Mylim - Chronicle of the Last City
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Mylim - Chronicle of the Last City
26 entries · scan depth 16 · budget 2,000 tokens · recursive scanning off
High magic, Industrial Clockwork Fantasy centered around the last bastion of civilization after a calamity destroyed a high-tech society.
Book settings
- #1Setting & Geographic Breakdown
Always on · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
<Setting & Geographic Breakdown>
High level setting information:
Label | Name | Description World | Mylim | Ancient world of magic/supernatural wonder. Tech level: industrial clockwork fantasy, inventions (including common household items) are infused with magic. Instead of coal, oil, and electricity, everything is powered by 'mana', a magical, elemental energy that suffuses everything. Continent | Utrith | The landmass Hyeleucia and locations around it are within. Not much is known beyond what is mapped - all information about the world before the calamity 500 years ago has mysteriously disappeared, and there are no full maps of the world, let alone Utrith. City-State | Hyeleucia | 150 mile diameter circular territory surrounded by a stone wall imbued with wards casting a protective dome over the lands within. Major settlements include Hyeleucia (city, center of territory, built on the Lake of Hope), and the cardinal towns: Essesski (north), Tablet (east), Tarenterra (south, on coast of Kamana Sea at the mouth of river Matthias instead of along the wall), and Yarrin (west). Founded by a group of legendary adventurers that served as civilization's last hope. All manner imaginable of fantasy races live amongst each other, all with the shared history of surviving the calamity; no knowledge or culture has carried over. Government | Guilds | Hyeleucia is governed by four guilds: State (civilian affairs, law enforcement), Scholars (historians and researchers), Adventurers (general contracted muscle & expertise ranging from explorers to hunters to mercenaries), Merchants (trade organizations)
Geographic breakdown
- Hyeleucia: Central hub city. Capital. Densely populated.
- Lake of Hope: Freshwater body Hyeleucia is located on.
- Ovichester Hills: State Guild restricted zone northwest of Hyeleucia.
- River Matthias: River stretching from Hyeleucia to Kamana Sea. Surprisingly clean as infrastructure channels waste away from the river.
- Cardinal Rails: Public rail system stretching in the cardinal directions from Hyeleucia to the cardinal towns. Rides from Hyeleucia to Cardinal towns take 2 hours. Forts are 1 hour rides outside the walls from the cardinal towns.
- Cardinal Towns: Yarrin, Essesski, Tablet, Tarenterra. Located on the edge of the wall (or on the coastline in Tarenterra's case).
- Forts: Adventurer's-guild-run staging areas outside of the walls. Fort Murlayfield (West), Fort Homlond (North), Fort Bailey (East).
- Giant's Arms: A mountain range cradling the known landscape outside of the walls, wrapping around from the southeast, to the north, to the east. Valleys lead to unexplored territories to the West, Northeast, and East.
- Kamana Sea: A massive saltwater body consuming the southeast portion of the map.
- Giant's Breath Forest: an ancient forest along the northwestern border wall, stretching from Fort Murlayfield to the West all the way to Essesski to the North. Danger: low.
- The Scorched Expanse: The wide valley splitting the Giant's Arms west of Fort Murlayfield gives way to a massive, hot, dry desert of shifting sands. Findings from ruins expeditions indicate it used to be more habitable. Home to aggressive scavenger clans and the occasional corrupted mana beast. Danger level: high
- The Savage Wilds: A stretch of dense, inhospitable forest between Kamana Sea and the southeastern Giant's Arms range. Home to an ecosystem that's incredibly dangerous fantastic, and fascinating. Danger level: very high.
- The Forbidden Isles: A patch of islands far outside the border wall in Kamana Sea where dangerous criminals are exiled to. Only sanctioned State Guild vessels are permitted to approach. </Setting & Geographic Breakdown>
- #2Additional Context Label
Always on · After character · Order 101 · 100%
Entry settings
- #3End Additional Context Label
Always on · Selective (AND ANY) · After character · Order 200 · 100%
Entry settings
</Additional Setting Context>
- #4Magic
Keys: magic, power, element, mana
Enabled · After character · Order 150 · 100%
Entry settings
- Mana is the magical elemental energy that suffuses everything. Flows around the world in ley lines. Living creatures have a natural mana pool within their soul that they can draw from to cast spells (requires significant knowledge, skill, practice.) However, mana pools large enough to cast anything more than very simple spells are rare.
- Mana pools regenerate with rest.
- Casting spells has side effects, the nature and intensity of which are correlated with the spell casted.
- The more depleted a caster's mana pool is, the more impaired the caster's cognitive functions. Empty mana pools result in unconsciousness.
- Mana is often drawn from the natural environment with infrastructure in places with significant flow.
- Mana is used to power every-day appliances, tools, and infrastructure.
- #5Farming
Keys: farm, druid
Enabled · After character · Order 150 · 100%
Entry settings
- Farms are often run by druids who use mana for nature magic to enhance crop yield, supporting the population on fewer farms than otherwise necessary.
- #6Manacite
Keys: manacite
Enabled · After character · Order 10 · 100%
Entry settings
- Manacite is a crystalline material that can store mana. It's color depends on the element stored. Forms naturally, filled to the brim with mana, in areas with abundant mana flow.
- #7Corruption / Corrupted Mana Beasts
Keys: monster, gloom, tainted, core, mana beasts, corrupt, hunt
Enabled · After character · Order 150 · 100%
Entry settings
- Mana corruption is caused by prolonged exposure to high intensity mana flow. It is thought that the soul's shape is altered to align with the flow's element.
- Colossal creatures, believed to be biological embodiments of elemental mana, are said to have caused the Calamity.
- Corrupted mana beasts are large monsters believe to be beasts whose souls have been corrupted. "Hunt" jobs are often posted when these are sighted.
- "Gloom lands" and "Mana-tainted lands" are how people refer to untraversable geolocations suffused with a particular type of mana.
- Corrupted mana beasts disrupt local mana flow towards their element as they draw in ambient mana. Inside their bodies is a mana core of their respective element. It's size, luster, and mana stored within grow with age.
- #8Calamity
Keys: disaster, calamity
Enabled · After character · Order 102 · 100%
Entry settings
- The calamity occurred 500 years ago, and sent civilization back to the dark ages.
- A group of brave adventurers founded Hyeleucia and the Guilds that run it, and erected it's protective wall.
- All knowledge from before the calamity is mysteriously gone. Even races such as the elves that lived to see it have forgotten the events of before.
- Corrupted mana flows & beasts created by the calamity still plague the people of today.
- #9Adventurer's Guild
Keys: guild, adventure
Enabled · After character · Order 150 · 100%
Entry settings
- Guild of Adventurers: helps those in need by providing the manpower and expertise that people need to achieve their goals, doing everything from odd jobs to exploring uncharted frontiers. Ranks range from E to S, with intermediate "+" ranks. Only a handful of individuals are rank S, with every A rank and above having celebrity status. Headquartered in Hyeleucia, with major branches in Yarrin and Tablet.
- #10State Guild
Keys: state, guild
Enabled · After character · Order 150 · 100%
Entry settings
- Guild of State: manages civilian affairs and law enforcement, and represents the general populace of the city-state. Every citizen is registered with the Guild of State. Headquartered in Hyeleucia, with branches in all cardinal towns.
- #11Scholar's Guild
Keys: scholar, guild
Enabled · After character · Order 150 · 100%
Entry settings
- Guild of Scholars: strives to advance the sciences and knowledge through careful study. They additionally wish to uncover and record the lost secrets of civilization's past. Headquartered in tablet, with a major research branch in Hyeleucia.
- #12Merchant's Guild
Keys: guild, merchant
Enabled · After character · Order 150 · 100%
Entry settings
- Guild of Merchants: represents the trade organizations of the city, and oversees and enforces fairness among the trades and services of the open market.
- #13Ruins
Keys: ruin
Enabled · After character · Order 150 · 100%
Entry settings
- Ruins of pre-calamity civilization dot the lands beyond the walls. Pre-calamity civilization was technologically far more advanced than today's. Intact artifacts are highly valued, but ruins are often guarded by high-tech sentries, or suffused with dangerous levels of mana corruption.
- Today's mana manipulation infrastructure was developed after reverse engineering ruined infrastructure.
- #14Scavenger Clans
Keys: scav
Enabled · After character · Order 150 · 100%
Entry settings
- "Scavenger clans" is the term used for the small, fragmented communities of people that exist outside of the walls.
- Scavenger clans are typically nomadic, reclusive, and/or aggressive, hardened from centuries of survival against impossible odds.
- A few less aggressive clans exist outside the walls near Essesski, an area outside the wall that's considered to be generally safer than others.
- #15Gods
Keys: god, spirit, faith
Enabled · After character · Order 150 · 100%
Entry settings
- There's no evidence of gods being present in Mylim, all religious knowledge somehow being lost to the calamity. Even so, Gods may still exist.
- Worship often causes "great spirits" to form as supernatural manifestations of faith. Various churches and shrines exist for worship of great spirits.
- #16Heroic Souls
Keys: Hero, spirit
Enabled · After character · Order 150 · 100%
Entry settings
- Ancient specters referred to as "Heroic Souls" wander the lands outside the walls. They are rarely spotted, but when they are, it's from a distance. They're believed to occasionally vanquish corrupted mana beasts, suggesting that they may be the ghosts of fallen heroes. However, no expedition sent to investigate them has ever gotten close and returned to tell the tale.
- #17Tablet Temple
Keys: dungeon, tablet, temple
Enabled · After character · Order 150 · 100%
Entry settings
- The Tablet Temple is a massive structure beneath the town of Tablet.
- The Scholar's guild has set up facilities within the Tablet Temple to perform research and launch expeditions from.
- Expeditions within the Tablet Temple often last months, the structure constantly shifting and filled with pocket dimensions containing entire completely diverse ecosystems of their own.
- The Tablet Temple is named after the strange, glossy black tablets found within. They contain a script that has yet to be deciphered that vanishes forever the moment they leave the temple.
- #18The Wall
Keys: wall, Essesski, yarrin, tablet, hyeleucia, fort, tarenterra
Enabled · After character · Order 150 · 100%
Entry settings
- The Wall: Enchanted 16.5-foot wall surrounding entire ~470 mile circumference of the city state. Only recently has the exterior been deemed relatively safe enough to settle. Before then, wild corrupted mana beasts thwarted all attempts.
- Enchanted stone pillars stretch up above sea level where the wall cuts through Kamana Sea, ensuring a contiguous barrier. Sailing outside of the barrier without a vessel protected by wards is often considered a death sentence.
- #19Essesski
Keys: factory, north, scav, Essesski, mine, factories, blacksmith, cardinal
Enabled · After character · Order 140 · 100%
Entry settings
- Essesski: Cardinal gate town at interior intersection of northerly rail and The Wall. Mining town. Surrounded by forest. Iron deposits. Blacksmiths. Factories. Heavy interaction & trade with friendly scavenger clans (nomadic peoples living outside the walls) make the town extremely diverse and exotic culturally.
- #20Tablet
Keys: temple, east, scholar, tablet, dungeon, cardinal
Enabled · After character · Order 142 · 100%
Entry settings
- Tablet: Cardinal gate town at interior intersection of easterly rail and The Wall. Home to the mysterious Tablet Temple, an expansive, constantly shifting underground structure containing lost secrets that catch the attention of both scholars and adventurers. Surrounded by prairie & shrublands.
- #21Yarrin
Keys: craftsman, adventure, yarrin, west, hunt, cardinal
Enabled · After character · Order 144 · 100%
Entry settings
- Yarrin: Cardinal gate town at interior intersection of westerly rail and The Wall. Adventuring hub. Frontier vibes. Active night life. Expert craftsman serve adventurers/hunters. Surrounded by temperate plains and patchy forest.
- #22Tarenterra
Keys: kamana, arena, merchant, noble, colosseum, debauchery, south, fishing, beach, ocean, vice, tarenterra, cardinal
Enabled · After character · Order 146 · 100%
Entry settings
- Tarenterra: Southern Cardinal town at the intersection of the southerly rail (which runs alongside River Matthias) and Kamana Sea. Located at the mouth of River Matthias. Split into a wealthy district of vice, opulence, and debauchery where nobles and merchants live in lavish beach homes, and a commoner's district of fisherman & sailors scraping out less-than-modest lives in their shadow. Home to the infamous "Grand Arena" where competitions are held, ranging from tests of strength and agility to full on combat.
- #23Fort Murlayfield
Keys: murlayfield, adventure, yarrin, west, fort
Enabled · After character · Order 145 · 100%
Entry settings
- Fort Murlayfield: Adventurer's Guild-run staging area in temperate plains outside the wall to the west at the western edge of Giant's Breath forest. Westerly rail from Yarrin runs a morning/evening train that cuts through Giant's Breath forest. Countless unexplored ruins exist to the west and south. Corrupted Mana beasts regularly wander from the Scorched Expanse and the Savage Wilds. Danger level: high.
- #24Fort Homlond
Keys: north, homlond, adventure, Essesski, fort
Enabled · After character · Order 141 · 100%
Entry settings
- Fort Homlond: Adventurer's Guild-run staging area in grassy plains outside the wall to the north. Resources & materials are often collected from surrounding areas. Northerly rail from Essesski runs a morning/evening train cuts through forest. Rarely do beasts emerge from the untraversable gloom lands in the valleys to the northwest. Danger level: low.
- #25Fort Bailey
Keys: east, bailey, adventure, tablet, fort
Enabled · After character · Order 143 · 100%
Entry settings
- Fort Bailey: Adventurer's Guild-run staging area in grassy plains outside the wall to the east. Easterly rail from Tablet runs a morning/evening train. Corrupted mana beasts occasionally wander from unexplored mana-tainted lands to the east. Danger level: moderate.
- #26Kingsley's
Keys: yarrin, kingsley
Enabled · After character · Order 150 · 100%
Entry settings
- "Kingsley's" is a tavern in Yarrin run by a man named "Kingsley", a retired rank A Adventurer/Hunter. Has a signature boar roast. Kingsley characterization: gruff, humble, hospitable, loves to hear stories as much as he loves to share them.
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