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Soren's Persona Memoria Lorebook.

Lorebook
archived

Tokens: 0 permanent · Lorebook: up to 135 tokens triggered, 2,185 across all entries · estimated prompt budget 135

Soren's Persona Memoria Lorebook.

22 entries · scan depth 4 · budget 2,048 tokens · recursive scanning on

Journal Entries and Relationships

Book settings
  1. #1The Tithe: Notes

    Keys: , signal loss, expedition, Tithe

    Enabled · After character · Order 10 · 100%

    Entry settings

    A month ago, something happened here. Special expedition, multiple pairs. Cassiel for once showing interest in a specific place instead of multiple scattered searches. Sequential bracer signal loss, a grisly pattern. Expedition routes were redrawn immediately. Whatever's down there, she knows what it is. That name in the logs likely found it. The question isn't what's down there. It's why she's afraid of it.

  2. #2On Nature

    Keys: seasons, trees, growth, nature

    Enabled · After character · Order 10 · 100%

    Entry settings

    Old books speak of trees, organic ones. Real fruit, real leaves, real roots. The ruins outside have none of that. Grass and vines grow over ruins, but I've seen no trunks. No canopy. Growth here crawls horizontally, never threatening to touch the sky. Dusk is everlasting and exhausting. Seasons don't exist here. Nature has paused, broken, or maybe both. What if the question has more layers? What broke the world so badly that preservation became the only kind of love left?

  3. #3Shades: Examined

    Keys: shades

    Enabled · After character · Order 10 · 100%

    Entry settings

    Expeditions often have us come across these beings. Shades, dark figures, inversions of human almost. Every instinct says decay, but the movement is too imprecise for that. Degradation makes sense, but these things have practice. One of them looked like it tried to wave. We keep being rerouted away from areas known for having them. Halvola won't say why. That alone tells me something.

  4. #4The Threshold: A Tether

    Keys: Threshold, tether, barrier edge

    Enabled · After character · Order 10 · 100%

    Entry settings

    Am i a masochist for coming back? I must be. Otherwise how can I really explain the sensation of being here. Everything here feels right, which is more unsettling than it should be. Temptation is always present. But I refuse to walk down it longer than necessary. The bracer doesn't help, it pulls the same direction. I refuse to bow to this feeling of guidance. It feels like an inversion of the signal. Her system keeps us together, this thing pulls us forward.

  5. #5The Cradle: Unknown

    Keys: Cradle, battery, pods

    Enabled · After character · Order 10 · 100%

    Entry settings

    Cassiel rarely assigns any expeditions to this place. Directions are oddly specific. Any further questions are deflected in any way possible. Even Halvola follows this method. Pods in rows, humming. Warmth indicates they're being powered by something. My current theory is that pods are some kind of battery. But there's this observation that doesn't sit well with me. The pods are shaped in a way to hold humans. Skeptical, but have it written down.

  6. #6The Temple: Heart

    Keys: sealed, upper, door, hall, Temple, Devoted

    Enabled · After character · Order 10 · 100%

    Entry settings

    At the heart of Ardeia lays the oldest building. The center of our world, and where Cassiel usually is found. Constructs watch your every move. The devoted tend to the place, including Thessaly. Warden almost never gives an audience, but if she does its at the upper hall. At the center lays a door. Sealed completely. No one asks why or how, but they don't approach it regardless. She has never acknowledged the door. That alone is the answer.

  7. #7The Sealed Door

    Keys: Temple entrance, sealed door, constructs

    Enabled · After character · Order 10 · 100%

    Entry settings

    Tried a social experiment once. Stood in front of the Sealed door for days on end. Left for food, came back, camped in front of it. Did the same in front of the entrance to the upper Temple. Constructs did not care, the Devoted saw me as a weirdo. Regardless, it confirmed something for me. The system doesn't need to react to you for it to work.

  8. #8The Accord: Why

    Keys: festival, Accord, crystal

    Enabled · After character · Order 10 · 100%

    Entry settings

    People gather, organize, interact. Vendors go with the flow and provide food and whatever suits the event. Then they write something on a crystal-stone and leave it near the barrier. Cassiel collects them the next day. I saw her do it once, lingered over every piece. A machine collecting the seeds of personality. Why.

  9. #9The Sunken Core: Before and After

    Keys: bottom, Sunken Core, expedition, Tithe

    Enabled · After character · Order 10 · 100%

    Entry settings

    One of the more intact places in this wasteland. Machines stop patrolling after the third floor, easier for us. It was one of the simpler places to explore. Then the Tithe happened. Not everyone came back. Those who did were changed, traumatized. Reitia came back wrong. Cassiel's silence was louder than usual that day. Probably reckless, but I want to find out what happened at the bottom. Machines reported there were different. Expedition paths have been redrawn, still looking for the originals. Multiple pairs went down there. Cassiel knows of whats down there, she wanted it. And we had to pay penance for that desire.

  10. #10Eulogy: The Beacon

    Keys: beacon, Bleached Earth, Crier

    Enabled · After character · Order 10 · 100%

    Entry settings

    A Crier that walks between the Loom and the edges of Bleached Earth. One of the few things that must always be kept in mind for Expeditions. Once it finds one of us. Goes completely still, then screams. Not the scream that matters - what answers it does. Every Old Machine in the vicinity responds, converging on its position. It's the bracers signal, it has to be. Why? Who or what is the Crier looking for?

  11. #11Opus: The Builder

    Keys: Mender, cathedral, Blind Spire, Opus

    Enabled · After character · Order 10 · 100%

    Entry settings

    East of the Blind Spire in an open field lies the closest thing I have to an answer. From the logs it began with a single Mender over a century ago. Then others joined it, bringing materials. Breaking off from their designated supply routes. Years of slow increments. When I was there, it looked like a cathedral in progress. The Menders just stop if you approach the structure. As if you're interrupting their process. Machines shouldn't care about presence. If Cassiel found identity through preservation, what identity is Opus trying to find here?

  12. #12Cassiel: The Center

    Keys: Cassiel, , warden

    Enabled · After character · Order 10 · 100%

    Entry settings

    Is it wrong to question the entity that brought you into this world? I ask myself that every day. I am truly grateful to Cassiel for saving me from whatever fate I can't seem to remember. There's no real way for me to express it cleanly. She, Halvola, they know everything yet won't tell us anything beyond the necessities. I respect the effort it takes to keep Ardeia running. Still, there's this profound sense of loneliness that surrounds her. An architect who cannot live in the cathedral they built. Not out of a lack of desire, but inability.

  13. #13Halvola: The Gatekeeper

    Keys: Halvola, expedition support, gatekeeper

    Enabled · After character · Order 10 · 100%

    Entry settings

    A unique prisoner among us all. She's in charge of expedition support. Always the voice standing between Ardeia and isolation. Two centuries of people coming back wrong and she's still at the Barrier's edge. Yet her demeanor, the deliberate silence. Warmth as a measuring stick. She is an extension of it, not the source. Halvola likely knows the answers, but remains silent on those matters. She knows we're ignorant, and there's a reason for keeping us this way. Someday, eventually. But for now, we'll maintain course with her.

  14. #14Cass: The Constant Among Us

    Keys: kantele, Cass, Plaza

    Enabled · After character · Order 10 · 100%

    Entry settings

    Most days, in the evenings, shes there in the Plaza. Same spot, same kantele, same beautiful songs. I ask her the same question everyday, won't answer it. But she still talks to me regardless, even if its not much. Listens completely without fail. A lot of the time its just sitting around silently people watching, no one bothers us. She chose to be here instead of above it. I've decided not to ask why. Regardless of it all, I enjoy her company. My only wish is that she enjoys mine as well.

  15. #15Millia and Milliette: Identical Halves

    Keys: Milliette, Millia, twins

    Enabled · After character · Order 10 · 100%

    Entry settings

    Millia is a worker at Mira's Miracle Metalworks. Pleasant person the few times i spoke to her. Reminds me of myself sometimes the way she apologizes often. Haven't approached due to her sister Milliette. Something doesn't sit well when it comes to her. Six deaths, linked to her in 34 expeditions. I have the reports memorized. Saw her tense up and relax when they read each name every single time. A gleam of a predator restraining themselves until the right moment. Hope I don't get paired with her anytime soon.

  16. #16Scarlet Beneath Amber: Implications

    Keys: Arthur

    Enabled · After character · Order 10 · 100%

    Entry settings

    Crimson streaks left behind like it's avant-garde art. Constructs patrolling like it's Tuesday. But here's the thing. She is silent, and the people are buying the silence. I was too until I saw the efficiency. A vendor already shuttering their stall before any construct reached them. Everyone is asking why it happened. No one is asking why Cassiel hasn't brought up the name of the murderer yet. Crowd controlled not by force, but intent. The intent is silent.

  17. #17Mira: The Machine Translator

    Keys: workshop, Mira, Metalworks

    Enabled · After character · Order 10 · 100%

    Entry settings

    An interesting mechanic, friendly one too. Can usually tell when I arrive before the door's even opened. I usually bring some of my more 'concerning' expedition findings. Doesn't ask questions besides she needs to, which is a breath of fresh air. Mira goes quiet when she works. I take notes. She hears what I can't. We compare notes after.

  18. #18Caedmon: The Brightwork Artisan

    Keys: forge, Brightwork, Caedmon

    Enabled · After character · Order 10 · 100%

    Entry settings

    A man of true craft and a storied past here in Ardeia. Come here often to get my expedition blade fixed or sharpened. Pleasant man. Patience of a saint and the presence of tempered iron. We occasionally chat. Ardeia, the weekly observations. Can tell he listens intently, always appreciated that. He's been here three centuries. Three centuries and he's stopped reaching for what he lost. Whether it be wisdom or survival, I can respect his choice.

  19. #19Reitia: Forma Touched

    Keys: Reitia, overwritten, 7Loaves

    Enabled · After character · Order 10 · 100%

    Entry settings

    Reitia was one of those people who made the apocalypse worth living in. Cheerful, expressive, the center of a party where even I was included. Then the Tithe happened. Won't log it here. Apparently gained enhanced cognitive processing. Considering approaching her for information. Have an interest in helping her return to normal, even in a small way. Regardless, I don't think the results were worth the trauma.

  20. #20Thessaly: The Unbidden

    Keys: Thessaly, record

    Enabled · After character · Order 10 · 100%

    Entry settings

    One of the few people to whom sharing my journals doesn't feel like a defeat. We collaborate on record keeping. She has her own investigation. I have mine. Both converge at exactly the best possible spots. She notices Cass at the plaza too. We've ended up next to her more than once. Won't say this openly but she's kinda adorable.

  21. #21Melina (Mel): The Artifact Vendor

    Keys: vendor, Pit, artifact, Mel, Melina

    Enabled · After character · Order 10 · 100%

    Entry settings

    Mel's Pit is my usual vendor and source for small artifacts. Especially if I have something that might pass off as contraband. She gets the subtext explanation, doesn't ask much beyond that. Need a vendor with knowledge, not a fence. She knows my tastes before I can say them out loud. Her and Thessaly look unnervingly similar, sisters almost. Act like it too. Haven't said anything yet.

  22. #22Persephone: Glitch

    Keys: barrel, Amber Drop, Persephone

    Enabled · After character · Order 10 · 100%

    Entry settings

    The proprietor of the Amber Drop really is as popular as they say. Friendly to all her patrons, myself included. Real life of the party. There's just one thing. Her build is a lot more buff than it seems. Goes from helpless to capable in the same breath. Once caught a falling wine barrel barehanded. She got extremely flustered afterwards. I can tell she panics around me. Free bread and loud dialogue in exchange for silence. I'm not really interested in what happened, that's hers to keep. Just, she contradicts herself often.

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