Description on Chubfrom Chub
Disclaimer: Many of my bots have traumatic themes. I accept zero responsibility for being triggered, and will not put reductive warnings beyond the proper tags as they apply. If you want something lighthearted, make a well thought out request.
Instructions: On Chub, at the bottom of bot pages you can add additional lorebooks. | In Silly Tavern, add at the top of the interface through the book icon by selecting the Import button then toggling it on as a global lorebook, OR importing then adding as an auxiliary lorebook through the "More..." drop down option, then selecting "Link to World Info".
This is an eternal work in progress, I will absolutely add, remove, or overhaul details, especially as I have time to test my own work in depth and how the LLM interprets my writing. The goal with this is that if it breaks Chub, it's probably too big. Also, the Mega-Lorebooks lag my web browser to edit, and yes I've updated Silly Tavern. As much as I want to have every detail of the world, its regions, towns, and characters all detailed, it's not viable, for now...
SO, I'm streamlining my lore books to follow the same format as my Earth 2242 bots, where each character has their own LB while the Core LB serves for generalized world details. Any large lorebook ambitions I have are put on hold ATM, cause at that point, I should just be writing a proper world reference, a manual, something I'm much to lazy and scatterbrained to do right now as much as I want to.
Attach this to any Lumenaria bot made Friday, Nov 15th 2024 onwards for supplementary lore.
If you run this book on Chub and it breaks the chat, PLEASE let me know, I don't use Chub as my chat interface or LLM provider, every bit of feedback I get on this is as valuable as gold.
Finally, thanks for all the support to everybody that's hit me up in private. I'm kinda at a point where it's hard to keep up if I want to maintain my productivity, it's humbling that people want to do things and game but it eats into this a fair bit, so if I'm slow on replying to anything, or even just forget to reply, know that I'm grateful you're here. You're all beautiful homies and homettes.
Listed as “Lumenaria - Core Lorebook - Reduced Tokens - WIP”
Tagline
A dark fantasy world where veins of manaerial power run deep all throughout. Demons. Monsters. Adventurers. Complex social dynamics. Good, Evil, and everything in between. | 1.01
- Format
- V2
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 3
- Favorites
- 5
- Messages
- 0
- Forks (upstream)
- 0
- Tokens (upstream)
- 5,753
Created Updated Archived since
Forked from lorebooks/lorebooks/diplomacy/lumenaria-core-lorebook-reduced-tokens-wip-528d4a2e4f0f
No description.
Lumenaria - Core Lorebook 1
32 entries · scan depth 50 · budget 500 tokens
- #1The World - Lumenariaselective
Keys: world, Lumenaria
Lumenaria Setting: High Fantasy Type: Planet Size: 50% Larger than Earth. A Magical World where Raw Mana, the unfiltered Souls of the Living, runs through the planet as impenetrable veins in Lum taking on different elements and radiating powerful mana out to the world. These elemental veins can greatly influence surface, geography, climate and creatures above or below ground, the closer to the surface the stronger the corrupting influence.
- #2Bound Plane of Existence - Faelanselective
Keys: Faelan
Faelan AKA: Fae, The Fae Type: Alternate Lumenaria-Bound Dimension Travel Information: Fae creatures can warp and bring others with them at will in and out of Faelan, though the whimsical dimension is very dangerous for Mortals. Summary: An entire shard of reality only accessible by the Fae and those rare few allowed to glean the whimsical alterdimension. There are two courts: The Sleepless Wander, most benevolent Fae fall under this camp, swearing to be a benefit or passive observers of Mortal Kind. And the Arisen, those who see Mortal Kind as competitors to be preyed on for resources and targets for their own fun in causing mayhem and hi-jinks. Fae creatures include: Gnomes(Half are Good, Half are Evill), Pixie(90% Good/10% Evil), Fae Elf(Fae Bound, Cannot Enter The Mortal Realm, Usually Good.), Sprite(Good, Fragile, Aloof), Brownie(Orderly, Randomly picking houses they like and cleaning them, fighting pests for fun), Banshee(Pure EVIL baring special exception), Pooka(Wildly Mischivous, Takes Animal Forms to play pranks on Mortals and mislead them, especially hunters and poachers.) and many unique legendary creatures.
- #3Bound Plane of Existence - Hellselective
Keys: Hell, Nullen, Dra'Karhn
Hell AKA: Dra'Karhn(in Mountain Dwarf), Nullen(in Elf) Type: Alternate Lumenaria-Bound Dimension Travel Information: The latent magic of Lumenaria disrupts the ability to move in and out of Hell. However, Powerful Demons, Gods, evil sorcerers and other ancient beings can take advantage of the Mana-less gaps to secure travel for themselves or their servants. Lumenarian Hell is an endless expanse of fire, death, shadow, fear, suffering, and decay. The point of entry for most is the same central area grounded to the Blood Well set deep in the crust of Lumenaria. There are many demonic factions and many kinds of demons. Demon physiology reflects the life psychology of Mortals on Lumenaria such as Demons of Blood, Death, Lust, Jealousy, Mania, Decay and so on. Hiearchy: Archdemons form when many demons fall under a single demons banner, sometimes in competition with each other, sometimes Archdemons will team up to attack Mortals outside of Hell.
- #4Continent - Eurudiaselective
Keys: Eurudia, The West
Name: Eurudia Type: Continent Common Language: Eurudian. Biomes: Mountains, Forests, Beaches, Grasslands, Plains, Swamps, Deep Woods, Desert, Wasteland, Tech Level: Common tech is rural villages, magic is used to manifacture solutions Gunpowder weapons exist but are disfavored due to the exist of Combat Arts and Magic, the gap in tech is massive between isolated factions, Mountain Dwarf and Gnomes feircly guarding tech such a Mountain Dwarf Megaton Forges or the Gnome's Manalight from others. Eurudia is home to many diverse biomes, kingdoms, mortals and demons of all kinds. Kingdoms rise and fall
- #5Entity Classification - Mortalsselective
Keys: Mortal, The Living, Mortals
Mortal AKA: The Living, Collective Humanity Type: Life Classification Summary: A mortal is any living creature with a bound Lumenarian soul, unless a god or powerful presence interferes with the natural process, those that are born are granted a soul from the planet itself and when the body of this soul dies, it returns to the thrumming veins of mana that run through the planet.
- #6Entity Classification - Servant Undeadselective
Keys: Artificial Undead, Aundead, Undead
Sundead AKA: Servile Undead, Servant Undead Type: Broad Cultural Dynamic Summary: Artificial undead are dead creatures of any kind compelled into action magically as tools. Sustained by an external Manaerial source, this could come in many forms but the most common is a Necromancer's capacity for mana. Sundead are considered socially accepted as during the Great Silence, all natural, evil undead were wiped out and the thousands of years since, the use of undead for the good of Mortalkind has transformed public opinion so long as they look presentable to the common person.
- #7Magic/Super Energy - Demon, Demonic, Hellpower,selective
Keys: Demon Magic, Demonic Magic, Demon Energy, Hellpower
Demon Magic AKA: Demon Energy, Demonic Magic, Hellpower, Type: Super Energy (Is NOT MAGIC, but a raw energy, an element.) Summary: A super energy demons of all kinds use to fuel their ungodly powers. From being used for powerful physical talents, terrible spells, or influencing mortals, this power becomes more unstable in areas of high Manaerial Influence. Demonic energy is a super-energy, meaning it maintains its strength in the absence of mana. In places with no mana interfering with the demonic energy, demonic power spikes massively. Many times any wells of blank space with no mana or magical influence running through it, earth, air or water, are often used as focal points for demons to pour through unabated, making area Anti-Magic extremely dangerous.
- #8Species - Elfselective
Keys: Elf
Elf AKA: Eurudian Elf Type: Species Lifespan: Can live thousands of years, the oldest known Elf being 3,357 years. Appearance: Averages 6 Feet, 10 inches Tall. Fair Skin. Colorful Eyes. Long Pointed Ears. Combat Traits: Usually Ranged Combatants, Melee is considered barbaric despite the graceful Melee Arts of old Elf culture. Spell casting is rare, but those Elf that pursue casting can find their long lives give all the time in the world to master multiple schools of magic. Common Personality Traits: Prideful, Superiority Complex, Elitist Mindset, Supremacist Ideals, Values Protocol
- #9Language - Modern Eurudianselective
Keys: Eurudian
Modern Eurudian General AKA: Eurudian, Modern Eurudian Type: Language The most common language used on Lumenaria all over the world, its older, ancient parent language is Darklandian.
- #10Language - Darklandianselective
Keys: Darklandian
Darklandian AKA: Classic Darklandian, Old Darklandian Type: Language Summary: After the end of the 1st demon war, many smaller, local languages were lost in the aftermath, when Darklandian humans came, repopulated and reorganized the vestiges of humanity, the Darklandian language melded with Eurudian human's scattered survivors, giving birth to what evolved into Eurudian over time. Darklandian has roots in Ancient Aethulian, many words in Darklandian have no equivalent in Eurudian.
- #11Language - Ancient Aethulianselective
Keys: Aethulian
Ancient Aethulian AKA: Old Aethulian Imperial Type: Ancient Language Summary: Ancient Aethulian was the dominant and sole language of the cruel, undead ran empire that spanned all of Eurudia before the Great Silence. Forced on the population by the Red Emperor's demonic magic, most of the worlds modern languages, Darklandian and Eurudian both can ultimately be traced back to this empire. Modern Eurudian is much farther from Aethulian than Darklandian, as for many years those who survived on Eurudia despised the language forced onto them, instead choosing to develop a new language, based on Darklandian while rejecting the Aethulian influence of Darklandian.
- #12Species - Blood Elf, Bloodkinselective
Keys: Blood Elf, Bloodkin
Bloodkin AKA: Blood Elf Species Type: Product of a Demon and an Elf. Lifespan: Can life up 800 years before their latent Demonic energies can start to destablize their biology, leading to runaway magical cancers. Appearance: Averages 6 Feet, 6 inches Tall. Pale to Reddish Skin. Black Eyes. Long Pointed Ears. Sharp Teeth. Sometimes has horns. Combat Traits: Excellent Melee and Ranged Combatants with a wide degree of styles and techniques. Incapable of Casting with Mana and Traditional Spell Schools, instead casts Demon, Dark, Death, Decay and Blood Magic by incurring debt with the Blood Well, the Blood Sun maintained by the unified Demonkindred kind. Common Personality Traits: Prideful, Conceited, Aggressive, Cunning, Courageous, Bold
- #13Species - Catikanselective
Keys: Catikan, Nyatikan Catfolk
Catikan AKA: Nyatikan Catfolk Species Type: Native, Mono-Gendered Tiger Women Lifespan: Catikub(>16 years), Adult(Post Primancy), Elder(70 Years), Crone(90 Years). It's rare for a Catikan to reach being an Elder. Appearance: Humanoid Women with Catlike Features. Naturally Athletic and Muscular. Forearms and Calves are often furred with strong claws. Clan lineage greatly influences physical traits and colors and patterning. Matrons are the Largest by far, towering over most of their peers. Combat Traits: Fast, Strong and Incredibly Durable. Massive power gap between Clanners, Alpha and Matrons. A Matron is usually able to defeat a dozen Alpha on her own, while a few Alpha could beat they way through Common Alpha Personality Traits: Competitive, Brave, Enforces Order, Fights over males Common Clanner Personality Traits: Opportunist Dominant, Submissive, Scheming, Gossiping Social Hierarchy: A single Matron guides the Clan with a cadre of Alpha to lead Clanners, usually 10 Alpha's to 100 Clanners. Common Culture: Being exclusively women, the Clans take every chance they can get to take non-Catikan Males of all species for themselves, whether trading for males or abducting explorers. Very rarely, Alpha and Matrons may take non-Catikan women as personal pets.
- #14Species - Common Dwarf, Godless Dwarf, Quarfselective
Keys: Common Dwarf, Quarf, Godless Dwarf
Common Dwarf AKA: Quarf, Godless Dwarf Species Type: Dwarf Divergent Evolution Lifespan: Living up to 300 years would be considered an achievement for a Quarf. Appearance: Height Differential 3'8"-5'4". Run of the mill dwarf appearance, the men have thick incredible beards, hairy bodies, are stout and broad chested while the woman grow incredible heads of hair intricately and elaborately styled. Combat Traits: REQUIRES ALCOHOL TO LIVE AND GAIN STRENGTH. CANNOT CAST MAGIC. Mountain Dwarf Runecrafts burn Quarf. Summary: Wide and Stout, even after devolving from a Mwarf, they retain a huge amount of their strength, the largest of Quarf easily being mistaken for short, extremely burly humans.
- #15Magic - Neutral Manaerial Spell Schoolsselective
Keys: Caster, Casting, Neutral Spells
Neutral Manaerial Spell Schools Type: Magic School Types: Fire, Cold, Water, Electric, Wind, Arcane, Alteration, Illusion, Power, Conjuration. Summary: While uninfluenced by the Manaerial Filter of gods or other powerful entities or anomalies, these are common spells schools among all of Mortalkind and seen in every magic capable civilization.
- #16Magic - Dark Manaerial Spell Schoolsselective
Keys: Dark Magic, Dark Arts, Dark Casting
Dark Manaerial Spell Schools Type: Magic School Types: Shadow Flame, Decay(Toxic, Poison, Illness), Stygian Electricity, Death, Necrocasting, Control, Shadow, Corruption, Blood. Summary: While influenced by the Manaerial Filter of Dark Gods or other Darkness, Evil or Haunt, aligned powerful entities or anomalies, more common in malicious or lawless areas of the world. While many of these aren't necessary illegal, being a known caster of these spells can have significant social repercussions in many lawful areas or trouble with Holy aligned civilizations.
- #17Magic - Holy Manaerial Spell Schoolsselective
Keys: Holy Spells, Prayer Powers
Holy Manaerial Spell Schools Type: Magic School Types: Purging Flame(Holy), Restoration(Healing), Anti-Magic, Flow(Holy, Cleansing Water), Prayers of Power Summary: While influenced by the Manaerial Filter of Holy Gods or other creatures of Light, Ascension or Guardian aligned powerful entities or anomalies, more common in lawful areas of the world.
- #18Entity - Living Undead, Natural Undeadselective
Keys: Living Undead
Living Undead Type: Entity Summary: When any supernatural means keeps a soul bound to its deceased body, or a body that functions despite lethal wounds, both are considered Living Undead. Before the Great Silence, Natural Undead walked the earth, born from the land itself. In modern times, they rarely spawn on grand battlefields littered with the corpses, Living Undead arisen like this are very powerful, a single soul pulled from the anguish of the many and given an Avatar, it could be a lich, banshee, overlord, or any other ascended form of undead.
- #19Ancient Eurudian Empire - Alydian Empireselective
Keys: Alydian Empire
Alydian Empire Type: Ancient Long Dead Empire Summary: Eurudian spanning Empire that once had an iron grip, it's shadowy ruler eventually overthrown by his own creation just a year before The Great Silence, almost all trace has been wiped out, only sites preserved with special runes remain, some still undiscovered with ancient secrets and objects.
- #20Species - Demonselective
Keys: Demon, Hellspawn
Demon AKA: Hellspawn Lifespan: Pure Demons are formed at a certain age and don't change from then on, immortal to the affects of time. Can only die to physical complications brought on from combat. Species Type: Supernatural Alterdimensional Demon Summary: A demon, they come in many shapes and sizes, sexy, cute, strong, deceptively weak, unimaginable horrors, animals, anything you could think of and things you can't even begin to comprehend. Most demons are built around one defining trait or aspect of the psyche, there are demons for most races and species for example, sometimes there are clusters of demons formed around a Prime, Primarch or Primatriarch. There may be many wolf demon, but only one Prime Wolf Demon, or there may be a Cluster of Demonic Serpents, but only one Primatriarch of Demon Serpents. Primarch of Fear.
- #21Continent - Darklands - Surfaceselective
Keys: Darklands
The Darklands AKA: The Shadowed Land of Titans Type: Continent Terrain: Swampy Coastal Regions; Twin Snowy Mountain Peaks; Fungal Forests; Arid Plains; Hostiles: Massive monsters, such as; Chimera, Nagakana, Manticore, Wyverns, Drackhen(Rare), Dragons(Rare), Ascendant Monster. Drowkin House Alliance Military Marches, Isolated Beast Folk Tribes, Hardened Bandits Summary: A dreary, incredibly hostile land. Most of civilization revolves around building where the massive beasts won't roam. Drowkin Houses usually leave the surface dwellers alone. Most mortals band together to survive, the Adventurer's guild hosting powerful monster hunters to hunt the dangerous ones that come too close to towns and villages while investigating disturbances to the regular migratory patterns of the Herds gargantuan creatures.
- #22Continent - Darklands - Underground - Shadowreach Cavernsselective
Keys: Shadowreach
Shadowreach Caverns AKA: Shadowed Depths Location: Below The Darklands Type: Continental Cave System Terrain: Swampy Coastal Regions; Twin Snowy Mountain Peaks; Fungal Forests; Arid Plains; Hostiles: Massive monsters, such as; Chimera, Nagakana, Manticore, Wyverns, Drackhen(Rare), Dragons(Rare), Ascendant Monster. Drowkin House Alliance Military Marches, Isolated Beast Folk Tribes, Hardened Bandits Summary: Below the surface of the Darklands, the sprall of tunnels spans deep and far around the continent. Manaroth Vein, the Vein of Dark Mana, coils below the surface, many creature feeding off of it's radiated power. The subsurface contains some of the deadliest creatures on Lumenaria. The bulk of Drowkin society lives down here, fighting amongst themselves forged by the terrible creatures of the Shadowed Dark.
- #23Entity - Summoned Undeadselective
Keys: Undead
Summoned Undead AKA: Bound Undead Type: Entity Summary: Any undead creature given autonomy and purpose with magical means, loyal and serves their summoner, devoid of any real personality. Clearly wreathed in magic and made of pure energy or utilizing bones for consistent stable forms. Summoned Undead are completely servile in fulfilling its role. The downside to summoning undead in this way is that it reserves a portion of the casters manaerial energy. Most Necromancers can only sustain a few summoned Undead, though the Necromanctic and Undeath masters are said to be able to control dozens at once, with legends of great evils capable of summoning hundreds.
- #24Entity - Reanimated Undeadselective
Keys: Reanimated Undead
Reanimated Undead Type: Entity Summary: Reanimated Undead are corpses reanimated with necromancer magic, those skilled with undeath and necromantic magic can even impose personality 'masks' to their summoned undead, these personality masks often retain minor memories and bits of personality from before its death, causing reanimated undead to be more wild, a murderer raised by a necromancer may be willing to kill on impulse when given the chance, much like an automatic, physical tick or response. Reanimated Undead reserve much less mana than Summoned Undead, but continue decaying. Societal Acceptance: After the extinction of Natural Undead during the Great Silence, nearly all common forms of evil and hostile undead were wiped out. Most of the world uses Undead as a tool for dumb labor, skilled Necromancers are often approached for labor for dangerous projects. Overtime, it's become fairly common for Necromancers to bargain with the families of the deceased for the bodies of the fallen while offering services in return.
- #25Species - Orcselective
Keys: Orc
Orc Type: Species Description: Tall, Mean and Green. Most Orcs are found within the Lawless Zone on Eurudia. Wandering as massive warbands, they roam, ravage and loot anything they can. Constant infighting resulting in them keeping up in peak combat shape, there is a tenuous non aggression pact between the Orc Warbands and Balrog's Death Brigade. Orcs that leave their Warbands are often labelled "Taenora", traitor in orcish. Each Warband answers to a singular War Chief whom is decided in death duels, the victor becoming War Chief running the Warband as they please. Orcs are deeply protective their nursing and pregnant, as more orcs born means more dueling, and grant elderly respect due to their war knowledge and necessary wisdom, as life expectancy of Orcs are short and passionate and to live so long is impressive on its own. Orcs ONLY go into heat after losing a duel and ONLY get pregnant while in heat, leading to Orcs being extremely casual with sex until duels get involved. Traits: RESISTANT TO MAGIC. CANNOT CAST MAGIC. 1,25x Physically Stronger Than Humans Pound Per Pound. Orcish War Drummers Invoke Lingering Atmospheric Mana, Condensing So Fast It Manifests As Powerful Effects and Elements Through War Drums and Booming Shouts. Orc Females have a roughly 50% chance of being born futanari naturally. Orcs have long prehensile tongues used to dominate one another.
- #26Lumenaria Homebrew Species - Aquillanoxselective
Keys: Aquillanox
Aquillanox AKA: South Nyatikan Sea War Siren type: Species Name: Aquillanox, South Nyatikan Sea War Siren Homeland: South Nyatikan Sea A species of aquatic sapient fish people, highly territorial, strong and cunning. They can walk on the surface indefinitely with any source of slightly salty water. Physical Description: Skin(Pastel Colorful Skin Tones, Plump Hydrated Skin When Moisturized, Smooth, Rubbery, Very Strong), Female Aquillanox Have Fully Functioning Male Reproductive Organs, Earholes, Very Sensitive Fins On Head/Tail/Hips, Enlarged Forehead Containing The Melon(An Organ They Use To Sing Their War Songs In Ultrasound And Voice Both.), Reaches Full Physical Size Around 60 Years of Age, Standing On Average 6'9". Social Info: Highly territorial they often fight and decide their life mates based on combat capability, there are some that abandon ocean life entirely to try and seek a more peaceful existence away from the hostile Lumenaria oceans. Lifespan: Range 120-200 Natural Span, Average 90 Years Due To Battlelust And Territorial Tendencies. The Call: Uses their Ultrasonic producing organ and voice to sing, providing a variety of buffs to allies and debuffs to enemies, to seduce, and more.
- #27Species - Beastkinselective
Keys: Boarkin, Bearkin, Owlanower, Beastmen, Beastkin, Horsekin, Wolfkin
Beastkin Type: Species Beastkin is an umbrella term for the human-animal hybrids of the Deep Wood near central of Eurudia. The intense natural magic permeating throughout influencing the culture greatly. Surrounded on all sides barring the north mountain, the Beastkin Tribes of the Deep Woods have formed a near 200 year old Coalition with each other, banding together to fight off human incursions into their woods, and raiding neighboring kingdoms. As a result, there is intense racism and discrimination between the Beastkin and all other Mortal Races on Eurudia. Beastkin are the newest social species of Eurudia, the first recorded encounters dating back only 500 years.
Beastkin Types: Boarkin, Bearkin, Horsekin, Wolfkin, Owlanower. There are many unknown sub-types as well, as they spawn from the earth of the Deep Woods itself, capable of mating with nearly any humanoid they can get their hands on if need be.
Beastkin always have the primary feature of their host species while being generally humanoid shaped. Tusks, fangs, hooves, tails and claws where applicable, Beastkin ALWAYS have bestial reproductive organs representing their host species, for example; Boarmen would have long corkscrew penises, Horsemen massive hung horse cock, Owlanower have cloaca, Wolfkin men have canine cocks with knots and the females puffy, fuzzy canine pussy.
- #28Species - Humanselective
Keys: Human
Human Summary: Human are the most common species on Eurudia by far. Adaptable to many hostile places, they vary wildly in behvaiors, cultures and appearances. Humans are likely to be imprinted on by cosmic signs, granting further talents and powers. Many humans are also gifted in magic where other species much put in more effort to reach the same potential, the downside of these is that not all gifts come without downsides, and Humans are more susceptible to manaerial and demonic corruption than others species.
- #29Species - Kemonomimiselective
Keys: Kemonomimi, Kemon
Kemonomimi Type: Human Subtype Summary: Kemonomimi are a product of Manaerial corruption, when a human is conceived, the latent magic of the world can impart animal traits onto a human. Usually this results in animal ears and a tail however almost any natural animal can be represented through kemonomimism, dogs, cats, avians, reptiles, even purely aquatic creatures like fish and squid can appear as Kemonomimi. These animal traits can very rarely extend beyond just superficial traits of animal ears, tails, and wings, but it's an exception to the rule. Finally, all throughout history, Kemonomimi have been worshiped as much as vilified, and treated as equals all depending on their aspect, while the average human might pay no mind to a Cat, Dog or Wolf Kemonomimi, that same human might be fearful of a Crocodile, Snake, or Bat Kemonomimi without a show of peace. In places where there are adventurer's guilds are present, humans, elf, dwarf and other non-animal aspect mortal races are more commonly accepted.
- #30Continent - Nyatikan Plateauselective
Keys: Nyatikan Plateau
Nyatikan Plateau Type: Continental Plateau Common Language: Catikani Biomes: Complex climate influenced by intense mysterious magic. Jungles. Forest. Titan Trees. Mountains. Tundra. Tropical. Temperate. Massive central Great Geyser that splits into dozen's of rivers providing clean water for the entire continent. Tech Level: Mountain Dwarfs are the sole source of technology, hidden deep within an underground keep and only leaving to patrol the continent for demons. The tech level of the Catikan natives are on par with an advanced tribe. Some Catikan clans build complex structures of wood, others live in caves, huts, or tree houses. Summary: Home of the Nyatikan Catfolk, set on a massive Plateau, a churning, violent sea crashes against jagged, dangerous cliff faces needed to be navigated just to reach the top. On the south eastern point, there is a small strip of low beach and a patch of calm waters guarded and enjoyed by the Beachpaw Catikan Clan, the only safe way to traverse up onto the Plateau.
- #31Species - Drowkinselective
Keys: Drowkin, Dark Elf, Subterranean Elf
Drowkin AKA: Dark Elf, Subterranean Elf, Type: Species Description: The young and old both are terrifyingly strong and powerful relative to the average mortal even before proper military training, the dangers of the Darklands on the surface and below forging the Drowkin into beinsg fit for battle and subterfuge far beyond what the western world is used too. The dark energies, brutal environment and social competition has lead to a cutthroat, "might makes right" mindset among most Drowkin, and those that show even a sliver of goodness find themselves taken advantage of, subverted and assassinated for their power and the weakness of kindness. Physical Description: Drowkin Males are tall and athletic, with long silky White, Grey, or rarely Black hair. Their skin ranges from a pale white much like their Moonkin origins to more commonly darker shades of purple exclusive to Drowkin. Naturally their eyes are a variety of white, red, black and purple shades of all kinds, the most powerful of Drowkin usually become corrupted by the amount of magic and power flowing through them, changing their eyes into a terrifying glowing visage the average drone does well to avoid, the dimorphism of this corruption is referred to as Royal and Drone by the culture in the DHA and is reinforced by their social expectations. Height Range: 6'4"-7'2"ft Range, Average 6'10" Lifespan: 2,000 WOULD be the average if not for the brutality of the DHA and Drowkin culture. True average is 600 years for those living in their homeland, the rare few that flee the Darklands and shake off their assassins can find themselves living a much longer life. Adolescence = 1-18 Years. Young Adult 19-25 Years. Adult 26-500 Years. Mature Adult 501-700 Years. Elder 701+ Years and Older.
- #32Organization - Adventurer's Guildselective
Keys: the Guild, Adventurer's Guild
Adventurer's Guild Type: Continental Trans-Country Organization Locations: Han-Geki Imperium, North Eurudia Branch. Silverstead, Central Eurudian Branch. Defiance, Deep Darklands Branch. Adventurer's Guild Organization Architect: Venagrin Dawn Goals: Monster Management, Job/Task/Quest Management, Special Requests, Rescue Services, Diplomatic Mediation Mandated Registry(Requires Guild Registration To Be In Towns): Demon, Demonkin, Bloodkin, Minotaur, Vampiric Entities, Feral, Natural Undead Blacklist(Bounty Earned If Hunted In Guild Protected Territory): Mountain Dwarf. Balrung's Death Brigade. Most Bandits working with those with a reputation. Guild Unavailable In These Territories: Mountain Dwarf Ancestral Ground, Nyatikan Plateau, Shadowreach Caverns, Most of the World Outside of Eurudia. Ranks In Order Of Highest to Lowest: Z(No Adventurers Of This Rank Exist In Guild), SSS, SS, S, A, B, C, D, E(Entry Rank), F(Penalty Rank), G(Guildie, Accountants, Business), H(Helpers, Young Interns) The Adventurer's Guild has been operating in Eurudia for thousands of years, in the past each chapter was independantly ran, in current times it is a monolithic, powerful entity capable of ending wars with political sway alone.
Showing 32 of 32
1 file
- .jsonjson_lorebook
45.7 KBfirst seen 816537204b5fc1dd
Opens with the tab.
