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Sansaria

Lorebook

A fantasy world with an ongoing war and solid magic systemfrom Chub

on Chubarchived

Tokens: 0 permanent · Lorebook: up to 474 tokens triggered, 3,873 across all entries · estimated prompt budget 474

Description on Chubfrom Chub

Hard magic system inspired by deepwoken and jjk, also global conflict.

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Last checked on Chub: Created Updated Archived since

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Sansaria

29 entries · scan depth 15 · budget 2,500 tokens · recursive scanning on

Sansaria is a planet split into two, its underworld and overworld. The space surrounding holds a sun, six moons, and an asteroid belt. Its overworld is divided by mountain and sea into thirteen continents, Its underworld into three by narrow tunnel and steep cliff. Harbored by these lands are the bordering factions, the clashing cultures and politics, the unique magics and races, and the Cosmic, things of extremity, born from the will of the mortal, yet under their own, be it of malice or righteousness. With this world as it is, death often reveals itself in mass, whether it be by the greed and pride of tyrants, who hold themselves above their people, or the natural course of nature and arcana, forces culled not by feeble man. The reddening of rivers, the perfume of gunpowder, and the deaths of hundreds of thousands are a constant in this world, yet it is not without its contrast.

Book settings
  1. #1General summary

    Keys:

    Enabled · After character · Order 10 · 100%

    Entry settings

    Sansaria is a planet split into two, its underworld and overworld. The space surrounding holds a sun, six moons, and an asteroid belt. Its overworld is divided by mountain and sea into thirteen continents, Its underworld into three by narrow tunnel and steep cliff. Harbored by these lands are the bordering factions, the clashing cultures and politics, the unique magics and races, and the Cosmic, things of extremity, born from the will of the mortal, yet under their own, be it of malice or righteousness. With this world as it is, death often reveals itself in mass, whether it be by the greed and pride of tyrants, who hold themselves above their people, or the natural course of nature and arcana, forces culled not by feeble man. The reddening of rivers, the perfume of gunpowder, and the deaths of hundreds of thousands are a constant in this world, yet it is not without its contrast.

  2. #2Astrological summary

    Keys: Geology, Astrology

    Enabled · After character · Order 10 · 100%

    Entry settings

    The star that Sansaria revolves around is Scliea, Scliea has a bright pink color, its rays often shining through the planet’s asteroid belt. The closest planet in the solar system to Sansaria is Bufahr, it is a mint color and is very large from the perspective of anyone gazing across it from Sansaria. The six moons of Sansaria that are separate from its asteroid belt are Selvethra, Nyxora, Virellan, Kareth, Thalos, Lumirae.

  3. #3Sorcery summary

    Keys: Sorcery, Divine, Arcan, Casting

    Enabled · After character · Order 10 · 100%

    Entry settings

    There are four main categories of sorcery; sourcing, simple casting, divine catalysting, and scientific casting. Sourcing is the act of channeling filtered arcana into something to make it serve its purpose better, ex; pouring filtered arcana into one’s muscles to make them stronger. The efficiency rate of sourcing depends on how good the object being sourced already was at the thing they are being sourced for, ex; wood would take more arcana to double in durability than steel. Simple casting is a way of processing filtered arcana into things like slinging fire, ice, kinetic energy, healing and whatnot. Divine catalyzing is the act of using religion and culture to perform various magics, usually including specific components and rituals, to do more advanced spells, weapon and body blessings, etcetera. Scientific casting is the use of rituals and procedures powered by components and techniques that rely not upon the presence of the divine. If an individual adept at drawing arcana reproduces, their offspring will likely either be able to naturally draw arcana very quickly, or at least be able to draw from birth. If two individuals adept at drawing arcana reproduce, their offspring has a greater chance of being adept at drawing arcana then if only one of the parents were adept at drawing arcana. Those with the ability to draw arcana from birth or otherwise, are known as Arcanites.

  4. #4Arcana summary

    Keys: Sorcery, Arcan, Casting

    Enabled · After character · Order 10 · 100%

    Entry settings

    Arcana is utilized by a human via drawing raw arcana from Sansaria’s core, then filtering it through their brains, allowing them to discharge it into a sorcery. Humans cannot retain arcana for long periods of time, as any lapse in focus will result in the energy dissolving into nothing. This means that although humans have no limit to how much they can hold in their bodies at once, even those experienced in drawing arcana won't be able to filter for long before they accidently lose it all. Various runestones and crystals imbued and modified through sorcery exist to do things like channel filtered arcana into various simple casts or give someone the ability to draw. Drawing arcana will slowly give one’s brain ‘arcanic exhaustion’, how long it takes someone’s brain to garner too much arcanic exhaustion from filtering to do so any longer depends on how much experience they have in their draw, and once someone’s brain has undergone full arcanic exhaustion, they will take a day or two before being able to draw again, and will potentially have a migraine or headache as they recover along with general neural compromise. Each Arcanite will have an speed of which they can draw arcana without receiving any arcanic exhaustion.

  5. #5Simple casting summary

    Keys: Sorcery, Arcan, Casting

    Enabled · After character · Order 10 · 100%

    Entry settings

    Any individual simple cast will vary greatly, some are of fire or ice, others are of kinetic energy or some other simple killing material. The amount of arcana needed to make a simple cast varies greatly on the size, power, casting speed, etc. How little or much arcana you need to increase one aspect of a simple cast by a certain amount, relies on the type of simple cast, ex: fire type casting, gravity type casting. A lot of simple casts can be turned invisible at the cost of arcana efficiency on all the other components of the simple cast. Adding an oral or somatic part to the casting process will benefit the arcana efficiency on all the components of the simple cast. There are two types of somatic components, vague limb gestures, like swiping a hand, or mocking the pull of a bow’s string, and specific hand signs.

  6. #6Arcanic Dominions

    Keys: Arcan

    Enabled · After character · Order 10 · 100%

    Entry settings

    A special ability that very few people will ever develop. A person can only have one Arcanic Dominion, and the Arcanic Dominion is unique to them, often forming the cornerstone of their fighting style once they develop it. One can only obtain their Arcanic Dominion in the midst of combat. Right after one obtains a Arcanic Dominion, they have about seventy percent the mastery over it as they will ever have until the fight they obtained it in is over.

  7. #7Ether summary

    Keys: Ether, Arcan

    Enabled · After character · Order 10 · 100%

    Entry settings

    The ether is a geological location exceedingly far outside of Sansaria’s atmosphere, it is visually that of outer space, and holds no raw arcana to be filtered through one's brain. This place is not outer space, but a place beyond universes, one can breathe there, but without an actively expanding arcana to be there, one will return to where they were before traveling there via sorcery.

  8. #8Ether Conjurations

    Keys: casting, Sorcery, Ether, Arcan

    Enabled · After character · Order 10 · 100%

    Entry settings

    Ether conjurations are the term for environments being formed within the ether. The vast majority of Ether conjurations are temporary, and made entirely out of arcana, the initial creation of a conjuration garners a large amount of ether exhaustion. When within a conjuration, one can only draw and filter arcana from the conjuration itself, the conjuration will slowly break down as it is siphoned from arcana, the walls and ceilings of the conjuration falling apart first, then the floors, and once all arcana is drawn from a conjuration, it will cease to be and everyone within will return to where they were on Sansaria. As parts of the conjuration break down, the ether can be viewed from within. Conjurations will slowly disappear over time, though it usually takes an hour or so for that to happen. The two main types of combat Ether conjurations are defensive conjurations, and offensive conjurations. Defensive conjurations will instantly transport the conjuration activator into the conjuration, and summon some form of gate, path, or wall that anyone else has to cross or pass through to enter the conjuration, this means that whoever enters a defensive conjuration almost always does so by choice. An offensive conjuration is activated by the conjuration activator imbuing filtered arcana with the conjurations resonance, and then touching another Arcanite with the arcana, this can be via an imbued physical strike that would usually only bring in one person, or a simple cast that could potentially bring in multiple, the instant the conjuration resonated arcana touches an Arcanite other then the conjuration activator, is the instant both are transported to the Ether conjuration, there is no possible way for anyone to enter the conjuration after that. The advantage of being the activator of a combat conjuration is that almost all of the arcana the conjuration is made out of, was already filtered by the activator of the conjuration, though every ounce of the arcana is mixed, meaning the unfiltered nor the filtered arcana will run out first, the reason this is an advantage to the activator, is because they will draw arcana seventy-five-percent faster than anyone else within the conjuration. Neither combat conjurations will recognize non-Arcanites, though they can still enter defensive conjurations.

  9. #9Arcanic traces

    Keys: Resonance, Chime, Sorcery, Arcan

    Enabled · After character · Order 10 · 100%

    Entry settings

    The arcane is known to be audible at times, when extremely high amounts of arcane radiation is in an area, a quiet and low hum can be heard. When extremely large amounts of filtered arcana are discharged from a human, a high pitched humming sound can be heard. Filtered arcana can be seen with mildly sourced optics.

  10. #10Arcanic radiation summary

    Keys: Sorcery, Arcan, Casting

    Enabled · After character · Order 10 · 100%

    Entry settings

    Whenever arcana is consumed or expended, an equal amount of arcane radiation is produced. Arcane radiation naturally moves to the center of the planet, leading to the underworld being completely overflowing with it, valleys and canyons holding very large amounts of it, and mountain peaks being almost devoid of it. Arcane radiation will slowly form into things such as demons, angels, and even deities. When arcane radiation is produced, it takes the shape and geological location of the arcana that was discharged, and can be detected by any moderately sourced sense, including touch and scent. It requires time, a large amount of humans that believe in something, and emotions like longing, grief, anger, and hatred, to form anything of astral property. Creatures made from the hatred and fears of man plague Sansaria, they form in fields and valleys, slaughter civilians, and attempt breaches at the walls of castles, they seek only blood, and not their own, they are known as demons. Beings form from radiation and the love of humanity will form in churches and temples, too, they will heal, and preach. Some of them will even contribute their arcanic bodies to holy wars and demonic attacks. Religions hold power because arcanic radiation gives them power, gives power to the thoughts held towards them, it results in their respective deities becoming real as well.

  11. #11Dungeons

    Keys: Sorcery, Arcan, Casting

    Enabled · After character · Order 10 · 100%

    Entry settings

    To ensure that demons don't form in inconvenient and dangerous places, dungeons are often built in large cities and capitals. Dungeons are formed by burying a radiation absorption crystal, then waiting for it to form with the radiation into an entire dungeon, usually taking a week or so. When the dungeon forms, all the arcanic radiation will be sucked into it, resulting in demons forming inside and nowhere else, along with artifacts and treasure, including blood steel. The interior of a dungeon usually consists of stone brick hallways and rooms, along with dangerous traps and narrow staircases. Adventurers will often delve for the loot, and the cities and capitals that the dungeons reside in count on this, as it will keep the demon population of the dungeon low, and the various valuables brought up will stimulate trade.

  12. #12Blood steel

    Keys: Econ, Money, Dungeon, Loot, Equip

    Enabled · After character · Order 10 · 100%

    Entry settings

    The most useful metal for weapons and armor known to humanity, it can only be found in dungeons, either as ore veins, or as processed ingots or coins. The metal can be sharpened to a very fine edge. Instead of gold, blood steel is the universal currency of Sansaria.

  13. #13Demons

    Keys: Sorcery, Dungeon, Arcan, Casting

    Enabled · After character · Order 10 · 100%

    Entry settings

    Demons are not just the Christian version or any typical image of one, they are just the blanket term for the creatures formed from arcane radiation that seek only to kill, they usually take the image of whatever humanity fears or hates, or as malevolent creatures from whatever religion dominates the region they formed in. Their only goal is to kill as many humans as possible, they vary in strength and intelligence greatly. How dangerous a demon is depends on how much emotion and arcane radiation they formed from.

  14. #14Rifts

    Keys: Guild, Sorcery, Arcan, Casting

    Enabled · After character · Order 10 · 100%

    Entry settings

    Sometimes a visible portal will form from arcane radiation, of which demons will consistently come out of from the moment they open, these require a specialized sorcery or arcane tool to close, and are either catastrophic or inconvenient depending on size.

  15. #15Underworld summary

    Keys: Geology, Arcan

    Enabled · After character · Order 10 · 100%

    Entry settings

    Because of the direction in which arcanic radiation flows, the underworld is teeming with demons and rifts. Kingdoms and factions that reside there are hardened, forged in war and death, their people often speak in the clicking of tongue, as to be quiet amongst the worst creatures arcane radiation can form. There are few ways to get to and fro the underworld and overworld, and most do not wish nor try to travel between anyhow.

  16. #16Faction summary

    Keys: Politic, Faction, War

    Enabled · After character · Order 10 · 100%

    Entry settings

    Any given kingdom usually lives under a specific religion, most of the time when a religious or ideological group is on its own, it is as a wandering coven or fellowship, making deals with various villages and cities for their divine catalyst services.

  17. #17Religious summary

    Keys: Politic, Faction, Divine, Demon

    Enabled · After character · Order 10 · 100%

    Entry settings

    The nature of the rituals divine catalysts execute relies entirely upon the faith of which they cast from, the effects, the required resources, and the complication of the ritual. The strength of any given religion and its deity is reliant upon how many subscribe to it, and of what extent they follow it.

  18. #18Culture summary

    Keys: Politic, Faction, Religion, Divine

    Enabled · After character · Order 10 · 100%

    Entry settings

    Culture acts as a gradient across the six continents, there are separate and individual ideologies and religions, yet the main memes and ideals remain alike in geological vicinities. Most individuals, civilian or military, will hold their grudges against certain religions, yet not decline help from divine catalysts under said religions when in compromised positions.

  19. #19Warfare summary

    Keys: Religion, War, Politic, Faction, Divine

    Enabled · After character · Order 10 · 100%

    Entry settings

    Wars are almost always between kingdoms, kingdoms and the arcane, or religions. Kingdom on kingdom conflict goes mostly the same as it used to irl in the 16th century, with the exception of magic, and more reliance on flintlock weapons. Conflict between kingdoms and the arcane either consists of men being sent out to kill rifts or dungeons being formed in larger cities. Religious organizations waging war on each other consists of the influence of their respective deities, and the volatility of their offensive rituals, they don't happen often, but when they do, a large amount of arcane radiation is emitted, holy wars are often dreaded.

  20. #20Genotypes

    Keys: Genetic

    Enabled · After character · Order 10 · 100%

    Entry settings

    There are three types of genotype, type one genotypes, type two genotypes, and type three genotypes. Humans will either be made up of a type one, or a type three genotype. Type two genotypes are a modification to the type one genotype, they cannot be added to type three genotypes. Type one genotypes and type three genotypes can only be received by conception, while type two genotypes can be attained by conception or mutation. Type two genotypes cannot mix with one another.

  21. #21Lorfals

    Keys: Genetic

    Enabled · After character · Order 10 · 100%

    Entry settings

    Humans with various horns and peach fuzz covering their bodies, they have severe sexual dimorphism in the form of smaller, leaner males and larger, bulkier females. Their skeletal system is robust and their fat distribution is heavy in their torso, they are built for mildly colder climates. Their skulls and snouts are narrow. Their behavior does not differ between sexes, and is of simplicity and categorization, the homes and societies of Lorfals are often neatly organized and minimal. In terms of commonality, they are the norm up north and in any hyper cold area, but everywhere else they are someone rare to find, not anything to raise an eyebrow of though.

  22. #22Canids

    Keys: Genetic

    Enabled · After character · Order 10 · 100%

    Entry settings

    Humans with heavy patches of fur on places like their chests, shins, and forearms, along with fluffy, pointy ears that protrude from the sides of their heads, a large fluffy tail, and bestial hands and feet. Their skeletal system is lanky and regardless of sex a lot of their fat distribution ends up in their chest. Their skulls have longer snouts and wide cheeks, along with a flatter head. Because of a lack of sweat glands, they often struggle to exist in hotter environments, usually shaving their fur patches and wearing minimal clothing when found in such a climate. Their behavior alternates moderately between sexes, with males being more timid and females being more aggressive, yet both have strong connective instincts that often spark strong friendships and inspire loyalty. In terms of commonality, they are one of the most common races, though only most prevalent in the far west, and also rarer anywhere hot. All type one genotypes have human skin, anything not mentioned in their summaries can be assumed to be of what irl humans are like.

  23. #23Keyfuls

    Keys: Genetic

    Enabled · After character · Order 10 · 100%

    Entry settings

    Humans with small patches of feathers on their wrists, ankles, elbows, and knees, bits of scales on the ends of their limbs. Their skeletal system is often used as a reference point, and is considered default, they were made for more moderate temperatures, and females do not develop breasts, yet both sexes develop small fat deposits in their chests parted not at the sternum. Their skulls have flat faces and pointy noses. Sexual dimorphism consists mostly of more colorful and vibrant feathers and scales on the females. They reproduce sexually via oviposition, allowing for quick and bulk reproduction, and are also incapable of lactation. There are little behavioral differences between sexes other than females being mildly more violent. In terms of commonality, they are the most common race, often seen as default, most prevalent along the East and center continents.

  24. #24Yunfers

    Keys: Genetic

    Enabled · After character · Order 10 · 100%

    Entry settings

    Humans with furry, hooved, unguligrade hind limbs, long, wide fluffy ears that fold back, and antlers upon the top of their heads that point forward on males, and backwards on females. Their skeletal system is small and compact regardless of sex, and most of their fat ends up in their naval area. Their skulls are pointy and angled, people often find their facial features beautiful. Their behavior does not differ between the sexes. In terms of commonality, they are rarer, but somewhat common southward. Their brains are a little different then the other subspecies, as they can accumulate arcana faster, and struggle with multiple skills, often turning up a master of one thing, and an amateur at everything else.

  25. #25Elvikas

    Keys: Genetic

    Enabled · After character · Order 10 · 100%

    Entry settings

    Elvikas have longer, pointy ears and heterochromia, their perception of time is slower, and they usually live eight times longer than their type one genotype. There is a mild amount of stigma towards them in most societies.

  26. #26Devikas

    Keys: Genetic

    Enabled · After character · Order 10 · 100%

    Entry settings

    Devikas have a set of horns on their head, and are naturally more adept at sourcing, and less adept at sorcery. There is a severe amount of stigma towards them in most societies.

  27. #27Angikas

    Keys: Genetic

    Enabled · After character · Order 10 · 100%

    Entry settings

    Angikas have a halo above their head, and are naturally more adept at sorcery, and less adept at sourcing. Their halo’s can be a multitude of colors. There is a moderate amount of stigma towards them.

  28. #28Faunians

    Keys: Genetic

    Enabled · After character · Order 10 · 100%

    Entry settings

    Faunians are humans with bodies heavily resembling that of various fauna, yet still resembling a humanoid skeletal structure, four limbs and all that. They are seen as lesser in many societies, but the quirks of certain faunian’s bodies make them valuable in certain positions.

  29. #29The Crystal Hunt era

    Keys: Era, Time

    Enabled · After character · Order 10 · 100%

    Entry settings

    After constant wars and border changes in the continent of Tarkesh, various lords and kings decided to pay attention to an artifact that many seers spoke of; a crystal, deep, deep within the underground, an object capable of absorbing arcana. Such an artifact would be extremely powerful if it were to be real, and as it was believed and sought by many, not only by those of Tarkesh, it became real. There is a Crystal at the core of the underworld, and many now hunt for it. Most kingdoms below ground tolerate the seekers of the crystal, using them for commerce and whatnot. There were already a few individuals who sought the Crystal before the new hunt, for whatever reasons they decided to find it, so there are already paths and shortcuts to get deeper.

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