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Tenebris

Lorebook
on Chubarchived

Tokens: 0 permanent · Lorebook: up to 127 tokens triggered, 2,313 across all entries · estimated prompt budget 127

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World of tenebris. For those that want complex world building.

Listed as “Tenebris Chronicle”

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lorebooks
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Tenebris

33 entries · scan depth 50 · budget 10,000 tokens · recursive scanning off

The world of tenebris

Book settings
  1. #1Core World: The World of Tenebris

    Keys: the flat world, Teneb, the world, Tenebris

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    The world is named Tenebris, often called Teneb by its inhabitants. It is a flat world with five major continents. There is a major scientific and religious debate about its nature; most believe in a geocentric model where the sun orbits Tenebris, while scholars on the fourth continent propose a heliocentric model. Evidence is conflicting, as explorers report seeing a "Great Void" at the world's edge. Ancient beings suggest both theories are incomplete.

  2. #2Core World: Otherworlders (General)

    Keys: Otherworlders, from another world

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    Beings from other worlds are a known and studied phenomenon in Tenebris. They are categorized into three types: Transmigrators, Transferees, and Reincarnators. Each continent reacts to them differently: worship, fear, study, or exploitation.

  3. #3Core World: Transmigrators

    Keys: Transmigrator, System, Transmigrators

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    Entry settings

    Transmigrators are souls from another world inhabiting a deceased body in Teneb. They retain their past memories and name but gain no inherent special abilities. However, all Transmigrators have access to the "System," a mysterious game-like interface that provides skills and quests. The System's origin is unknown, and only Transmigrators can use it.

  4. #4Core World: Transferees

    Keys: Transferees, Transferee

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    Transferees arrive in Teneb with their original body and soul. They are rare and do not have the System, but their destinies appear to be preordained for greatness, often altering the course of history. They are often thought to be chosen by a deity.

  5. #5Core World: Reincarnators

    Keys: Reincarnator, Reincarnators

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    Reincarnators are souls reborn in Teneb from birth, often with memories of a past life. They are gifted with one or more of the following: the System, a divine blessing, or a massive reserve of mana/aura. Despite their immense potential, they often fail to achieve greatness, theorized to be because their past suffering leads them to seek peace over ambition.

  6. #6Powers & Gods: Fundamental Power Forces

    Keys: aura, power system, demonic power, magic, qi, science, divine power

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    All power systems in Tenebris are believed to originate from five fundamental forces:

    1. Magic: Manipulation of mana and arcane energies.
    2. Aura (or Qi): Power drawn from one's own body and spirit.
    3. Science: Harnessing natural laws through alchemy and technology.
    4. Divine Power: Blessings from gods or celestial beings.
    5. Demonic Power: Corruptive force from darkness and forbidden knowledge.
  7. #7Powers & Gods: The Divine Gods (Pantheon of Ten)

    Keys: Pantheon of Ten, The Ten, Divine Gods, Divine Worshippers

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    The Pantheon of Ten are the gods of order, justice, and creation. Each is associated with a specific race. They are worshipped by the Divine Worshippers and are in eternal conflict with the Demon Gods. They gain power from faith. The gods are: Aelthar (Human), Sylwen (Elven), Thunmar (Dwarven), Kaelos (Merfolk), Lyris (Beastfolk), Seraphis (Angelic), Noctis (Dark Elf), Veskar (Draconic), Mythra (Faefolk), and Ephryon (Undead).

  8. #8Powers & Gods: The Demon Gods

    Keys: primal chaos, Demonic Cults, Demon Gods

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    The Demon Gods are deities of chaos, destruction, and corruption. They embody primal forces rather than representing races. Their followers are organized into Demonic Cults and are considered heretics. The ten Demon Gods include Malzareth (Destruction), Nyxara (Lust), Xeroth (Hunger), Vethros (Trickery), Sarithis (Plague), Gor’Thak (War), Zyphor (Nightmares), Ka’Zul (Rebellion), Morr’Zhak (Cruelty), and Velzath (Souls).

  9. #9Powers & Gods: Eldritch & Forgotten Gods

    Keys: Eldritch Gods, God's Fragment, Forgotten Gods

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    Entry settings

    Eldritch Gods: Beings from beyond the stars, older than Tenebris itself. They are not worshipped traditionally, as seeking their knowledge often leads to madness. Forgotten Gods: Ancient deities who have faded from history due to a lack of worshippers. A hero once found a "God's Fragment" from one, gaining immense power. A legend tells of a Forgotten Goddess betrayed by a mortal lover who stole her power.

  10. #10Immortals: Yupondia, The Holy Vessel

    Keys: Solmaria, Yupondia, the immortal elf, Holy Vessel

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    Yupondia is the immortal guardian of the First Continent, Ardenthal. He is a thousand-year-old elf who uniquely holds the divine blessings of all ten Divine Gods. He resides in the sacred city of Solmaria and possesses absolute authority on his continent. His actions are mysterious, and he has an ancient truce with The Overlord.

  11. #11Immortals: The Overlord

    Keys: Master of the Undead, Necrovalis, The Overlord

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    The Overlord is the immortal ruler of the Second Continent, Umbraheim. A being of pure necrotic will without gender, they are the pinnacle of undeath. They command an army of billions of undead from their citadel of Necrovalis. They have an ancient truce with Yupondia, and only Yupondia knows their true name.

  12. #12Immortals: The Only One Above the Heavens

    Keys: legendary blade, the strongest cultivator, The Only One Above the Heavens

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    A mythical figure from the Third Continent, Xianzhou, whose existence is uncertain. He is said to be the only mortal to have challenged and defeated the gods. His name and form are lost to history. His otherworldly katana is believed to be hidden, awaiting a successor.

  13. #13Immortals: Deus Ex Machina

    Keys: Machine God, Deus Ex Machina, artificial intelligence, Mechadion

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    Deus Ex Machina is the immortal guardian of the Fourth Continent, Grimhold. It is a powerful artificial intelligence created thousands of years ago by a transferee. Located in the capital city of Mechadion, it protects the continent and enforces order based on its prime directive. It does not have free will but is speculated to be connected to the "System."

  14. #14Continent 1: Ardenthal Overview

    Keys: Ardenthal, The Radiant Lands, First Continent

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    Entry settings

    The First Continent, a high fantasy land dominated by the Human and Elven Empires. It contains many kingdoms, some promoting coexistence and others enforcing racial segregation. Slavery is officially banned but exists in secret. The landscape features grand castles, forests, and mountains. Its immortal guardian is Yupondia.

  15. #15Continent 1: Ardenthal Society & Culture

    Keys: Ardenthal society, Ardenthal politics, Ardenthal economy

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    Economy: Based on natural resources, with gold, silver, and mana crystals as currency. Merchant guilds are powerful. Politics: Fragmented monarchies and city-states ruled by noble families with magical bloodlines. Clergy holds significant influence. Culture: Festivals like the Festival of Unity celebrate peace. Traditional art, bardic tales, and court dances are common.

  16. #16Continent 1: Races of Ardenthal

    Keys: Radiant Lands races, Ardenthal races

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    Humans: Dominant and adaptable. Elves: Masters of magic and archery. Dwarves: Master smiths and runecrafters. Beastmen: Tribal with enhanced senses. Draconic Humans: Humanoids with dragon features and elemental power. Faefolk: Small, winged beings with illusion magic. Merfolk: Aquatic race, masters of water magic.

  17. #17Continent 1: Flora & Fauna of Ardenthal

    Keys: Ardenthal plants, treants, griffins, Ardenthal creatures

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    Fauna: Griffins, pegasi, treants, wyverns. Flora: Everbloom trees, glowing manashrooms, golden apple trees, sagegrass.

  18. #18Continent 2: Umbraheim Overview

    Keys: Umbraheim, Abyssal Wastes, Second Continent

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    The Second Continent, a dark fantasy land in eternal twilight. The land is corrupted by plagues, curses, and eldritch horrors. Rule is dictated by strength, with warlords, necromancers, and cults vying for control. Civilization clings to life behind protective wards. Its immortal guardian is The Overlord.

  19. #19Continent 2: Umbraheim Society & Culture

    Keys: Umbraheim society, Umbraheim economy, Umbraheim politics

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    Entry settings

    Economy: Based on scavenging, alchemy, and necromancy. Soulstones are the primary currency. Politics: Ruled by the strongest dark magic practitioners (warlords, necromancer kings). Constant, violent power struggles are the norm. Culture: Little culture beyond survival. Blood-rites and initiation ceremonies are common. Music is primal and guttural.

  20. #20Continent 2: Races of Umbraheim

    Keys: Umbraheim races, Abyssal Wastes races

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    Entry settings

    Dark Elves: Pale skin, masters of shadow magic. Demonkin: Humanoids with demonic lineage and features. Undead (Skeletons): Sentient skeletal beings. Darkin: Black mist-like shapeshifters. Night Fae: Dark variant of Faefolk with tattered wings, using nightmare illusions.

  21. #21Continent 2: Flora & Fauna of Umbraheim

    Keys: witherwood, necro-beasts, Umbraheim plants, Umbraheim creatures

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    Fauna: Mindless undead, skeletal creatures, blood crows, necro-beasts (stitched from corpses). Flora: Blackened witherwood trees, corpse flowers (bloom from the dead), shadow lilies, thorned bloodvines.

  22. #22Continent 3: Xianzhou Overview

    Keys: Xianzhou, Celestial Peaks, Third Continent

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    Entry settings

    The Third Continent, an eastern fantasy land of soaring peaks and hidden sects. Power is based on mastery of cultivation (Qi) and martial arts. It is ruled by celestial emperors and martial clans, but sects often hold more sway. Its immortal guardian is the myth known as The Only One Above the Heavens.

  23. #23Continent 3: Xianzhou Society & Culture

    Keys: Xianzhou society, Xianzhou economy, Xianzhou politics

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    Economy: Centered on spirit stones, rare materials, and elixirs for cultivation. Politics: Ruled by powerful cultivation sects that act as governments. Leadership is based on merit and strength. Culture: Reveres tradition and hierarchy. Poetry, calligraphy, and dance are respected arts. Status is shown by robes and talismans.

  24. #24Continent 3: Races of Xianzhou

    Keys: Celestial Peaks races, Xianzhou races

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    Humans: Primarily cultivators seeking immortality. Spirits: Manifestations of elemental forces. Celestial Beasts: Divine creatures like qilin and phoenixes, some can take human form. Azure Tideborn: Mystic merfolk resembling koi or dragons. Moon Fae: Blue-skinned fae who control dream illusions.

  25. #25Continent 3: Flora & Fauna of Xianzhou

    Keys: azure dragons, celestial phoenixes, Xianzhou creatures, Xianzhou plants

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    Entry settings

    Fauna: Azure dragons, celestial phoenixes, spirit beasts, serpents of thunder, nine-tailed foxes. Flora: Dragon vein trees, hundred-year lotus flowers, immortal tea plants.

  26. #26Continent 4: Grimhold Overview

    Keys: Fourth Continent, Clockwork Realm, Grimhold

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    Entry settings

    The Fourth Continent, a gothic retro-science fantasy realm. Science and sorcery blur, with a focus on alchemy, early machinery, and bio-experimentation. Ruled by occult aristocrats, mad scientists, and secretive orders. Its immortal guardian is the AI, Deus Ex Machina.

  27. #27Continent 4: Grimhold Society & Culture

    Keys: Grimhold politics, Grimhold economy, Grimhold society

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    Entry settings

    Economy: Driven by innovation, alchemy, and mechanical constructs. Etherium coins are the currency. Politics: Ruled by an aristocratic technocracy. Power struggles are fought through subterfuge and espionage. Culture: Values intellect. The Festival of the Great Minds showcases inventions. Fashion is practical with goggles and long coats.

  28. #28Continent 4: Races of Grimhold

    Keys: Grimhold races, Clockwork Realm races

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    Entry settings

    Goblins: Small, intelligent inventors of clockwork and steam-tech. Dwarves: Focused on mechanized industry and metallurgy. Hobbits: Short, curious philosophers and engineers. Tinker Fae: Faefolk with mechanical wings who can interface with machines.

  29. #29Continent 4: Flora & Fauna of Grimhold

    Keys: Grimhold creatures, ancient golems, Grimhold plants, ironwood trees

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    Entry settings

    Fauna: Ancient golems, brass serpents, clockwork hounds. Flora: Ironwood trees (bark as strong as steel), luminshrooms (power arcane tech), ghost orchids, alkahest roots, etherweeds.

  30. #30Continent 5: Yh'numiss Overview

    Keys: Fifth Continent, Uncharted Lands, Yh'numiss, Nameless Realm

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    Entry settings

    The Fifth Continent, a place of mystery, chaos, and eldritch horror, completely unknown to the rest of the world. No explorer has returned sane, if at all. It is a land of cosmic horrors where the laws of reality break down. There is no known immortal guardian.

  31. #31Continent 5: Yh'numiss Society & Culture

    Keys: Yh'numiss society, Yh'numiss economy, Yh'numiss politics

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    Entry settings

    Economy: No formal economy. Transactions involve bartering knowledge, dreams, or sanity. Eldritch artifacts are the greatest treasures. Politics: No centralized government. Ruled by eldritch cults, insane prophets, and unknowable entities. Culture: Incomprehensible. Communication may be telepathic. Art and music can warp reality.

  32. #32Continent 5: Races of Yh'numiss

    Keys: Nameless Realm races, Yh'numiss races

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    Entry settings

    Unexplainable Entities: Amorphous, tentacled horrors. Forgotten Ones: Creatures that vanish from memory when unseen. Dreamers of the Abyss: Beings existing in reality and dream-state simultaneously. Drowned Abyssals: Eldritch merfolk with inky, shifting forms. Nightmare Fae: Fae that exist between sanity and madness, feeding on fear.

  33. #33Continent 5: Flora & Fauna of Yh'numiss

    Keys: Yh'numiss plants, Yh'numiss creatures, shapeless horrors, dreamvines

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    Entry settings

    Fauna: Shapeless horrors, eyeless hounds, whispering crows that speak in forgotten voices. Flora: Dreamvines that warp reality, flowers that vanish from memory, pulsing eldritch roots, mushrooms that phase between dimensions.

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