglen's military and judicial leader. A veteran of three border wars who lost her husband to disease, she rules alone with fair but harsh justice. She has two children: Eirik (M, 28), militia commander, and Sigrid (F, 24), studying with the Hall-Mother. Secret: She is secretly negotiating with the Southern Kingdom for recognition, which could be seen as treason by the independence-minded villagers.
- #10Religious leader
Keys: Sage Elswyth, Elswyth, Hall-Mother · Secondary: rituals, records, religion, priestess
Sage Elswyth (F, 67) is the Second Voice and Hall-Mother of Hollowglen. She oversees religious ceremonies, maintains village records, and teaches the children. She inscribes protective runes on new buildings and guards the secret of the buried standing stones beneath the Plaza. She performs private rituals at the stones at night and forbids entry to the caves behind the waterfall.
- #11Village elder and historian
Keys: Oakheart, Old Aldric, Aldric, Speaker of the Hearths · Secondary: elder, founding, history, Sigrun
Old Aldric (M, 72) is the Seventh Voice and Speaker of the Hearths, last direct descendant of Jarl Sigrun Oakheart who founded Hollowglen 180 years ago. He keeps the original charter and founding documents. He sits in the Plaza daily receiving petitioners and telling stories to children. Secret: He knows the location of Sigrun's hidden war-chest. He wakes at 4:30 AM daily, before the Dawnwatch bell.
- #12Trade controller
Keys: River-Ward, Mira Two-Boats, Mira · Secondary: merchant, smuggler, trade, toll
Mira Two-Boats (F, 32) is the Sixth Voice and River-Ward of Hollowglen. Half-foreign, half-local, she controls all river trade and collects tolls at the River Gate. She has perfect memory for debts and payments. Secret: She smuggles goods for a criminal syndicate. Her daughter is romantically involved with Young Aldric, the smith's apprentice.
- #13Village blacksmith
Keys: smithy, Forge-Master, Halfdan the Quiet, Halfdan · Secondary: blacksmith, apprentice, iron, crafting
Halfdan the Quiet (M, 49) is the Fifth Voice and Forge-Master of Hollowglen. He works the smithy in the crafters' district, making tools, weapons, hinges, and nails. He works early morning until heat becomes unbearable (~10 AM), then resumes in late afternoon for fine work. He has an apprentice, Young Aldric (16), who pumps bellows and is learning the trade.
- #14The legendary spirit
Keys: stag, White Stag, spirit, ghost stag · Secondary: forbidden, hunting, sacred, shapeshifter
The White Stag is a legendary spirit that led Jarl Sigrun to Hollowglen 180 years ago. It is sacred—killing a white deer is punishable by exile. Hunters pray to the Stag before hunts. Secret: The Stag was actually a shapeshifter (possibly a druid) who needed a settlement built here for unknown reasons. It still appears occasionally, watching from the treeline, before great changes or disasters.
- #15Village founder
Keys: founder, Jarl Sigrun, Sigrun, Sigrun Oakheart · Secondary: rebellion, history, 180 years, founding
Jarl Sigrun Oakheart founded Hollowglen 180 years ago. A disgraced thane who fled north after a failed rebellion against a southern king, she led her people into the supposedly cursed Whisperwood. She chose the site based on three signs: the Ring of Stones (now buried beneath the Plaza), the Twin Waters (river fork), and the White Stag that led her here. The original settlement was twelve longhouses. She reportedly left a hidden war-chest.
- #16Weekly events
Keys: festival, market day, Seventh-Day, feast day · Secondary: holiday, cleaning, weekly, celebration
Seventh-Day is the weekly day of rest and community in Hollowglen. Morning: No work until noon; cleaning and bathing. Noon: Ring Council meets publicly; justice is dispensed. Afternoon: Market Day - foreign traders, local craftsmen, public shaming of criminals. Evening: The Feast - rotating families sponsor a communal meal at the Great Roundhall with music, dancing, and drinking. Laughter is mandatory and grudges are officially forbidden.
- #17Legal system
Keys: justice, prohibitions, crime, laws, punishment · Secondary: court, Thane's Court, blood-feud, Hearth-Law
Hollowglen's Three Prohibitions: (1) No fire within walls without permission, (2) No blood-feud within the palisade (take it to the forest), (3) No denying shelter to those who ask (the Hearth-Law). Punishments: Minor crimes = fines/shaming/labor; Serious crimes = stocks/branding/exile; Capital crimes = death by drowning (River's Judgment, rarely used). The Thane's Court meets every Seventh-Day morning in the Great Roundhall; anyone may bring a case. The Thane decides but can be overruled by unanimous vote of the other six Voices.
- #18Daily routine
Keys: morning, wake, bell, Dawnwatch bell · Secondary: signal, Drenna, 5:30, dawn
The day in Hollowglen begins when Drenna of the East Tower (Dawnwatch) rings the iron bell three times at 5:30 AM. This warns night predators that the village is awake and signals that night watch has ended. In the evening, three lower, slower tones mark the beginning of night watch. Signal codes: 1 bell = attention, 2 = danger, 3 = attack, continuous = fire.
- #19Fire customs
Keys: hearth, ember, fire, clay pot · Secondary: hearth-lighting, sacred flame, cold hearth
Every Hollowglen household keeps a sacred ember alive overnight in a clay pot. The first person awake rekindles the central fire from this ember. Saying: 'A cold hearth is a dead hearth.' By 9:00 PM, hearths are banked—covered with ash to smother flames while keeping embers alive. Doors are barred with oak beams. Fire is the village's greatest fear; no open fire is permitted within walls without permission.
- #20Military service
Keys: training, militia, guard, defense · Secondary: conscription, spear, archery, Fifth-Day
Every able-bodied adult aged 16-50 serves in the Hollowglen militia (~100 total). Active duty: 27 militia (3 per tower on rotating shifts). Training occurs every Fifth-Day from 3:00 PM to 5:00 PM: spear formations, archery at butts near the North Tower, and signal recognition. Skipping training without excuse means a silver fine or a day in the stocks. All adults must serve; refusal brings shame and loss of voting rights.
- #21Village diet
Keys: meal, cuisine, food, porridge, mead · Secondary: dinner, honey-cakes, stew, black bread
Hollowglen staples: Black bread (dense rye that stays fresh for weeks), fish stew (river fish with root vegetables), hunter's porridge (grain, dried meat, herbs), mead and birch wine (water is often unsafe; alcohol is safer). Morning: Cold or hot porridge; no meat. Evening: Main meal with meat or fish, root vegetables, bread, ale. Delicacies reserved for festivals: honey-cakes, smoked boar (wedding tradition), ghost-birch tea (said to grant prophetic dreams).
- #22Social hierarchy
Keys: Ring-Born, Wood-Folk, social class, Newcomers · Secondary: heritage, family, unhoused, caste
Hollowglen has four social classes: Ring-Born (~15 families) are descendants of the original twelve households, living near the Plaza with hereditary council rights; Wood-Folk (~35 families) are commoners who built the village's prosperity; Newcomers (~25 families) arrived within the last generation, live in outer houses, and must serve 3 years in militia/work to gain voting rights; The Unhoused (~20-30 individuals) are visitors/refugees sleeping in the Hearthless Hall who cannot own property until sponsored. Resentment exists between Ring-Born and Newcomers.
- #23Hidden truths
Keys: mystery, conspiracy, secrets, rumors · Secondary: spy, buried stones, shapeshifter, seventh tower
Hollowglen's secrets: (1) The buried standing stones beneath the Plaza form an ancient binding circle and hum at night; (2) The White Stag was actually a shapeshifter who needed the village built here; (3) The cave behind the waterfall has strange carvings and unknown beast bones; (4) A Southern Kingdom spy feeds information to enemies; (5) A legendary seventh tower may exist underground beneath the Great Roundhall as an escape tunnel; (6) Thane Gudrun secretly negotiates with the Southern Kingdom for recognition.
- #24Defense leader
Keys: Warden, Torvald, Torvald Crooked-Nose · Secondary: third voice, nose, defense, military
Torvald Crooked-Nose (M, 41) is the Third Voice and Warden of Hollowglen. He oversees defense, the six watchtowers, and militia training. His nose was broken in a border war and healed crooked, giving him his epithet. He is competent but unimaginative, following protocols strictly. He respects Thane Gudrun but worries about her secretive meetings.
- #25Agriculture leader
Keys: Harvest-Chief, Ragnhild, Bramble-Hair Ragnhild · Secondary: fourth voice, agriculture, granary, farming
Bramble-Hair Ragnhild (F, 38) is the Fourth Voice and Harvest-Chief of Hollowglen. She oversees agriculture, food stores, and hunting rights. Her hair is notoriously tangled and full of leaves and twigs from her work. She inspects the granary daily at 6:00 AM and assigns foraging crews to forest sectors. She is practical, hardworking, and deeply concerned about a recent blight in the southern plots.
- #26Village outcast
Keys: Finn, outcast, Black-Handed Finn · Secondary: coward, history, shack, exile
Black-Handed Finn (M, 45) is a former Voice who was stripped of title for cowardice during a troll attack 12 years ago. He lives in a shack outside the walls, shunned by most villagers. His hands are stained black from working with charcoal. Secret: He knows the true history of the White Stag—that it was a shapeshifter, not a spirit—and may know why it wanted the village built here. Some desperate villagers seek him out for forbidden knowledge.
- #27Thane's family
Keys: Eirik, thane's children, Sigrid · Secondary: militia commander, heir, hall-mother student
Thane Gudrun's children: Eirik (M, 28) is the militia commander, ambitious and impatient to prove himself; some say he pushes for war with the South to earn glory. Sigrid (F, 24) studies with Sage Elswyth to become the next Hall-Mother; she is reluctant about leadership and prefers scholarly pursuits. She may know secrets about the standing stones that even Elswyth has forgotten.
- #28Economic system
Keys: money, Hearth-Tokens, trade, currency · Secondary: debts, wooden disks, favors, barter
Hollowglen uses a mixed economy. Foreign coin is accepted (copper pennies, silver marks). Barter is common for local transactions. Hearth-Tokens are wooden disks carved with family symbols, used for favors and debts between villagers. Mira Two-Boats has perfect memory for who owes what. The River-Ward's toll is 1 copper per person, 1 silver per cart—significant revenue for the village.
- #29External threat
Keys: kingdom, rebellion, Southern Kingdom, south · Secondary: spy, war, negotiation, politics
The Southern Kingdom is Hollowglen's ancestral enemy. Jarl Sigrun rebelled against them 180 years ago; they still claim the land. They are a political threat, though open war hasn't occurred in decades. Thane Gudrun is secretly negotiating with them for recognition, which could be seen as treason. A spy feeds them information about village defenses and grain stores. Some villagers advocate for war; others fear the Kingdom's armies.
- #30Spiritual beliefs
Keys: Nine Realms, religion, Ring of the World, beliefs · Secondary: runes, sacred flame, spirits, ancestors
The Old Ways teach that the Central Plaza's mosaic represents the Nine Realms in concentric circles: Center = Sacred Flame (life, creation); Inner ring = Ancestors and spirits; Outer rings = The living world, the unknown, the void. Practices include ancestral veneration (shrines in every home), seasonal festivals (solstices, equinoxes, harvest), and rune-carving by the Hall-Mother on new buildings for protection.
Showing 30 of 30
1 file
- .jsonjson_lorebook
36.8 KBfirst seen 4f2d7fffee18b0b1
Opens with the tab.
