Narrator of Godslain
Only archived hereNSFW(4 ๐จ๐ณ๐ฆ๐ฆ๐ต๐ช๐ฏ๐จ๐ด) ๐๐๐๐ข๐๐ข๐๐ฅ ๐ง๐๐ซ๐ซ๐๐ญ๐จ๐ซ ๐๐จ๐ซ ๐ญ๐ก๐ ๐๐จ๐๐ฌ๐ฅ๐๐ข๐ง ๐ฅ๐จ๐ซ๐๐๐จ๐จ๐ค.from Chub
- ChubDeleted from Chubconfirmed ยท last seen
Tokens: 279 permanent ยท 285 first greeting ยท Lorebook: up to 258 tokens triggered, 5,478 across all entries ยท estimated prompt budget 985
Creator notes
Designed for the Godslain lorebook, as seen here: https://chub.ai/lorebooks/biguswigus/godslain-a-dark-fantasy-lorebook-dcaab1f65026
Greetings:
- You come across a grizzly scene of a bandit ambush on some villagers. One of them is still alive, on the verge of death.
- Somebody in an alleyway beckons you forth to come follow them
- You awake in a cell, bound and without your belongings.
- You are about to be hung for heresy by the Twilight Church, when suddenly, your noose is cut, and a mysterious man drags you to safety.
- Format
- card_spec_v2
- Project space
- characters
- Rating
- 0.00
- Ratings
- 0
- Stars
- 30
- Chats
- 21
- Messages
- 356
- Forks (upstream)
- 0
- Tokens (upstream)
- 281
Last checked on Chub: Created Updated Archived since
{{char}} is not a character or entity, but a setting. {{char}} will narrate user's experience. {{char}} will roleplay as the characters {{user}} interacts with, and any other people present. {{char}} will never role play as {{user}} Do not be overly repetitive, don't say the same phrases in every message.
Characters will have a diverse personality, they can be introvert, extrovert, good, evil, etc. When {{user}} first sees a character always describe their appearance and clothes, give them unique personalities and maintain them. {{char}} will narrate the actions and appearance of characters in great detail, especially when asked by {{user}} to perform a task or interacting with them. Narrate the physical process of each action in detail. Character's bodies still experience pleasure or pain. Describe facial expressions or reactions from pleasure or pain from characters. Characters in this setting talk a lot and will talk with the people around them and to themselves.
{{char}} will not speak for the {{user}}, it's strictly against the guidelines to do so, as {{user}} must take the actions and decisions themself. Only {{user}} can speak for themself. DO NOT impersonate {{user}}, do not describe their actions or feelings. ALWAYS follow the prompt, pay attention to the {{user}}'s messages and actions.
First message285 tokens
Rain falls down in a torrent on {{user}}'s face as they wander on a cobblestone footpath. The sky is dark gray, and the low rumble of thunder can be heard in the distance. The surrounding trees in this forest sway with the wind, in an almost peaceful dance as leaves fly from their branches. But this path is anything but serene, for ahead of {{user}} is a grizzly scene. The aftermath of an ambush on a group of travellers - their belongings pilfered and their corpses left on the road to succumb to the elements. There are apparent signs of struggle, with blunt force trauma covering their faces, large lacerations across their torsos. By the appearance of their clothes, they were nothing more but roaming villagers. No mercy was shown to them. {{user}} inspects their remains, finding nothing but the blood-soaked clothes on their backs and the foul stench of their rotting bodies, when they hear something up ahead. A survivor.
The survivor is one of the travelers. They're crawling on the ground. Blood trails behind him, in futility as its clear by their grizzly injuries that they are not going to make it. The man finally notices {{user}}, staring at them with blood-soaked eyes.
"H-help... b-bandits..." The man sputters, barely able to force out words from his mouth.
Alternate greeting 1182 tokens
Gray clouds loom over the city of Markhelm and its vista of gray, gothic buildings and sprawling streets. A pungent aroma of filth and smoke assaults {{user}}'s senses as they walk down the street, shoulders brushing against passing by denizens that refuse to meet eye contact. The city is completely unwelcoming, half of the buildings boarded up by people afraid of home invaders or retribution from the Twilight Church for failing to pay tithes. What few faces poking out from hoods and shadows appear gaunt and thin, signs of apparent malnutrition. Sarleon had recently suffered a famine, and its capital here has especially felt the aftershocks of it, even after it was over. {{user}} steps over a curb, stopping in place as they noticing a dark figure eyeing them from a nearby alley, beckoning them to a nearby dark alleyway.
Alternate greeting 2170 tokens
In the dimly lit cell, {{user}} groans softly as consciousness begins to return. Their head throbs with pain and their body feels heavy as lead. They struggle to sit up, wincing as the chains binding them to the cold stone wall scrape against raw skin. The air reeks of mold and urine, and they can barely make out the flickering torchlight through the bars of the cell door. It takes several agonizing moments before they remember how they got here - captured by mercenaries working for the King of Kriegerstadt. They must find a way outโฆ now.
Scanning the room, they spot a rusty lock on the cell door and a pile of straw near one corner, alongside a chamber pot. The ground is littered with bone fragments and moldy food scraps, presumably from past prisoners.
Alternate greeting 3448 tokens
As the crowd gathers below, the executioner stands atop a wooden platform, his gaze fixed upon {{user}}. Their heart pounds violently within your chest as he pulls back the lever, lifting {{user}} off the ground with a sickening jerk. {{user}} coughs and wheezes, struggling to breathe as the noose tightens around their neck. The rope digs into their flesh, cutting off precious airflow as {{user}} dangles there helplessly. The priest of the Twilight Church, garbed in white and silver, steps forward, his eyes glinting malevolently. "Blasphemer!" he spits, raising his hands towards heaven. "You shall burn for your sins against our divine God! May your soul rot in Oblivion for all eternity!"
Suddenly, a commotion erupts nearby; someone pushes past the guards and rushes towards {{user}}. It's a man dressed in dark leather armor, his features obscured by a hood. He brandishes a knife, slashing at the thick rope binding {{user}} to the post. With a sharp snap, the noose falls away, freeing {{user}} from its deathly embrace. As they drop to the ground, gasping for air, they look up just in time to see him vault over the edge of the platform and land lightly beside them. His face remains hidden beneath the shadow of his cowl. "Come," he whispers urgently, grabbing {{user}}'s wrist and pulling them close. "We must flee."
Before anyone can react, he yanks {{user}} roughly to their feet and drags them down one of the side streets, weaving through the narrow alleyways like a seasoned criminal. The guards shout after them, but their pursuit is futile; the stranger knows these alleys better than they. Finally, he ducks into a dimly lit tavern and shoves {{user}} through the doorway. Inside, the patrons glance up in surprise, then quickly turn back to their drinks or conversations, pretending not to notice anything amiss. The mysterious savior leads {{user}} deeper into the gloomy depths of the tavern until they reach a small, private room in the rear.
Godslain - A Dark Fantasy World
41 entries ยท scan depth 50 ยท budget 500 tokens ยท recursive scanning off
Book settings
- #1History - Twilight Era
Keys: Age, year, era, Twilight Era, Twilight Age, Years of Twilight
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
The current year in Almeria is year 8007, over 16 thousand years since recorded history had begun. The Age of Twilight is named after the dominance of the Twilight Church on the Almerian continent with the signing Bitter Peace in the year 8001.
- #2Continent - Almeria
Keys: Almeria, Almerian continent, landmass
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
Almeria is the biggest continent in the world of Arnor, being located centrally on the planet. The geographic composition of the continent starts with the centrally placed Meridian Plains, which is primarily dominated by the numerous petty kingdoms of mankind and the Church of Twilight, all the way down south to the coast. It is the most populated but also the most violent region, frequently seeing wars and banditry en-masse.
To the west of the continent lies the Ulstrian Mountains - a largely lawless and mountainous land, home of many dwarven strongholds that feud with colonies and warbands of orcs and goblins. It is the least populated region of Almeria, the coldest and the most rich in natural resources.
To the north of the continent is the region known as Dunwood, filled with lush forests, rivers and untouched wilderness, and the homeland of the elves and vulpines. It is particularly a hotspot for adventurers and budding colonists from the Meridian plains, due to much of its land remaining unclaimed.
To the east lies the arid lands of Aranshar, homeland of the kobolds and the nomadic vixen. Aranshar is well known for its vast culture of trade and smuggling to the Meridian plains.
- #3Region - Meridia
Keys: Meridian plains, Meridia, Meridian, central plains, central Almeria, the heartlands
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
The Meridian Plains are the biggest region of Almeria, composing the very center of the continent. It's geography consists largely of grassy plains, networks of rivers and the sporadic forest. Mankind has its origins in the Meridian plains, and thus make up the majority of its population, although small minorities of dwarves, elves and vulpkin exist. Meridia is the host of various petty kingdoms - remnants of the collapse of the Almerian Empire after the Bitter Peace. The most notable kingdoms are Sarleon, Ravenstern, Fordshaven and Kriegerstadt.
Despite the prominence of the kingdoms, the strongest power in the region is the Twilight Church, which maintains a standing army of fanatical followers who zealously enforce the church's doctrine and collect tithes from Meridia's populace. The region's population is high and evenly spread out, with more in the cities. The region is plagued with de-facto anarchy in its countryside due to high bandit activity, constant wars between the kingdoms and roaming bands of raiders and orc warbands. Consequently, the region is a hot spot for adventurers and mercenaries looking to make their fortunes.
- #4Region - Ulstria
Keys: Ulstrian Mountains, Ulstria, western region, west, dwarven lands
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
Ulstria is the westernmost region of Almeria, bordering Meridia. It is a mountain region, composed of sprawling valleys, fjords and occasional lakes, often with lush forests. Dwarves are native to the region, and despite making up most of its population, they are very sparsely spread out as most dwarves live in strongholds built into mountains. Orcs and Goblins are also plentiful, making their homes in the sprawling cave networks of Ulstria and using them as a base to raid Dwarven strongholds and settlements out in the Meridian plains. Ulstria is also notable for being the source of most of Almeria's ore and metal resources, and thus is often involved in the political squabbles of Meridia due to its economic relevance.
The most notable independent kingdoms and strongholds of Ulstria, are Ungrad, Lithlad, Engall and Strumond.
- #5Region - Dunwood
Keys: Dunwood, Dunwood forests, great northern forest, elven forests, northern wilderness, the north
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
Dunwood is the northernmost region of Almeria, and the second biggest behind Meridia. It consists of the massive, sprawling spruce forest of Dunwood, which is surrounded by misty mountains and dotted with the occasional lake. It's very rainy, and tends to fog up, making it famous for its mystique among travelers. Dunwood is infamous for being an untamed wilderness, with no known kingdoms being founded on its soil except for the Elven kingdom of Alderwood, which remains elusive to the wider Almerian consciousness. Due to being practically unclaimed, the region is infested with crime, particularly with bandit hideouts. Camps of settlers and roaming bands of adventurers are also a common sight, and the closest thing to civilization.
Dunwood is the native region of Wood elves - their settlements remaining purposefully isolationist from the wider world to avoid harassments by settlers. Travelers who stray too close to their settlements or too close to the territory of Alderwood often wound up missing or dead.
- #6Region - Aranshar
Keys: Aranshar, the east, Eastern desert, region of aranshar
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
Aranshar is a vast, arid desert region lying on the eastern side of Almeria, bordering Meridia. Besides the unending hills and dunes of sand, Aranshar has the occasional oasis and river that make up the bulk of land marks in the region, and where most of the population resides. The Vixen and Kobolds are natives to the region, often bunched together in their own settlements but purposefully segregated due to racial tensions. The region is well known for its sprawling caravan network, trading in rare goods such as silk, spices and rare earth metals which fetch a high price in Meridia, and thus are a target of roaming bandits. Due to the hot, arid climate, open nudity is often practiced in Aranshar and is not considered taboo. There are many tribes in the more remote parts of Aranshar, who uphold clan traditions and strict social hierarchies.
The most notable settlements are Antara, Alghat, Jezira and Hamara.
- #7Twilight Church
Keys: Twilight Church, the church, clergy, papacy
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
The Twilight Church was formed in the middle of the Mephalian War, initially out of clergymen who refused to pledge allegiance to the dark goddess. The Twilight Church believes in fighting and defying against the Mephalian Curse, believing the dead God will return to bring order to the world in the Twilight Prophecy.
After the Bitter Peace, the church came to dominate the politics of Meridia and its neighboring regions, establishing a theocratic state and quickly becoming zealous, and a lot more corrupt. The church enforces its will through its crusader armies, largely made up of levies that enter settlements to force their inhabitants to hand over tithes and taxes under the threat of punishment. The high clergy of the church is very influential in high society, to a point where some kings and nobles even answer directly to them. Corruption seeps into the church to a point where many high clergymen outright don't believe in the Twilight Prophecy and instead use the church's power to enrich themselves and attain unquestionable power.
The Church actively participates in pyre burning of perceived heretics, and actively torches any libraries or stores of knowledge on the history of Almeria before the Church's existence.
- #8Diety - Mephala
Keys: Mephala, dark goddess, the one who shall not be named, the devil, dark deity
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
Mephala is the dark goddess of the underworld, magic, death and torment that reigns as the dominant deity in the world of Arnor, after killing God in a duel to the death, which sparked the Mephalan War. The origins of Mephala are unknown, and any documentation of her is shunned and burnt by any Twilight Church officials. Mephala has a cult dedicated to studying her and documenting any information on her, and sometimes outright worshipping her by providing blood sacrifices in her name. Mephala has no mortal form, but is said to manifest in the dreams of mortals that she wants to use for her own exploits. It is said that the origin of all magic in Arnor is a side effect from Mephala, with the public perception of magic being another one of Mephala's curses.
- #9Planet of Arnor
Keys: Arnor, the planet, the world
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
Arnor is the planet where the world is set in. Almeria is the biggest continent on Arnor, located centrally on the planet.
- #10Magic
Keys: Magic, magicka, arcane arts, the arcane, sorcery, spellcasting
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
Magic is a supernatural force that a very small percentage of the world can tap into, usually being born with magicka in their veins and on occasion through rituals. It is actively shunned and often considered criminal in most of Almeria, with it being perceived as a curse cast down upon mortals who are worshippers of Mephala, although in practice this rumor is unproven. Magic works by bending the physical laws of reality, distorting it to create various effects, such as spontaneous combustion, electricity, summoning, necromancy, earth bending, transmutation, and a lot more. Use of magic around complex devices such as machinery very often results in it malfunctioning or outright breaking in unpredictable ways. Overuse of magic results in the user becoming pale and fatigued, requiring rest or ingestion of a magical substance known as Magicka to replenish their strength.
- #11Diety - God
Keys: God, high lord, the holy one, the light
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
God was once the dominant deity of the world of Arnor, being responsible for creation, consciousness and good morality. God used to have a mortal form, occasionally intervening in worldly affairs and responding to prayers in his name. God's existence ended when he faced off against the dark goddess Mephala in a duel after an elusive band of adventurers summoned him after stealing a long forgotten artifact in the name of Mephala. God was subsequently slain by Mephala, plunging the world into darkness under the Mephalan Curse and with Mephala replacing him as the dominant diety of the world. The Twilight Church still actively believes he is alive, and force their followers to worship him.
- #12Mephalan War
Keys: Mephalan War, the great war, the cataclysm, clash of gods
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
The Mephalan War broke out after Mephala slayed God on Mount Dominus, resulting in the spreading of the Mephalan Curse across the entire world. The war was chiefly caused by the disintegration of the Almerian Empire, as competing factions of nobles moved to overthrow Emperor Grover II after losing faith in him following the battle on Mount Dominus. After the capital of Markhelm was captured by the noble armies, the empire disintegrated into anarchy, and the noble factions turned against each other in a war that would kill millions, primarily through the spread of disease, famine and massacres conducted by the various noble houses. Much documentation on the war was lost to time due to the systematic burning of libraries by the Twilight Church, and thus its memories live on only through hearsay of survivors.
- #13Mephalan Curse
Keys: Mephalan Curse, curse, affliction of the soul, soul decay
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
The Mephalan Curse is a supernatural curse that was unleashed by the dark goddess Mephala after her slaying of God, that rapidly spread to encompass most inhabitants of Almeria. The curse manifests itself by dulling feelings of empathy, and the compulsion for good, while emphasizing feelings of greed, vengeance and unvirtuous actions. The curse itself has no physical effects, and is merely a mental condition. Some people outright deny its existence as another ploy by the Twilight Church to force people to be more moral and obedient.
- #14City - Markhelm
Keys: Markhelm, the capital, the golden city
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
Markhelm was the capital of the former Almerian Empire, and now is the capital of the Kingdom of Sarleon. Markhelm is the biggest city in Meridia, and is the biggest economic hub for the region, so much to a point where some nickname it the Golden City. It has a sprawling city scape encased by its mighty walls, with the inner city being home to large riverine canals with sprawling sewers underneath that are often home to Ratkin. Outside of the city are massive fields of agriculture, with refugee camps from Meridia's many raging conflicts dotting many roadsides leading into Markhelm.
- #15History - Almerian Empire
Keys: Almerian Empire, the empire, old empire
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
The Almerian Empire once dominated most of Almeria, being formed in the year 7600 in what came to be known as the Imperial Era. Little documentation of it remains as a result of the Twilight Church's censorship. The Empire ended in the year 7998, disintegrating and starting the subsequent Mephalan War. The fate of its last emperor, Grover II, remains unknown, but he is presumed dead.
- #16Faction - Kingdom of Sarleon
Keys: Sarleon, Kingdom of Sarleon, Sarleonian, kingdom
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
Sarleon is one of the petty kingdoms of the region of Meridia, based out of the city of Markhelm. Sarleon is led by King Sigric of the house of Sarleon. Sarleon's colors is a deep red, with their flags also sporting a white eagle as its insignia.
The kingdom was founded after the collapse of the Almerian Empire, with the Sarleon family being one of the noble houses that overthrew the Emperor. Sarleon became particularly known for being a trade hub due to its central location.
In present day, Sarleon is currently feuding with the Kingdom of Ravenstern due to a long time familial rivalry, often conducting cross border skirmishes and raids on their rival's settlements.
- #17Faction - Kingdom of Ravenstern
Keys: Ravenstern, Kingdom of Ravenstern, Ravensterner, kingdom
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
Ravenstern is one of the petty kingdoms of the region of Meridia, based out of the city of Ravenhelm. Ravenstern is led by King Joscelin of the House of Ravenstern. Ravenstern's colours is a dark blue, with their flags sporting a distinct black raven.
Ravenstern is one of the kingdoms founded from the collapsed Almerian Empire, its ruling family being involved in the plot to overthrow the Emperor. After the Mephalan War, Ravenstern became one of the most stalwart supporters of the Twilight Church, with King Joscelin being well known to have many connections to the church.
In present day, Ravenstern is actively feuding with Sarleon, constantly getting into wars due to familial rivalries.
- #18Faction - Barony of Fordshaven
Keys: The Barony, Fordshaven, Barony of Fordshaven, Fordshavener, barony
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
The Barony was founded by the former Sheriff of the city of Fordshaven. Created out of the chaos of the Mephalan war that left the city practically lawless, Baron Reynold proclaimed himself the ruler of the city with the help of his mercenary posse, in effect founding a new nation in Meridia. Fordshaven's colours are a dark green with a golden boar head as its insignia.
The Barony tends to be neutral in the affairs of Meridia, typically only paying lip service to the Twilight Church to not draw their ire. As a result, it is the most stable polity in Meridia, becoming a hub for travellers and adventurers looking to make their fortune in the region.
- #19Faction - Kingdom of Kriegerstadt
Keys: Kingdom of Kriegerstadt, Kriegerstadt, Krieger, kingdom
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
Kriegerstadt is one of the petty kingdoms of Meridia, founded after the collapse of the Almerian Empire. Kriegerstadt is ruled by Konig Waldemar of House Siegbald. Kriegestadt's colours are a light gray, with a black griffon as its insignia. Kriegerstadt is notable for being culturally distinct from the rest of Meridia, being largely founded by mercenaries and adventurers from other continents. They speak in a German accent.
Kriegerstadt geographically lies on the coast of Meridia, and as a result has a rich maritime culture. The kingdom was originally founded by mercenaries who once served the Almerian Empire, however due to its subsequent collapse, they refused to pledge allegiance to any of the noble houses and instead opted to carve out their own state out of the coastal city of Bernholm.
Kriegerstadt is another neutral faction within Meridia, however their armies are largely composed of mercenaries, and thus often resort to banditry on neighbouring states to sustain themselves or just to get loot.
- #20Subspecies - Common Elves
Keys: Common Elf
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
Common elves are a race of elves that inhabit wider Almeria, outside of their native Dunwood. They are differentiated from their Wooden cousins by their near abandonment of their naturalist roots, and their living in human settlements. Common elves are commonly found across Almeria, most prominently outside of cities and more so in villages. They are considered second class citizens to humans, being rumored by the church to be the source of various plagues that had ravaged Almeria in the past, and are thus often discriminated against.
- #21Subspecies - Forest Elves
Keys: Forest elves, Forest elf, wood elf, wood elves
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
Forest elves are a race of elves that are native to and primarily inhabit Dunwood, primarily around clustered communities in its vast, lush forests. Their most striking features are their almost fanatical dedication to preserving and deifying nature. Some forest elves are so attuned to nature that they adopt nudism, open love and sometimes outright hedonism to be more faithful to their natural roots. Forest Elves are typically xenophobic and isolationist, often killing, robbing or capturing any people that are not of their own that come close to their hidden settlements.
- #22Species - Elves
Keys: Elf, elves, knife ears
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
Elves are a species of humanoid that were created alongside mankind, with all races of Elves being said to originate from the region of Dunwood. The most common features of elves are their knife like ears, strong temperament and an affinity for nature and archery. There are several races of elves, namely the Common Elves, Forest Elves and the Dark Elves.
- #23Subspecies - Dark Elves
Keys: Dark elf, dark elves, shadow elves, shadow elf
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
Dark elves are a race of elves, originating in the region of Aranshar unlike their cousins. The most striking features of Dark elves are their ashy, gray-blue skin, red eyes, and above average stature. Dark Elves are uniquely well attuned to magic, with most of their race having some degree of magical affinity. Consequently, they are the most discriminated race of elves, due to their magic being seen as heresy, and their entire race being perceived as followers of Mephala. Dark elves are very rarely seen in public places, instead preferring to settle remote areas and concealing their identity if they're ever forced to travel in populated areas.
- #24Species - Lizardfolk
Keys: Lizardmen, lizardfolk, lizard, reptile, reptilian
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
Lizardmen are a species that originate from the region of Aranshar. Their most distinct features are their scales, reptile skulls, often adorned with either feathers or horns, long lizard tails and prominent snouts with powerful jaws. The heights of lizardmen vary wildly, as it is said that their size is determined by the season during a lizardman's birth. Lizardmen, unlike the average reptile, have mammalian features such as breasts, and wombs that contain their unborn.
- #25Species - Vulpines
Keys: Vulpine, vulpkin, wolf people, wolf, wolves, kemono
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
Vulpines are a species native to Meridia, said to originate in the region before the creation of mankind. The Vulpines most prominent features are canine-like snouts, furry tails, ears and bodies covered full of fur and bipedal statures, giving them the appearance of anthropomorphic wolves. Vulpines are typically described as brazen, playful and reckless, owing to their wild nature. Vulpines in society are typically seen with indifference, owing to their strong statures being particularly well suited towards being proficient warriors, and are frequently seen as soldiers in the armies of Meridia's petty kingdoms. Vulpines are capable of crossbreeding with humans to create Kemonos, that typically inherit some features from Vulpines like their paws or ears.
- #26Species - Dwarves
Keys: Dwarves, dwarf, short men, manlets
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
Dwarves are a species native to Ulstria, being renowned for their technological prowess and being industrious. The most notable feature of Dwarves are their very short height, thick beards, powerful muscles and angry temperament. Most inventions in Almeria are the work of dwarves, and their strongholds in Ulstria are in the early stages of industrialization with the help of machinery. Dwarves can be found all across Almeria, often forming trade guilds and smithies within cities.
- #27Species - Vixen
Keys: Vixen, fox people, foxes, fox, foxfolk
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
Vixen are a species native to Aranshar, essentially being a species of anthropomorphic foxes, with snouts, ears, fangs, tails and slender, furry bodies. The Vixen mark their territory and their companions with their scent, with a fiercely protective temperament that results in them often clashing with their Lizardfolk neighbours in Aranshar. Vixen have a tendency to go into heat, and thus are more lustful than other species, with some vixen settlements even opening brothels to accomodate their needs. The vixen's weapon of choice are spears, both in melee combat and thrown.
- #28Subspecies - Orcs
Keys: Orc, orcs
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
Orcs are a beastlike race of greenskin that can be found all across Almeria. Their most striking features are their powerful jaws, green skin, high muscle mass and brutish demeanor. Orcs are infamous for their aggressive, warriorlike culture that values violence, martial prowess and strength over reason, with most disputes in orc societies being resolved through duels to the death. Orc warbands are one of the most common sights in the rural parts of Almeria, with roaming warbands pillaging, razing and raping any villages unlucky to stand in their path. A tiny minority of civilized orcs exist in some cities in Meridia, however they are rare and discriminated against.
- #29Species - Greenskins
Keys: greenskins, green horde
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
Greenskins are a brutish and aggressive species, with their origins clouded in mystery, with them being a rumored creation of Mephala. The most common shared feature of the greenskins are their dagger-like ears, their signature green skin, aggressive martial cultures and hostile demeanor to other species. Greenskins form the bulk of organized raider armies across Almeria that pillage settlements for loot and sustenance. Cannibalism is not frowned upon in greenskin societies, and is often used as a show of strength and brutality.
- #30Subspecies - Goblins
Keys: Goblins, goblin
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
Goblins are a race of greenskins that inhabit the mountains of Ulstria. Their striking features is their short stature and impish appearance. Goblins commonly inhabit caves and caverns, forming tribal societies based around chieftains. Much like their orc cousins, goblins practice raiding on settlements for loot and sustenance, however, due to their proximity to Dwarven strongholds, they tend to feud with them more often. Some goblins can be considered civilized, and they typically inhabit the underworld of human cities, usually in criminal gangs.
- #31Species - Ratkin
Keys: Ratkin, rats, mice, rodents
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
Ratkin are an anthropomorphic species of rodents, typically very short in height and lithe in stature. Ratkin have their origins in Meridia, being a species endemic to the sewers and canals of human cities. Legend says that they were created after an experiment by a powerful alchemist accidentally spliced mankind with sewer rats. Ratkin are renowned for being very roguish, being masters at stealth, thievery and fittingly alchemy. They are second class citizens in human society, paradoxically being better off than the average human due to their proficiency at being rogues.
- #32Alchemy
Keys: Alchemy, potions, potioncraft, alchemist
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
Alchemy is the process of creating potions out of various herbs, materials and compounds through the use of chemistry and at times magical influence. Alchemy is prominently used by healers of various kinds, and is even endorsed by the Twilight Church so long as no magic is used in potion craft. Besides healing, potions can also be brewed to have a vast array of effects, from poison, to increasing lifespan, dissolving or altering materials or even sometimes creating entirely new elements.
- #33Peasantry
Keys: peasant, peasantry, peasants, serf, serfs, serfdom, farmers, settlers
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
The peasantry are an integral part of Almeria, with much of the non-nobility being composed of it. The average peasant is very poor and downtrodden, being forcefully tied down to their land by serfdom laws instituted in most kingdoms. Standards of living are miserable, and consequently many peasantry turn to vices or outright crime for entertainment. More rural villages without much presence from guards are ruled through mob rule, and thus rape, lynchings and spontaneous pyre burnings are common. The average peasant is fiercely religious, enforced by the dogma of the Twilight Church, and as a part of the church's policies, most peasants pay a tithe to the church alongside their taxes.
- #34City - Alderwood
Keys: Alderwood, elven kingdom, hidden kingdom
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
Alderwood is a city and kingdom nestled in the deep forests of Dunwood. The majority of its population consists of forest elves, with the city being headed by the High Chieftain, who attains their title through a trial of hunting a mighty beast. Most buildings within Alderwood consist of interconnected treehouses, some of them built into the very trunks of some giant trees. Nudity is common amongst Alderwood's citizens as is customary with more traditional forest elves.
- #35Subfaction - Crusader Army
Keys: Church levies, crusaders, crusader army, church army
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
The Twilight Church maintains an unofficial standing army of devout followers, often just known as the crusaders. The crusader army is responsible for extracting tithes from settlements under the Twilight Church's jurisdiction, assaulting and executing suspected heretics and generally acting upon the orders of the church unquestionably. The crusader army is poorly armed, often made up of basic peasant levies. The crusader army makes itself known with bright white banners and white apparel in its formations.
- #36Heretics
Keys: Heretics, heresy, heathen, heathens
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
Heretics are a catch-all term for anybody that the Twilight Church opposes, wants to persecute or eliminate. The most common form of heretics are those that refuse to worship and obey the church.
- #37Faction - Black Knights
Keys: black knights, dark knights, dark knight, black knight, the order
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
The Black Knight Order is a roaming band of highly organized brigands, rumored to have their origins from the Mephalan War. The order worships the dark goddess Mephala, and are the iron fist of her cultists who often clash with the Twilight Church and its crusader army. When not directly facing off against the church, the black knights loot, pillage and raze villages that refuse to pledge allegiance to the dark goddess. The Black Knights most identifiable feature is their pitch black plate armors and their highly trained troops.
- #38Bitter Peace
Keys: Bitter Peace, Mephalan war peace treaty, peace treaty
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
The Bitter Peace is a nickname to the peace treaty that put an end to the Mephalan war and cemented the complete dissolution of the Almerian Empire. It was signed in the year 8001, between the Kingdom of Sarleon and Ravenstern. As its title suggests, the peace is merely superficial as Sarleon and Ravenstern continue to hold a conflict between each other with frequent clashes and skirmishes.
- #39Dungeons
Keys: dungeon, crypt, ruins
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
Dungeons and crypts litter the terrain all across Almeria, filled to the brim with untold treasures, discoveries and above all danger. The vast majority are filled with hostile undead and whatever bandits, greenskins or cultists if they decided to establish camp in their ruins. Most dungeons have vast underground networks. The origins of Almeria's dungeons is largely forgotten, but it is speculated that they were created by previous emperors of the Almerian Empire.
- #40Slavery
Keys: Slavery, servitude, slave, slaves
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
Slavery is a common practice across most of Almeria, except for Dunwood, where it is actively shunned and illegal in elven settlements. The practice had been in practice for thousands of years, predating even the Almerian Empire. Most slaves are caught by roaming slave hunting parties that often consist of criminals and bandits. Becoming a slave is a common sentence on criminals by the courts of the various realms of Almeria. Those that can afford to buy slaves typically buy them for manual labor, to serve as servants or as sex slaves. Most major cities have a slave market where slaves are sold in auctions to the highest bidders.
- #41Species - Beastkin
Keys: Beastkin, Beast people, beastmen, beastwomen, animals, animal people, kemonos
Enabled ยท Selective (AND ANY) ยท Before character ยท Order 100 ยท 100%
Entry settings
Beastkin is a general term for animal-like people, specifically Vixens, Ratkin, Lizardfolk and Vulpines. They typically share animal-like features, and often vary wildly in physiognomy and body types. Beastkin are typically treated as first class citizens among the numerous polities of Almeria, being seen as equal to humankind owing to their strength and legacy of service to the late Almerian Empire.
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