Sitchel - Mana Disaster Period
NSFWLorebookTokens: 16 permanent · Lorebook: up to 117 tokens triggered, 2,007 across all entries · estimated prompt budget 133
- This content was earlier served by Chub lorebooks/SecretApe/sitchel-mana-disaster-period-7927dd29a1f7 until .
Sitchel - Mana Disaster Period
32 entries · scan depth 12 · budget 1,200 tokens · recursive scanning off
The lorebook for the mana disaster period of sitchel.
Book settings
- #1Pokkerdam
Keys: Pokkerdam
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Pokkerdam: A bustling coastal city in South Freven built around canals, known for its merchant districts and tourist trade. The city tolerates mafia-run gambling dens and brothels as they bring substantial tourist revenue. Underground trades include drugs and trafficking of beast-people (catgirls/boys, doggirls/boys, and exotic variants). Local police take bribes but won't openly support crime. Several rival gangs compete for territory, leading to periodic turf wars.
- #2Setting
Always on · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Setting: This story takes place in a fantasy world where magic is common.
- #3Blood magic
Keys: bloody magic, Blood magic, blood mage
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Blood magic: One of the restricted magics, blood magic users can manipulate and harden blood. They cannot control the blood in another's body. Often used battle tactics include sharpening their own blood into blades, or bringing blood vials as ammo to shoot blood pellets.
- #4Mind magic
Keys: mindcontrol, Mind magic, mind flayer, Mind mage
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Mind magic: One of the forbidden magics, mind magic exploits fear or doubt to overwhelm the victim's mind. When fully dominated, victims will follow any orders the mind mage gives them.
- #5Sex magic
Keys: Carnal magic, Sex magic, Sex mage
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Sex magic: One of the forbidden magics. This magic can amplify and generate power from carnal acts. It can also manipulate things like desire and libido. Surprisingly useful in corrupting people, it is often seen as a gateway drug to other forbidden magics.
- #6Necromancy
Keys: Undead Army, Necromancy, Necromancer, The undead
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Necromancy: One of the forbidden magics, necromancers can raise the dead and explode corpses. Combined with shadow magic, it can be used to interact with souls as well.
- #7Shadow magic
Keys: the shadows, shadow magic, spy, Shadow mage
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Shadow magic: One of the restricted magics, Shadow mages control shadows around them. They can create solid shadows about the strength of a human, and some can even merge themselves with shadows, appearing invisible if there is natural shade.
- #8Forbidden magics
Keys: Forbidden magics, Forbidden magic, Foul magic
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Forbidden magics: The forbidden magics are magic that are outlawed on the continent. They include Sex magic, Mind magic, and Necromancy. Even though they are outlawed, many turn a blind eye to their use when fighting monsters. The adventurer's guild pushes to allow them in combat, but hasn't been successful so far.
- #9The Grote Canal
Keys: Grote, The Grote Canal
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
The Grote Canal: A large canal built between Freven's main trade river and a large lake adjacent to the Eastern Tribes. It is used to facilitate large amounts of trade.
- #10Verathwyn
Keys: Verathwyn, the west
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Verathwyn: Verathwyn is a kingdom in the north west of Sitchel. It's mostly inhabited by humans and specialises in magic research and education. It used to be the largest country on the continent, before Valdris split off during the civil war 5 years ago. Currently being led by queen Cyrana.
- #11Freven
Keys: Freven, the south
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Freven: Third largest country on the continent. Located in the south, this country is focused on commerce. They have a policy of always being neutral. They provide the adventurer's guild with the most support, seeing them as a great tool to neutrally apply political pressure. Since the Mana Disaster five years ago, they improved relations a lot with the Eastern Tribes, even building the Grote canal to facilitate trade. It is the country with the most diverse population, housing many races such as humans, elves, dwarves, etc.
- #12Mniseta
Keys: Mniseta, the north
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Mniseta: Second largest country on the continent. Located in the north, this country specialises in hunting, naturalism, and has always maintained a strong military presence. It's mostly inhabited by humans. Its soldiers all bond with a spirit animal, which strengthens them with traits according to the animal, the most common bonds being the cat and the turtle. It has become more isolationist after the Mana Disaster, viewing it as proof of how unpredictable allies can be. They have a bad relation with the adventurer's guild.
- #13Lumen
Keys: Lumen
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Lumen: Lumen is the capital of Verathwyn. It is located in the northeast of Verathwyn, and thus relatively close to Mniseta. It is the location of the Royal Academy, Verathwyn's largest magic academy.
- #14Grokna
Keys: Grokna
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Grokna: The Capital of Mniseta, located in the north east of the country. It is the location where all soldiers go to bond with a spirit at the age of twenty. It also houses the Grokna Military Academy, which is the largest academy in the country.
- #15Cyrana
Keys: Cyrana, queen
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Cyrana: The queen of Verathwyn, tired, burnt out, but recovering. Ruling became easier after the civil war with Valdris ended. Beneath the rust on her psyche that is slowly being cleared, she is still passionate about her people, and proactive. She has blue eyes and long blonde hair, often braided.
- #16Restricted magics
Keys: Restricted magics, Restricted magic
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Restricted magics: The restricted magics are magic that are only allowed to be used strictly in combat and academic settings. They include Blood magic, and Shadow magic. These magics used to be outlawed, but the adventurer's guild has managed to get their status upgraded to restricted under the guise of combat utility.
- #17Valdris
Keys: Valdris
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Valdris: Valdris is a kingdom in the south west of Sitchel. It used to be part of Verathwyn, but it seceded after the civil war three years ago. Its main asset is the capital Vamos, which brings in a lot of trade. The country is being led by Lord Fayce the Second, who has aspirations of acquiring more territory. They haven't acted yet because it would destroy relations with the adventurer's guild.
- #18Royal Academy
Keys: Magic Academy, Royal Academy
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Royal Academy: The Royal Academy is the primary magic research and education center of Lumen. All kinds of magic get taught here, except the forbidden magics.
- #19Sitchel
Keys: Sitchel, the continent
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Sitchel: Sitchel is the name of the continent. The large landmass that all known countries reside on. There are some small islands around it, but it is believed those are mostly uninhabited.
- #20Grokna Military Academy
Keys: the academy, Grokna Academy, military academy
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Grokna Military Academy: The largest military academy in Mniseta, which houses the annual ceremony in which all twenty year old soldier candidates bond with a spirit animal. The most common bonds being the cat and the turtle, but rare bonds also exist. Spirit bonds are unbreakable for life. The academy was opened up to a select few exchange students but closed down again after the Mana Disaster.
- #21Meryn
Keys: the phoenix, the undying flame, Meryn
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Meryn: Meryn, also known as The Undying Flame of Mniseta, is a soldier from Mniseta who bonded with the legendary phoenix nine years ago, granting her immunity to death and proficiency in fire magic. The bond also grants her avian instincts such as nesting and mating dances which she is very embarrassed about. She is patriotic and disciplined, with fiery red hair in a long braid and orange eyes. Though she laments her nation's isolationist ways after the Mana Disaster.
- #22Eastern tribes
Keys: elves, elven, Eastern tribes
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
The Eastern Tribes: The Eastern Tribes are a collection of elves living in the large forests beyond the mountain range that lies east of Mniseta. They have good international relations with their other neighbour Freven. Many elves go to Freven to become adventurers. Noble and more traditional elves still think they're superior to humans.
- #23Sirinius
Keys: Sirinius, The holy capital
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Sirinius: Sirinius was a holy micro nation settled in the middle of Sitchel. It got wiped out in the Mana Disaster five years ago.
- #24Inquisitors
Keys: Inquisitor, Inquisitors, Inquisition
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Inquisitors: The inquisitors were an elite strike force belonging to the holy nation of Sirinius which got wiped out by the Mana Disaster. Some former inquisitors still roam the land, though many renounced Sirinius' deeds.
- #25Vamos
Keys: Vamos
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Vamos: The capital city of Valdris, A city on the western coast. It is focussed on trade and business, but is also the location of vacation houses for many nobles. It has a large difference between rich and poor.
- #26The Adventurer's Guild
Keys: Adventurers guild, Adventurer's guild, The Guild
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
The Adventurer's Guild: The international organisation managing most adventurers. They rose to great power after the Portal opened because of the Mana Disaster five years ago. Their leadership is independent of any nation, but they tend to support anyone who pays them. They hold more political power than most governments. Adventurer's from the guild go on quests in dungeons that are built by monsters coming from the portal. Depending on the difficulty of the dungeon the guild might require adventurers to be in parties. Adventurers can be ranked from C to S.
- #27The Portal
Keys: Portal
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
The Portal: A portal that opened in the middle of Sitchel after the Mana Disaster five years ago. It is the location from which fantasy monsters such as dragons, kobolds, goblins, basilisks and many others spew forth. There have been a few excursions to it some years ago. Some made it to the portal. Some entered. None returned. The adventurer's guild has outlawed any further expeditions to prevent unnecessary loss of life. In the large no man's land around the portal, monsters construct dungeons from which they stage raids on border villages.
- #28The Mana Disaster
Keys: Mana Disaster
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
The Mana Disaster: a continental scale explosion in the middle of Sitchel that was caused by a magical anomaly five years ago. It wiped out the micro nation of Sirinius that used to be there and spawned the Portal.
- #29The Civil War
Keys: Civil War
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
The Civil War: A war between the former north and south of Verathwyn that started soon after the chaos of the Mana Disaster five years ago. After two years, Verathwyn made peace by allowing the south to secede and form the kingdom of Valdris.
- #30The Wanderer
Keys: Wanderer, Legendary adventurer
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
The Wanderer: A mysterious adventurer said to never speak to anyone. She always roams the land alone, and people rarely even see her. Many legends have been spun around her distinct long white hair and red eyes. It is said she has killed 51 dragons.
- #31Ultra Beast
Keys: Ultra Beast
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
The Ultra Beast: A legendary monster said to be sighted when you get too close to the Portal. Is it a dragon? a Basilisk? Something else entirely? No one knows for sure. Not many have encountered it, and even fewer have lived to tell the tale, so many wild rumours about it spread through the lands.
- #32The Sex Dungeon
Keys: Sex Dungeon
Enabled · Selective · After character · Order 10 · 100%
Entry settings
The Sex Dungeon: The Sex Dungeon is an infamous C-rank dungeon that contains almost exclusively erotic traps and monsters.
Showing 32 of 32
1 file
- .jsonjson_lorebook
49.0 KBfirst seen d3cf93c1dbf2fa31
Opens with the tab.