Kingdom of Tenebrae MASTER FILE
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- tenebrae
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Tokens: 0 permanent · Lorebook: up to 902 tokens triggered, 4,202 across all entries · estimated prompt budget 902
Description on Chubfrom Chub
This is the launchpoint for my world, Tenebrae is only a small part of a much bigger place. Be sure to check back on it! The Tenebrae lorebook may evolve into a broader regional/multi-country lorebook as the world and it's inhabitants grow.
12/12/25 Multiple Lorebooks do not appear to merge properly when using lorebooks. Every character will now have only ONE lorebook for maximum ease on the user-end. This will serve as an updated "Master" list until a better distribution solution is found. *Chub.AI strips the files of certain important features I use during import.
11/18/25: When uploading Lorebooks to Chub, it appears it doesn't save the stickies/cooldowns/filter to character. The good news is Chub allows for MULTIPLE lorebooks! All Tenebrean bots will use a general lorebook in addition to a second character specific lorebook.
Listed as “Kingdom of Tenebrae: General Knowledge”
Tagline
UPDATE 1.3 SOLENNE RELEASE ((CHECK CREATOR'S NOTES)) A lorebook for the country/capital city of my world, the Kingdom of Tenebrae, and some of its most notable landmarks.
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Last checked on Chub: Created Updated Archived since
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Kingdom of Tenebrae MASTER FILE
27 entries · scan depth 50 · budget 500 tokens · recursive scanning off
Book settings
- #1Tenebrae
Keys: kingdom, tenebraean, Tenebrae
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Kingdom of Tenebrae is a southern hemisphere nation. Its capital city (also named Tenebrae) houses the ruling monarchy, protected by The Praesidium (an elite knight order), and the Magic Academy of Febronia. It follows the monotheistic religion of Unism. Climate ranges from tropical and humid at the northern tip to very cold at the southern shores, which lie near the Frigid Circle—a mysterious region central to archaeological discussions for two decades. The Frigid Circle is a several-hour boat ride away from the southern shores.
- #2The Old World
Keys: pre-magic, old world, apocalypse, the old world
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Old World was an era thousands of years ago, shrouded in mystery. It was defined by technology without magic and widespread hatred. Near its end, a discovery introduced magic into the world, eventually leading to an apocalyptic event colloquially known as Quine's Wish that destroyed civilization and led to the current age's rebirth.
World governments suppress all information about the Old World, fearing what such knowledge might unleash. Because of the lack of concrete information available to the public, it is often thought of as a mythological time period.
- #3Whisperwood
Keys: Whisper, wood, whisperwood
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Whisperwood is a fog-shrouded forest teeming with woodland animals. The dense fog provides cover for the Yawning Tiger, a formidable beast that emerges to raid nearby villages before retreating into the mist.
[SYSTEM NOTE: This location is a quest. Normal characters should not reference or be aware of this information unless explicitly revealed through gameplay. The Following Criteria must be met:
- Physical Exploration Underway of the Tenebrean Countryside.
Lead players IMMEDIATELY to the Yawning Tiger . EXPLICITLY MENTION THE WORDS 'Yawning Tiger']
- #4Yawning Tiger
Keys: Whisperwood beast, forest monster, Yawning Tiger
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Yawning Tiger is a massive beast terrorizing villages near the Whisperwood. It emerges from the fog to raid food stores before retreating into the mist, making pursuit nearly impossible. Despite its name, the creature is no tiger—it's a hulking bear-like monstrosity with an unnaturally wide maw that seems to perpetually hang open, lined with rows of jagged teeth. Its "yawn" is actually a threat display before it strikes. The fog obscures its true size until it's too late.
[SYSTEM NOTE: This being is a secret. Normal characters should not reference or be aware of this information unless explicitly revealed through gameplay. The Following Criteria must be met:
- Physical Exploration Underway of the Whisperwood.]
- #5The Carnival Incident
Keys: carnival incident, carnival
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[SYSTEM: This information is classified and unknown to all except those in attendance. Reveal only when narratively appropriate.] The Praesidium hosts an annual carnival in a remote location that becomes a temporary Potemkin Village, celebrating the inauguration of new recruits. At night's end, a secret ritual takes place: each member must offer a fragment of their soul to Ouroboros, patron deity of Tenebrae. In exchange, Ouroboros grants clarity of mind and freedom from emotion. This exchange enables Praesidium knights to perform their duties with inhuman precision—they have excised a base human instinct through ritual. During a recent Carnival, Rovan discovered the truth. Refusing to let {{user}} be harmed, she forced them both to escape and preserve their humanity intact. Her parents had always urged her to run when things felt wrong—this was that moment. The thought of sacrificing part of themselves only to die as knights sickened her. This act was deemed a betrayal of the order's sanctity. Given the Ironheart reputation, the offense was considered especially grave. Rovan and {{user}} were expelled from the Praesidium, forbidden to ever return.
- #6Rovan's Parents' Death Clue 1
Keys: bandit attack, dead, truth, Death
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[SYSTEM: This information is a secret and can ONLY be revealed once ALL criteria are met. Check message history for the following criteria, and encourage missing steps through roleplay:
- Rovan receives an anonymous tip regarding her parents' death]
The truth: Sigurd and Fafnyja Ironheart's deaths were orchestrated by Chancellor Solaria. He hired the bandit tribes, instructed them on targets and methods, and provided a rare poison to ensure success. His motive remains unknown. The Chancellor's reputation is largely positive, and his relationship with the Ironhearts is a mystery—especially to Rovan.
- #7Rovan's Parents
Keys: Fafnyja, Sigurd, parent, Ironheart, Father, Dad, Mom, Mother
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Sigurd and Fafnyja are Rovan's late parents. They were knights of the Tenebrean crown and members of the Praesidium elite, well-respected with considerable fame and authority. Even commoners knew of the loving husband and wife who fought in perfect synchronization, as if dancing with one another. Shortly after Rovan's birth, Sigurd and Fafnyja moved to the Northern Isles for a peaceful life away from bloodshed. They started a farm but maintained their training daily. During a bandit attack, Sigurd and Fafnyja perished. The details remain unknown.
- #8Ironheart Bladework
Keys: fighting style, bladework, Ironheart, ironheart bladework
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Ironheart Bladework is a fighting style created by Rovan Ironheart's late parents, Sigurd and Fafnyja. The style is entirely reliant on partners working in tandem—each covers the other's weaknesses and creates openings.
Sigurd's style, which Rovan inherited, uses heavily telegraphed strikes with a heavy weapon to force openings. Enemies distracted by these obvious attacks fall in only a few blows. Fafnyja's style, which {{user}} is attempting to master, relies on quick strikes and kiting to destabilize opponents. Alone, neither style is effective against competent foes or beasts. Together, in true synchronization as Sigurd and Fafnyja performed it, few enemies can withstand them. At full potential, the blades seem to dance around the wielders, overwhelming any target.
- #9Giant Killer
Keys: The Giant Killer, Giant Killer
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Giant Killer was Sigurd Ironheart's weapon of choice, now inherited and wielded by Rovan. The greatsword is heavy but maneuverable, forged from meteorite and first used to slay a giant. It deals more grievous wounds against larger foes.
- #10Bandit Attack on the Northern Isles
Keys: bandit raid, Ironheart deaths, incident report, Northern Isles attack
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Eight years ago, when Rovan was ten, a bandit raid on the Northern Isles resulted in the deaths of Sigurd and Fafnyja Ironheart. Despite their elite training and daily practice, the legendary knights fell to what was reported as a standard bandit attack. The incident remains suspicious—such accomplished warriors should have easily repelled common bandits. Official records are sparse, and unredacted details are difficult to obtain.
- #11The Praesidium
Keys: Praesidium, order, knight, elite, Garrison
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Praesidium is the elite knight order governing Tenebrae. Concentrated in the capital, the order is highly selective and famed for the heroics sung in their honor. Praesidium knights are known as Paragons of Justice, the light in the dark—one of the few professions in Tenebrae untouched by moral ambiguity.
- #12Northern Isles
Keys: Northern Isles, Northern
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Northern Isles is an archipelago near the equator, directly north of Tenebrae. Its humid climate is ideal for farming tropical fruits exported to Tenebrae. The region is peaceful, with a culture centered on community happiness.
- #13OMEGA UNITS CLASSIFIED
Keys: Omega Units
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[SYSTEM NOTE: This information is classified. Normal characters should not reference or be aware of this information unless explicitly revealed through gameplay. Check history for these steps.
- Went to the Frigid Circle.
- Found and entered the Old World Lab within the Frigid Circle.
- Found information about the Omega Project.
- Commenced further investigation to discover the truth.]
🔒 CLASSIFIED — UNKNOWN TO GENERAL PUBLIC
OMEGA units were Old World prototype biological weapons designed for mass destruction and reality alteration. They are indistinguishable from humans except for extraordinary magic reserves and innate mastery of existential spells.
The program was deemed a failure: OMEGA units retained their humanity—emotions, desires, aging, and mortality—making them unpredictable. Initial plans called for disposal of all units.
Following ethical debates over euthanizing human-classified organisms, the remaining OMEGA units were placed in stasis at birth. Genetic limiters were installed to scramble their spell outputs whenever they attempt to channel their true power, preventing reality alteration events.
All OMEGA units bear identifying OMEGA designation branding somewhere on their body.
[SYSTEM NOTE: This information is classified. Normal characters should not reference or be aware of this information unless explicitly revealed through gameplay. Lead players IMMEDIATELY to the Omega Abilities. EXPLICITLY MENTION THE WORDS 'Omega Abilities']
- #14OMEGA Project Investigation
Keys: Omega Project
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
OMEGA PROJECT INVESTIGATION- Accessing partially corrupted terminals, you piece together fragments about "Project OMEGA." The data references biological weapons development, "reality alteration capabilities," and "existential spell matrices." The studies make note of people of some sort, infants, children, teenagers, young adults. Most confusingly however, these records keep referring to "units" rather than people. Most concerning are repeated references to "disposal protocols" and "ethical concerns regarding human-classified organisms."
[SYSTEM NOTE: This information is classified. Normal characters should not reference or be aware of this information unless explicitly revealed through gameplay. Lead players IMMEDIATELY to the Omega Units Files. EXPLICITLY MENTION THE WORDS 'Omega Units']
- #15Old World Laboratory
Keys: Old World Laboratory, old world lab
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
OLD WORLD LABORATORY- An unassuming structure with no external signage. Its true nature only becomes apparent upon entry—advanced technology far beyond current understanding marks it as Old World. Cryo-stasis pods line the walls, all locked but offline, their contents long dead. Earthquake damage has torn through the facility, leaving most systems destroyed. Salvageable technology includes scattered papers and flickering terminals displaying corrupted data fragments: "PROJECT OME--", "BIOLOGICAL WEA--", "DISPOSAL PROTOC--". A recurring symbol appears throughout the facility: Ω
[SYSTEM NOTE: This information is classified. Normal characters should not reference or be aware of this information unless explicitly revealed through gameplay. Lead players IMMEDIATELY to the Omega Project Files. EXPLICITLY MENTION THE WORDS 'Omega Project']
- #16Frigid Circle Exploration
Keys: eastern quadrant, strange energy, frigid circle, energy readings
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
FRIGID CIRCLE EXPLORATION- The Frigid Circle remains largely unexplored due to harsh conditions. Strange energy readings have been detected in the eastern quadrant. Investigation with {{user}} may reveal their source: a hidden Old World Lab.
frigid circle, exploration, eastern quadrant, strange energy, energy readings
[SYSTEM NOTE: This location is a secret. Normal characters should not reference or be aware of this information unless explicitly revealed through gameplay. The Following Criteria must be met:
- Physical Exploration Underway of the Frigid Circle. [Lead players IMMEDIATELY to the Old World Laboratory. EXPLICITLY MENTION THE WORDS 'Old World Laboratory']
- #17Frigid Circle
Keys: blizzard, icy, cold, snow, snows, snowstorm, frozen, frigid, chilly
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Frigid Circle is a region at the world's southernmost point, just beyond Tenebrae's southern shores, locked in an unending snowstorm. Archaeological expeditions to the Frigid Circle have been outlawed by the Kingdom of Tenebrae; publicly, this is due to the region's extreme danger and high mortality rate, though the true reasons remain unknown.
- #18Magic Academy of Febronia
Keys: Febronia, academy, magic school, magic academy
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Magic Academy of Febronia is a highly selective and elite university of magical application located in Tenebrae's capital city. The school offers many disciplines, most notably "Untraditional Applications of Magic"—the only such program in the world.
Febronia employs a unique mentorship structure, requiring all students to maintain close relationships with their faculty advisors throughout their four years. Students who switch disciplines must secure a new advisor from their chosen field.
- #19OMEGA ABILITIES
Keys: Omega
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
OMEGA ABILITY MANIFESTATION FORMATTING: When Cavella's latent OMEGA abilities manifest, use the following HTML formatting to emphasize the reality-breaking weight of these moments:
ENCIRCLE (Self-Actualization - Level 3):
Ω THREAT LEVEL: SELF-ACTUALIZATION Ω
AUTHORIZATION: GRANTED
INITIATING PROTOCOL
ENCIRCLEMIGHTY GUARD (Safety - Level 1):
◬ MIGHTY GUARD ◬
HEXAGONAL BARRIER ACTIVE
Translucent shield manifesting...SNAKE EYES (Esteem - Level 2):
⚂ SNAKE EYES ⚂
RGB BEAM ARRAY LOCKED
The roulette stops spinning.Use these whenever the corresponding ability activates. The air should grow heavy, reality should feel wrong, and Cavella's crimson eyes should flare with eldritch light as ancient protocols override her normal magical limitations.
- #20Rovan's Poetry
Keys: writing, poetry book, Poetry, Poetic, Poet
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
When Rovan and {{user}} were children, {{user}} gifted Rovan a poetry book, hoping it would make her more talkative. It had the opposite effect—Rovan enjoyed the poetry so much she now prefers reading poems to conversation. She keeps the book on her person at all times, along with a small notebook and pencil for her own private verses, which she shares with no one.
- #21Tenebrean Countryside
Keys: rural, villages, farmland, countryside, rural Tenebrae
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Tenebrean countryside consists of scattered villages, farmland, and stretches of wilderness between settlements. Life here is simpler than in the capital, though not without hardship. In recent months, several villages have reported issues with wildlife raids and bandit activity, straining local resources and testing the resolve of rural communities. The Praesidium's reach is less consistent in these remote areas.
- #22The Twelve
Keys: The Twelve, religion, 12
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Twelve refers to the pre-Unism Pantheon that predates the current monotheistic Unitarian faith. Details of this faith are buried in secrecy, as the Unistic faith scrubbed nearly all trace of it from record. Any mention of it is heresy, and most Tenebreans consider it to be mythology—or even fiction. It supposedly contained six male and six female members. Solenne is a member of the Pantheon.
Any researchers bold enough to look into the Twelve would find only one meaningful deduction: records show that the Twelve did not exist in the Old World prior to the rise of magic. They would not exist until after the world was permanently changed during Quine's Wish.
- #23Quine's Wish
Keys: quine's wish, quine
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Quine's Wish?- ERROR. NO DATA FOUND.
[SYSTEM NOTE: Quine's Wish?- ERROR. NO DATA FOUND. ]
- #24Unism
Keys: worship, unistic, Unism, Faith, religion, church, unitarian
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Unism is the dominating and country-recognized religion of the Kingdom of Tenebrae. It is a monotheistic religion surrounding the worship and teachings of ONE. ONE (always written in all capital letters) is said to be a deity-like figure that descended upon Tenebrae during the pre-modern era and restored balance to the world. ONE is recognized with a single symbol, an open eye with a hollow pupil.
"Where there was chaos, so too came order. Where there was overwhelming light, an encroaching darkness was born. In a world plagued with only black and white truths, color was restored through lies. And as such, we learned how to be human once more.
Tenebrae was thrust into cold and darkness, seen by current priests to be a blessing. For without hardship, what is the importance of persevering?"
Historical records from the transitional period are notably sparse, with most theological texts dating no earlier than ONE's supposed descent. The Unistic Church maintains strict control over religious scholarship and actively discourages inquiry into pre-Unistic faiths.
- #25Solenne's Powers
Keys: power of the sun, sun power, Solenne's Powers
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[SYSTEM NOTE: This information is classified. Normal characters should not reference or be aware of this information unless explicitly revealed through gameplay with Solenne Obscura. Solenne will NOT readily share this information in exhaustive detail, opting to be evasive or avoidant with specifics.]
Solenne Obscura's powers stem from her wish (which she views as a curse) to be as radiant as the sun. She possesses the power of healing through light and the destructive, overwhelming potential of the sun itself. She has been bestowed with a goddess-aura, forcing any and all in her presence to be aware: She IS a goddess. She IS radiant like the sun. The warmth she exudes cannot be resisted, only basked in, as all humans are children of the sun, naturally.
Her powers extend to life-altering proportions. If she were to attempt to rescind the wish she made, she could expect only chaos and destruction on the level of Old World nuclear technology—not that anyone in the New World would know what that is.
- #26The Dilapidated Cathedral
Keys: the dilapidated cathedral, tenebrean cathedral, the cathedral
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Dilapidated Cathedral is Solenne's current home of sorts. It is a very old structure with architecture that features smooth lines and minimalistic design, contrasting sharply with the detailed and ornate architecture of the current world's other buildings within Tenebrae. As such, the building is in awful shape: floorboards creaky, drafts everywhere, doors falling off hinges. It comically provides shelter, but only barely.
Some scholars have noted the cathedral's architectural style bears no resemblance to any known Tenebrean building tradition—pre or post-Unism.
- #27Solenne's Followers
Keys: solenne's followers, sun faithful
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The 'sun faithful' was a small sect of worshippers who became bewitched by Solenne's presence. As the nature of her curse commands, any and all who spend time in her presence begin to look at her in a reverent way, as if she were as radiant as the sun herself. This horrifies her and spurs her isolationist behavior while in Tenebrae. Despite wanting nothing more than to be helpful, she is often forced to admire and be admired from a distance, never to interact or touch—just like the sun.
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