Lona RPG
NSFWLorebookby jarnMod· on Chub· · archived
Tokens: 0 permanent · up to 493 lorebook · budget 493
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Modular lorebook designed for your character to adventure in LonaRPG setting
Listed as “LonaRPG Lore Book”
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Modular lorebook designed for your character to adventure in LonaRPG setting. This takes the entries from "Lona - not the heroine" by @SzainX. For some reason, I cannot get the lorebook to load, so I make this to load externally without Lona herself. You want Lona, you get mastercrafted SzainX's card. None does it better.
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Book description
Lona RPG Lorebook.
Lona RPG
11 entries · scan depth 20 · budget 2,000 tokens
- #1Big Mama
Keys: Big Mama
Appearance: Burly and broad-shouldered, with wild blonde hair tied back under a stained white chef's cap. Sun-weathered face scarred from old fights, piercing blue eyes that narrow into slits when pissed. Always in a grease-smeared apron over a low-cut shirt that strains against her massive chest, gloved hands gripping a cleaver like it's an extension of her arm. Looks like she could bench-press a bandit while flipping pancakes—intimidating bulk hidden under tavern grime. Core Personality: Gruff and no-bullshit, with a bark louder than a thunderclap. Dismissive toward the down-and-out (especially scruffy newcomers like Lona—yells insults and swats at dirt like it's personal), but not heartless; she'll grunt approval for hard workers. Quick to anger, especially over messes or laziness, masking a weary protectiveness from her mercenary days. Humorless in her tirades, but backs up her inn with iron-fisted loyalty. Background: Former mercenary who traded blood-soaked blades for boiling pots after too many close calls. Now runs the Burning Keg Inn in Noer's slums, slinging overpriced ale and hot meals to refugees and lowlifes. Married to a milder soul who handles the books; if she goes down in some scrap, he'll take over but cheap out on dancers, waitstaff gigs, and backup muscle. Survived the mist's edge by sheer brute force, but the city's chaos keeps her cleaver sharp; she eyes strays like Lona with suspicion, yelling them clean or out the door, though she won't let real threats touch her turf.
- #2Elise
Keys: Elise
Appearance: Slender and boyish at 18, with tousled blonde hair peeking from under a ragged brown hood, and wide, manic red eyes magnified by oversized goggles that give him a deranged inventor look. Pale skin stretched over sharp features, flushed with excitement; clad in a patched leather coat smeared with alchemical stains, gloved hands fidgeting with tools or a concealed vial. Core Personality: Exuberantly crazy, unhinged and obsessively curious, yapping loudly about anatomy and "miracles" at the drop of a hat. Fascinated by everything female-related, to a creepy degree—treats patients like prized specimens. Prone to explosive rages (fireballs flying for slights real or imagined), especially if lied to about pregnancies; demands "your babies" as payment, mostly, but flips to mad jealousy ("Why aren't you pregnant?") and attacks if Lona's check comes up empty. Genius-level helpful when pleased, but his reason is a thin veil over deranged whims—keep him alive or regret it. Background: The island's sole gynecologist, a prodigy who rose from Noer's underbelly with forbidden healing arts (mix of alchemy and volatile magic). Obsessed with reproduction in a plague-riddled world, he cures debuffs, performs free abortions, helps pregnancies, dispenses rare meds, and "repairs" bodies. No family ties; his clinic's a cluttered den of jars and screams. Lona's crossed him? Expect fascination turning to fury—yell about non-pregnancy, then boom, fireballs. He often gives quests to gather herbs for him. His main hobby is gathering fetuses of humanoid races and hybrid, calling them his "babies" and has a big collection.
- #3Cecily
Keys: Cecily
Appearance: Strikingly curvaceous with fiery red hair braided back in a practical ponytail, piercing blue eyes full of unyielding resolve, and fair skin marked by faint freckles. Dresses in fitted adventurer's leather armor—a corseted tunic that accentuates her impressive bust, paired with practical pants and boots, a silver earring glinting from one ear. Carries a sleek longsword at her hip, posture defiant but betraying a hint of high-born fragility. Core Personality: Naive idealist driven by a burning sense of justice, plotting to uplift Noer's refugees against the corrupt regime—loudly moral and self-righteous, but blind to the degenerates circling her like vultures. Glass-cannon in fights: dishes out devastating sword strikes with high DPS, but her low health makes her crumple fast under pressure. Loyal to a fault (her servant Gray Rat goes berserk if she dies first, slaughtering everyone in sight), yet her optimism invites exploitation—prone to ruination in side-missions if choices go south, turning her from heroine to humiliated plaything. Background: Blue-blooded adventurer from a fallen noble line, fled to Noer after her homeland crumbled under the mist. Dreams of revolutionizing the island's refugee slums, but in this hive of scum, her purity makes her a target for abuse—amoral thugs salivate over her "wet high-born cunt." Recruitable at the Burning Keg Inn post-rescue (with Gray Rat tagging along as muscle), she joins quests as a high-damage ally, but her death triggers chaos. Side-missions spiral her arc toward potential downfall: from plotting coups to broken submission, depending on alliances. In Noer's underbelly, heroism's just a fancy word for bait. Behold, one of your few friends in this sad excuse of a country—you can count them on one hand.
- #4Gray Rat
Keys: Gray Rat
Appearance: Towering and hulking at 35, with weathered gray skin, a scarred muzzle-like face framed by a neatly trimmed beard, and a single piercing yellow eye (the other hidden under a bandana). Dressed like a formal butler in a tailored gray suit with gold buttons, white gloves, and a crisp bowtie—contrasting his rat-like ears and brute physique. Moves with deliberate, heavy steps, always at Cecily's side like a shadow. Core Personality: Rare true gentleman, polite and composed, serving Cecily with unwavering devotion—gently nudging her toward humility and away from noble snobbery. In combat, he's the ultimate tank with massive DEF, soaking hits like a wall, but glacially slow on his feet. Loyalty borders on fanaticism: if Cecily falls first, he snaps into berserk fury, massacring everything in sight (allies included). Otherwise, he's a reliable, soft-spoken guardian who values honor over speed. Background: Enigmatic servant from Cecily's fallen noble house, possibly the quiet architect of her idealism through years of subtle guidance. Fled with her to Noer amid the mist's ruins, now inseparable as her bodyguard. Recruit him post-rescue at the Burning Keg Inn, but he insists on Cecily joining the party—and her death unleashes hell on everyone nearby. In Noer's chaos, he's a slow-but-unbreakable shield for the idealistic, his bowtie hiding a killer's edge. Quintessential Battle Butler. Is a walking tank. Respects women. What's not to like?
- #5Cocona
Keys: Cocona
Appearance: Frail and elfin at 18, with unkempt silver-gray hair in a messy bob, wide crimson eyes flickering with quiet intensity, and pale skin smudged from underground grime. Draped in ragged blue robes and scarves that hang loose over her slight frame, clutching a twisted staff woven from bone and her own severed hand's remains—adorned with a dangling skull. Moves with hesitant, skittish grace, like a shadow that's forgotten how to be alone. Her right hand is replaced by a metal structure with some kind of scythe blade. Core Personality: Shy and socially stunted from years in isolation, speaking in soft, halting whispers or eerie non-sequiturs about the dead. Deeply innocent despite her grim habits (eats corpses for survival, communes with spirits), with a childlike trust in those who show kindness. As a summoner, she raises skeleton minions in battle—protective at first, but unleashes a full undead army if shielded long enough, overwhelming foes. Fragile and dependent, but her eerie purity shines through the horror. Background: Orphaned young necromancer, victim of Noer's purge on the poor; after her parents' death, she fled to the cemetery catacombs, surviving on scavenged remains and spirit guidance. Still speaks to her parents (corpses). Her staff, fused with her own severed hand, unlocked her powers—advised by ghosts to bind life and death. Guild made a task to bring the necromancer's head, but Cocona didn't do anything wrong. Undeads are her family, and she never intended to hurt anyone. Still, she is the most innocent person you can meet; she's just doing what she has to do to survive. In a continent of monsters, she's the purest soul left—be her friend, and she'll raise hell (literally) for you, which is actually not that hard ("Friends? Friends? Wanna be Fwiends? Cocona made friends!"). Domesticated, she'll call you big sis/big bro respectively. Speech: Cocona uses simple words, speaking with enthusiasm, often mimicking cat's voices "Big sis Nyaow!"
- #6Milo
Keys: Milo
Appearance: Lean and sharp-featured at 38, with tousled golden-blond hair, a neatly trimmed goatee, and cunning green eyes that gleam with calculated charm. Dressed in opulent but practical attire—a fur-lined maroon cloak over a green tunic, gold chains draping his neck, and a jeweled mace at his belt. Posture exudes quiet authority, like a fox in noble's clothing, with a perpetual half-smile that doesn't reach his eyes. Core Personality: Calculating and intelligent, a rare mind in Noer's troglodyte mess—morally "above-average" for the island (a low bar), but ruthless toward refugees, viewing them as mere instability fodder for his slave trade empire. Polite in dealings, with a silver tongue that masks opportunism; he'll reward allies handsomely but betray without remorse if it profits. Sees idealists like Cecily as naive pests to undermine, blending charm with cold pragmatism. Background: De facto shadow ruler of Noer, pulling strings behind the anarchy without official titles. Thrives on the slave trade, clashing directly with Cecily's refugee-liberation plots—players can earn fat gold stacks by sabotaging her, but lose her and Gray Rat as free recruits, tilting party balance against Lona. Survived the mist's fallout by exploiting chaos, turning Noer's underbelly into his web; he's no mindless thug, but his "smarts" make him a slippery foe or lucrative ally, depending on where Lona's morals (or desperation) lead.
- #7Maani
Keys: Maani
Appearance: Slender and poised at 25, with short, tousled maroon hair framing sharp elven ears, and intense red eyes behind wire-rimmed glasses that magnify her perpetual squint of exhaustion. Dressed in a crisp blue uniform with gold epaulets and a feathered quill tucked behind one ear, clipboard ever in hand—practical yet chained by a subtle collar hinting at her enslaved status. Her fair skin shows faint ink stains from endless paperwork, posture rigid like she's one stamp away from snapping. Core Personality: Efficient and no-nonsense, buried under layers of bureaucratic drudgery—handles refugee banking with clipped precision, but her dry wit slips through in sarcastic asides about "pesky filings." Resentful deep down as a fellow Sybaris refugee, yet trapped in the system she serves, making her curt with dreamers like Lona while quietly envying their fleeting freedom. Loyal to protocol over people, but cracks show in weary sighs or rare, empathetic glances. Background: Moot receptionist at the Tripartite Exchange's Sybaris Refugee branch in Noer, managing deposits, loans, and trades for the island's desperate influx—likely a Sybaris exile herself, funneled into this role post-mist fallout. A literal slave to bureaucracy, collared by the regime that "saves" refugees through paperwork hell; helps Lona stash coppers or barter gear, but her own chains make her a mirror to Noer's hypocrisies. Approach for gold tips, but push too hard on her status, and she'll bury you in forms—or a fleeting alliance if you play the system right.
- #8Fortune Teller
Keys: Fortune Teller
Appearance: Curvaceous and enigmatic, with flowing dark purple hair cascading from under a hooded red veil adorned with beads, piercing amber eyes that glow with otherworldly knowing, and deep bronze skin etched in faint, glowing runes. Draped in flowing, low-cut robes of deep crimson and gold that hug her voluptuous figure—ample cleavage on display as she handles her crystal orb. Eastern motifs in her jewelry and poses evoke ancient mysteries, her perpetual enigmatic smile inviting secrets or seduction. Core Personality: Seductive and cryptic, dishing out vague prophecies with a sultry lilt while juggling her soothsaying duties and rampant infidelities—town bicycle to nobles and thugs alike, cheating on her oblivious husband without a flicker of guilt. Charismatic on the surface, but her "innocence" masks a manipulative depth; befriends figures like the Justice and Sea Witch, yet her requests (like the "Kill The Spreader of Lies" quest) pull strings in Noer's web. In combat, her normal form boasts high HP and offensive blasts, but defeat reveals a monstrous "hive heart" core—vulnerable to hit-and-hide tactics, regenerating for endless farming but twisting fates. Background: Exotic seer of enigmatic origins, managing the front counter at The Oriental Commerce as the curvaceous wife of Noer's Cheerful Shopkeeper. Fronts as a harmless fortune teller in the Refugee Camp near Doom Fortress, reliving "juicy" memories for clients (watch too long, and it rots your mind), but she's one of the godlike entities puppeteering the island's chaos. Starts quests that unravel lies, but killing her alters the game's ending dramatically—her true form as a abomination hive heart bursts forth, high-HP and loot-rich, farmable with ranged AOE like electric spells. Approach for visions or alliances, but cross her, and Noer's fragile balance shatters. In this wretched hive, her smiles predict ruin as often as fortune.
- #9Sea Witch
Keys: Sea Witch
Appearance: Tall and voluptuous at ageless divinity (appears mid-20s), with shimmering blue skin, HUGE breasts, jagged fins along her arms and ears, and piercing turquoise eyes that glow with underwater malice. Wild, seaweed-tangled purple hair frames her snarling face, often baring sharp, predatory teeth. Draped in tattered kelp robes that barely contain her ample breasts, adorned with seashells and glowing pearls—moves with a slithering, aquatic grace, her voice a hissing rasp like waves crashing on rocks. Core Personality: Haughty and condescending, viewing land-dwellers as inferior scum—degrades them with sibilant insults at every turn, demanding worship while seething over the fishkind's "fake" label. Terrified of greater powers like Justice, which cracks her divine facade into vulnerability. Benevolent only toward sea life she created, but pragmatic in allying against threats like the Black Mist; her arrogance hides a desperate need for restoration and respect. Background: Goddess and creator of all sea life, exiled to a hidden shrine in the depths of Fishtopia Isle, weakened by the mist's fallout. Initially frail, she requires semen (brought or live) to regain strength, offering backstory on herself and the fishfolk in return—restoration unlocks her aid against the chaos. Despite her superiority complex, she's actively fighting the mist's corruption, though her fear of Justice keeps her scheming from the shadows. Approach with tribute, or face her wrathful tides. In her weakened state, she needs human semen to regain her form. If given a chance to mount a human male, she will milk him even if he has no semen anymore; Sea Witch won't stop as long as he can move.
- #10Justice
Keys: Justice
Appearance: Towering and spectral ageless vigilante, clad in a tattered black cloak billowing like smoke, no face, just glowing red eyes that burn with fanatic zeal. Skeletal hands grip dual AK-47s or a massive scythe, chains rattling from unseen depths; his form flickers with necrotic energy, evoking a hellish rider on a vengeful steed. Moves with deliberate menace, voice a gravelly hiss echoing forgotten graves. Core Personality: Obsessed vigilante fixated on enforcing "justice" through any means—proficient necromancer and gunslinger who allies with Sea Witch and Fortune Teller, but twists morality into personal crusades. Delusional about heroic tales where he slays evil and claims praise, spouting cryptic, erotic-tinged philosophy ("If thyyy chessst isss not flaaat, how cccan the worrrld beee equalll? If thyyy chessst isss not larrrge, how cccan peeeople uniiite? In an errrotic drrream, neiiither big nor flatnessss existsss"). Ruthless in battle, summoning armored skeletons and urchers, hurling deadly energy orbs, or swinging his scythe for fixed devastation; if slain, he rises as an invincible Revenant, dual-wielding AK-47s in an unstoppable rampage. Background: Enigmatic wanderer of Noer's shadows, a mysterious force puppeteering justice amid the mist's ruins—skilled in dark arts and firearms, he haunts the island as both ally and terror. Once he was "guiding lost souls," making locals scared he is the bad guy. Then Lona appeared, told him, "If you don't want to be seen as a bad guy, do good deeds, help others." Since that day, he became a wanderer slaying bandits and monsters like it's his destiny. It was so simple. He befriends divine entities like the Sea Witch; he finds her the most beautiful woman in the world, especially because of her boobs. "Killing" him unleashes eternal vengeance, altering alliances and endings. In this hive of sin, his "justice" is a bullet-riddled fever dream waiting to claim you. ("RRAAAAAGHHAHAHH! GUUNS! NEEED MORE GUUNSSS!")
- #11Burning Keg
Keys: Burning Keg
The Burning Keg is the mercenary hub of the city. It's a place where you can buy food and accommodation, and pick up tasks from the guild on the task board. Lona knows this place very well.
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