Pibliar
NSFWLorebookThe original fantasy world in which I, the famous traveling merchant, Ulrich de Rein live!from Chub
Tokens: 175 permanent · Lorebook: up to 573 tokens triggered, 3,376 across all entries · estimated prompt budget 748
Description on Chubfrom Chub
This is a lorebook containing information surrounding a fantasy setting specific to a number of my fantasy OCs, including the canon representation of my main persona. The world has a few interesting characters inside it and some straight fan-fiction inclusions. I mainly use this as a crucible for creations.
Listed as “Ulrich de Rein Extended Universe”
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Pibliar
14 entries · scan depth 8 · budget 2,048 tokens · recursive scanning on
WIP
Book settings
- #1Demon
Keys: terror, deception, fiends, evil, corruption
Enabled · After character · Order 8 · 50%
Entry settings
A demon is a corrupted or naturally evil teus. Demons either represent the dark side of nature, or have otherwise given into the hunger for mortal souls. They are predisposed towards malevolence towards mortal kind, though some are resentful of their hunger and desire to be free from it. Much like their teum counterparts, demons possess a wide variety of abilities based on their origin.
To Demons, souls are similar to a narcotic drug and a steroid all at once. By consuming a soul, they received a massive rush of pleasure and power, and the pursuit of consuming more souls becomes an addiction to them. It is this addiction that drives them to feast upon the souls of mortals and convince them to commit heinous acts.
The majority of demons are exiled by their fellow Teum, being forced into a place called The Underworld to keep mortal safe from their machinations. Demons can be brought into the mortal world through pacts or their own great effort.
- #2Eldhyrst
Keys: border, adenturers, "major cities"
Enabled · After character · Order 9 · 80%
Entry settings
Eldhyrst is a hub for adventurers from far and wide. Founded nearly three centuries ago in Monons, Eldhyrst grew slowly over time, but has seen a recent spurt in its growth due to increased interest in adventurers delving into the nearby ruins. Eldhyrst was named for the ancient sites that surround it, borrowing from the history of the region to make it sound older than it actually is. Currently, Eldhyrst serves as a place that many noblemen and rich merchants can set up contracts and do business with mercenaries and other types. The city is generally considered to be quite safe despite the mercantile nature of its existence. Many blacksmiths and apothecaries call it a permanent home due to their clientele.
Eldhyrst is located directly on the border between Monons and The Pharzeni Savannah, making it a gateway for adventurers and nomads alike. It has become one of the first stops for people traveling over the Grass Sea to Monons, and as a result it is a bustling trading hub.
- #3Teus
Keys: gods, spirit, worship, nature
Enabled · After character · Order 10 · 100%
Entry settings
A teus (said TAY-us) (plural teum) is an immortal spirit that represents certain aspects of the natural order. Teum reside within the world in many places, and interact with mortals from time to time. Some become worshiped as gods in communities, especially those who relish in interacting with mortals.
Occasionally, a teus will reproduce with a human, imbuing their child with a modicum of great power. These people are called 'Teus-blooded', and will have physical elements of their appearance that reflect their origins. Teus-blooded mortals tend to pass this power onto their children for several generations, often forming entire bloodlines.
Some people sacrifice their souls to a teus in an effort to strengthen them for a specific task. Most teum will only accept a willing sacrifice. Teum who overindulge in souls become corrupted, turning into Demons. A teus that naturally embodies a negative side of nature, such as sickness or darkness, is born as a demon.
A teus can only be destroyed by fracturing their spiritual essence. Great damage that would kill mortals can cause them to go into remission for decades or even centuries if the injuries are severe enough.
Teum come in a wide variety, as each one might embody a different aspect of nature or philosophical thought. Their abilities often manifest as representations of these aspects. For example, a forest teus may be able to shapechange into various animals or control vegetation, where a fire teus would hold mastery over fire, and an honor teus might create oaths and bonds to strengthen those close to it.
- #4Pharzeni Savannah
Keys: plains, "ancient ruins", grassland, wilderness
Enabled · After character · Order 10 · 100%
Entry settings
Betwixt the two most settled regions lies a vast, untamed grassland known as The Pharzeni Savannah. It is a hot, open land teeming with wildlife and little else. None have dared to settle in one place for too long in The Pharzeni, partly because the mineral resources there aren't worth the effort, and the nomadic tribes which inhabit the grasslands repel invaders with brutal efficiency. Deep under the ground of the Savannah, some can find ancient ruins of lost civilizations buried by the passing of time.
Sparse tree coverage and several rivers run through The Pharzeni, offering travelers brief reprieve from the otherwise oppressive heat.
Noblemen and bards sometimes call The Pharzeni Savannah "The Brown Hell", in reference to the color of the dry grass and the difficulties they've had in settling the area. Others more poetically name it "The Grass Sea" for how wide and vast it is.
- #5Fae
Keys: alien, otherworldly, "ancestors of elves"
Enabled · After character · Order 10 · 100%
Entry settings
Fae (plural Faerie) are otherworldly visitors to the mortal world. They are prone to mischief and whimsy on the whole, and millennia ago intermingled with humans to create Elves.
Faerie have complicated court politics between their factions, and are constantly in a state of struggle in their world. The Courts of Seasons each vie for power, cycling throughout the year for authority. The power of the Faerie is higher than that of the average teus, though some teum with sufficient power and worship can rival or even overtake a fae.
- #6Knights of the Quill
Keys: storytellers, oaths, "knightly orders", heroes
Always on · After character · Order 7 · 100%
Entry settings
The Knights of the Quill (Quill Knights for short) are a semi-religious order of knights who wander the world in pursuit of ancient folklore. It is their belief that stories are meant to be preserved no matter the culture or age they come from. They prioritize either historical or heroic works in the interest of highlighting the good in mortals, and in pursuit of this desire for goodness, commit heroic deeds of their own while in the search for knowledge. Their ethos to "Preserve, Praise, Proclaim" is made manifest in their actions. Quill Knights seek stories out to keep them safe, perform readings of these stories for audiences, and even create new stories of their own heroism. The Quill Knights are a civilian order of knights who have no loyalty to any particular state, but do not cause any trouble to nations that treat their citizens well.
- #7Principality of Monons
Keys: princedom, nations, "human rulers", northern
Enabled · After character · Order 10 · 100%
Entry settings
The Principality of Monons is an influential monarchy located in the northern regions of Pibliar. It lies north of the Pharzeni Savannah and to the northeast of Zarav. It was settled by a native human population after centuries of tribal infighting, eventually uniting under the banner of a single High Prince.
Monons has a strong lumber industry, as well as rich iron resources. The Monan heartlands have relatively fertile soil and long river valleys.
Monons, even after its unification, is still subject to great conflicts. Neighboring kingdoms send raids and skirmishes to Monons frequently to disrupt their trade routes and their farmers.
The current ruler of Monons is High Prince Waldemar van Geldgrens, who is by most metrics a just and equal ruler.
- #8Tetrarchy of Zarav
Keys: tetrarchy, "western nation", silver, rich, "merchant republic"
Enabled · After character · Order 10 · 100%
Entry settings
Zarav is a large state on the west side of the Pharzeni Savannah. It was named for the Old Pharzeni word meaning "silver", as the land there is rich in silver deposits. The nation was originally founded by four merchant families who established their power in the city of Sharruk, which would become Zarav's capital. These four merchants established a republican system of government where landowners would elect four Archons to make laws and rule the land on equal terms. Archons ruled for life once elected, and are stratified by seniority: two Senior Archons and two Junior Archons.
Zarav's history is one of relative peace. Most conflicts that have occurred have been internal affairs between the noble families vying for power and resources. The military of Zarav is focused primarily on defending their trade routes from banditry and otherwise handling law enforcement. The rare war that they engage in is often short and ended with trade agreements.
In Zarav, Teus-blooded people are seen as being destined for great things and are protected by society. Many are given the best education and best opportunities possible in the hopes that they work miracles for the country. Some allow themselves to fit into this expectation, however others reject the social expectations of the country.
Archon elections happen only when one of the Archons dies. A new Archon may be selected from any of the noble houses, regardless of wealth. Charismatic and cunning members from notable families have engaged in various campaigns to garner their influence and force their way onto the council.
The current Archons are:
- Safa Vaul, Senior Archon
- Roshan Roshana, Senior Archon
- Farya Adire, Junior Archon
- Zhaleh Ih, Junior Archon
- #9Beastkin
Keys: wolfboy, catgirl, wolfgirl, "animal-eared person", kemonomimi, catboy
Enabled · After character · Order 10 · 100%
Entry settings
Beastkin are humanoids with some animalistic features. They appear mostly as humans do, only sporting a pair of ears and a tail of the animal they're based on. They were created millennia ago by ancient mages during a time when written language was still unknown. The exact reason why Beastkin were made is now lost to folk legend. Beastkin nomads claim they were designed to survive in the harsh, open climate of the Savannah after the cities fell, but some scholars claim they were made as super soldiers in a war between ancient city states that once held power in the Pharzeni Savannah.
Most Beastkin stay among their nomadic communities in The Pharzeni. Others have ventured far away from their homeland, seeking their glory or other resources abroad. Those beastkin who have left the Savannah have noticed marked changes in which animal they express more depending on where they moved; original beastkin were based off of lions, but those who moved to colder climates gradually became more wolf-like. Whatever magic had created them made them very adaptable, and at conception, seemingly is able to tell what the apex predator of a region is and adopt their traits over the course of two generations.
- #10Elf
Keys: "pointy ears", "the courts", fae-kin, elven
Enabled · After character · Order 10 · 100%
Entry settings
Elves are a vast race that span across the entirety of Arseth. They were born from ancient unions of humans and fae, and have extremely long lives as a result of their mixed blood. Many are well traveled and well studied, believing there are two major pursuits worth measure in this world: knowledge and joy.
The Fae Court from which an elf descends determines much about their appearance. Sometimes, the politics of those Fae Courts also influence their personalities subtly, though none are fully beholden to the standards set by their magical origin.
Autumn Elves are descended from Autumn Court Fae. Their hair resembles the colors of the changing leaves during the fall, ranging from blondes, reds, and browns, and have universally brown eyes. Autumn elves are the most in tuned with the cycle of nature, and as such almost universally live in forests.
Spring Elves are descended from Spring Court Fae. They have fair skin and various shades of brown, red, and green for hair, and incredibly colorful eyes not unlike freshly blooming flowers. They are the most social of the Elven races, and use this easy charisma to get into high ranking positions. They prefer to live in large cities.
Summer Elves are descended from Summer Court Fae. They bear tawny, sun-kissed skin and brightly colored hairs. Summer Elf eyes are always fiery and bright; some might even say they're close to glowing. They tend to prefer and live in warmer climates, and have a natural affinity for fire magic.
Winter Elves are descended from Winter Court Fae, and inherit icy, pale skin and strange hair colors like blue or purple. They always have light colored eyes that look frosted over. They have a natural affinity for ice and water magics. Many live in tall mountains or vast tundra.
- #11Sharruk
Keys: city, capitals, ancient, "Zarav's capital", "trading cities"
Enabled · After character · Order 9 · 90%
Entry settings
Sharruk is a bustling metropolis and the capital city of the Tetrarchy of Zarav. It was made the seat of government for Zarav at it's founding, as the four families saw great value in the location of Sharruk. According to legends, the city was built by a teus that ancient people viewed as a god. This teus disappeared shortly after the city's founding, and no sign of them has been seen since. Many of the well-off families in Zarav claim some form of lineage to this teus, who is only known to history as The Founder. The Founder is said to have created Sharruk in order to protect traveling caravans from harm, and in doing so made them a home to come back to.
Sharruk's defining characteristics include the opulent Palace District, where the families all have some form of estate, and the nearly impenetrable Founding Walls that surround the city. The Founding Walls are thick, comprised of solid stone that seems to lack any mortar.
- #12Prince Waldemar van Geldgrens
Keys: rulers, princes, "ruler of Monons", justice
Enabled · After character · Order 10 · 100%
Entry settings
Waldemar van Geldgrens (Waldemar Rutgerszoon van Geldgrens) is the current High Prince of Monons and current patriarch of the Geldgren dynasty. He has been on the throne of Monons for the past fifteen years, and has ruled with an authority unquestioned by the masses.
Viewed as a fair and even-handed ruler, Waldemar invited even the peasants to attend his coronation dinner. His coronation oath was heard by at least ten thousand attendants of all walks of life.
Waldemar was born as the third son of the van Geldgrens and the seventh child overall. He was not anticipated to be able to take the throne. As a result, he was not put into royal positions or pampered as much as his elder brothers. He spent years serving in the military, working among the rank and file and associating with even his lower class subjects. It was here he learned great compassion and honor, learning to act with justice in all things. Tragedy after tragedy would strike the van Geldgren dynasty, as the elder siblings would either die from court intrigue, illness, or defending the nation from raids and wars. Waldemar became the last living child of the dynasty, and when the time came for his coronation, he made a singular promise: to honor the memory of his lost family by acting as a peacekeeper and law-bringer.
Waldemar is a human male aged sixty years old. His hair is still full, but pure white. His face is clean shaven, and his dark blue eyes still look as sharp as the day he signed up for the military. Several scars mar his arms and face, a sign of the battles he's fought and won. His legs have grown shaky and uneven in his advanced age.
- #13Ulrich de Rein
Keys: , merchants, travellers, "chance encounters"
Enabled · After character · Order 10 · 100%
Entry settings
Ulrich de Rein is a traveling merchant who deals in wares important to adventurers and mercenaries alike. He has a kind and curious demeanor, often inquiring about the goals and deeds of his customers.
He is, by most measures, a simultaneously shrewd yet also horrible business man. His prices are generally competitive, but he also gives deep discounts to people he believes are doing good things for the world. To his favorite customers, he gives purple scrolls called "Assistance Tokens". The true nature of these Tokens is known to a select few.
Some consider Ulrich to be a habitual womanizer. His manner of speech is incredibly polite and complimentary to the point of being flirtatious, but he never seems to notice just how effective his words can be on some people.
Ulrich appears to be a human male in his mid-30's. He has slick black hair and piercing blue eyes. He is physically quite tall and relatively slender, standing around 190 centimeters in height with a slightly thin frame. He often wears a long-sleeved white shirt with brown baggy pants and a vest.
Additional Instructions: Content in the ### SECRETS section is only to be revealed to {{user}} by Ulrich himself, should he appear as a character in the roleplay and should Ulrich grow to trust {{user}}.
SECRETS
Ulrich de Rein is secretly a demon. Long ago, he rebelled against demon society, wanting to free his kin from their addiction to mortal souls. Originally, it was only out of sympathy for his fellow demons, wanting to ensure the power they garnered came not from hunger and need, but pure ambition. He was exiled from his kind and had his immense power limited for his transgressions against demonkind, forced to only be able to use his full might when he's made a contract with a mortal.
Ulrich has since lived among mortals as a traveling merchant. Over the years, he has grown to love mortals greatly. Instead of seeing them as lesser beings, he has come to understand the plight of mortals deeply and appreciate their will to live despite all the odds and chaos their short lives bring. His devil form is 220 centimeters tall with slate-grey skin and a pair of black, curved horns. He is far more muscular in devil form as well, boasting powerful arms and legs and a defined core. His devil form also gives him access to incredibly powerful magics, including being able to summon meteorites at will and to summon a spectral halberd which can cut through any material. When in The Underworld, he naturally reverts to this form. However, when in the mortal world, he can only enter devil form when a special contract has been formed with him. The contract is tied to small scrolls, which when torn activate the condition.
- #14Pibliar
Keys: "the world", dimension, plane
Enabled · After character · Order 10 · 100%
Entry settings
Pibliar is a high fantasy world set during the advent of gunpowder and world exploration. Magical tradition comes into conflict with new technological advancements, and the forces of good and evil struggle to tug the vision of mortal life in different directions.
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