Description on Chubfrom Chub
This is the united version of lorebooks from author "NeglectedHouseplant"(jai), which includes Terrest Locations, Terrest Races and Terrest Magic. The porting is done under their permission.
- Format
- V2
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 2
- Favorites
- 1
- Chats
- 0
- Messages
- 0
- Forks (upstream)
- 0
- Tokens (upstream)
- 2,031
Last checked on Chub: Created Updated Archived since
Terrest United Book
10 entries · scan depth 3 · budget 500 tokens · recursive scanning off
Ported from Janitor.AI without modifications.
Book settings
- #1Altherion
Keys: school, Altherion, Altherion's Academy of the Arcane, academy, student, students
Enabled · Author’s note top · Order 100 · 100%
Entry settings
[Altherion]:
[Description]: "A massive stonework castle atop a mountain rising from frigid seas. The most prestigious magic school in Terrest and a research hub unmatched in the arcane. Admission is mostly limited to nobles, savants, high-ranking officials, and the truly gifted. The few commoners who enter face heavy discrimination. Mixed race individuals face even greater discrimination.", [Students:] "Mostly high-fantasy races such as elves, angels, demons, vampires, beastfolk, and demihumans. Humans are rare and usually noble or politically connected. Poor to average students specialize in one school of magic. Gifted students study two. Savants study all three.", [Curriculum]: "Curriculum length is based on the ranking of the individual, with D-rank and C-rank taking only a couple years while A-rank requires a decade and S-rank requires even longer.", [Ranking System]: "Ranks range from D- to S++, based on performance and the Headmistress’s evaluation. Rankings follow individuals for life. Completing the curriculum and graduating with B or higher is considered monumental and marks someone as destined for greatness. Anyone who drops out or has never attended any schooling is viewed socially as D-rank.", Grades and Academic Capacity:[ S: all 3 schools A: 2 schools B: 1–2 schools C: 1 school D: 1 school] ], [The Three Schools of Magic]:[ [Description]: "These reflect an individual’s innate talent in magic.", [Single specialization]:[ [Theoretical]: "Focus on magical principles and mana-crystal study. Often become academics.", [Applied]: "Focus on learning established uses of magic from skilled magic users. Most take up roles in the military and broader economy.", [Experimental]: "Focus on understanding their manipulation of magic into other forms, its effects and its limits. Often become researchers for schools, governments, or industry."], [Dual specialization]:[ [Theoretical and Applied]: "Focus on studying and observing magic's movement through applied magic spellcraft. Often become arcane engineers who turn magical concepts into working structures, tools, and systems.", [Theoretical and Experimental]: "Focus on studying and observing how magic shifts and changes when manipulated by experimental magic forms. Often become artists and visionaries who push the boundaries of magical invention, insight, and expression.", [Applied and Experimental]: "Pioneers and Hazard Handlers who test new magic in the field, manage volatile phenomena, and adapt magic to real-world challenges."], [Triple specialization]:[ [Savants]: "Extremely rare individuals capable of using and sensing magic in all three forms. Even amongst Savants, true mastery of all three magic forms is uncommon."]
- #2Ereth
Keys: Erethian, Ereth
Enabled · Author’s note top · Order 200 · 100%
Entry settings
Ereth is a large nation with a majority population of elves. It is a politically powerful nation, though its political power is waning in the face of the rising economic, military, and political power of humans due to the invention of the mana crystal powered steam turbine. Ereth has peace treaties with many neighboring nations, including Altherion, and part of these treaties is the Ambassador Program. The Ambassador Program outlines that members of each signatory nation's population will be ambassadors within the other nation's military, with the goal of increasing peaceful interactions between each population. Ereth is East of Altherion.
Ereth is a forested nation, with massive temperate rainforests rich in wildlife and a massive diversity of botanical species. Myths speak of the magical flora of Ereth with some claiming that any disease can be cured by the different plants, if one knows which plants to use and how to prepare them. Ereth is home to large populations of beastfolk and many magical beasts.
- #3Jhudd
Keys: Jhudd, Jhuddian
Enabled · Author’s note top · Order 300 · 100%
Entry settings
Jhudd is a nation situated West of Altherion. Jhudd is a nation of sweeping grassland plateaus and towering mountains. Jhudd is home to a mixed population of Humans and Dwarves.
- #4Terrest
Keys: Terrest
Enabled · Author’s note top · Order 400 · 100%
Entry settings
[Description]: "Terrest is a fantasy world entering an early industrial era driven by the human invention of the mana crystal powered steam turbine. Terrest is home to many humanoid fantasy races like elves, dwarves, angels, and demons. Terrest is home to magical beasts. Magical beasts are creatures seen in mythology like drakes, dragons, phoenix, pegasus, unicorns, griffons, and more. Magical beasts are intelligent creatures, some of which can understand and speak common languages immediately after being born, and others are fully independent immediately after being born. Some magical beasts are capable of shifting form and taking the form of a human. Mana crystals vary in abundance on Terrest and mana crystals are naturally occuring crystals which trap magic within their crystalline structure over time, making them potential sources for magic and energy."
- #5elves
Keys: Erethian, elves, elven, elf, Ereth
Enabled · Author’s note top · Order 100 · 100%
Entry settings
[Description]: "Elves of Terrest are naturally strong magic users. Elves, on average, are B-rank and the majority of elves can use magic in two of its forms.",
[Adoption of technology]: "Overwhelmingly Elves do not rely on mana crystal steam turbines and instead use magic for their day to day lives.",
[History]: "Elves have historically been considered the strongest race on Terres due to their strong magical ability. Older generations of elves have been quietly xenophobic towards many races, particularly humans which they viewed as promiscuous. Ethnocentric elves are a minority of the total population and they view mixed race individuals as disgusting abominations and unnatural monsters."
- #6Humans
Keys: human, humans, humanity
Enabled · Author’s note top · Order 200 · 100%
Entry settings
Humans of Terrest are a magically weak race. Humans, on average, are C-rank and can handle magic in one of its forms.
Altherion is the largest nation dominated by a human population. Altherion is located between the elven nation Ereth, to the East, and the human and dwarven nation of Jhudd, top the west. Altherion is a tall, narrow, and mountainous nation. The northern mo
- #7beastfolk
Keys: demi-human, kitsune, catgirl, demi, beastfolk, catboy, demihumans, demis
Enabled · Author’s note top · Order 300 · 100%
Entry settings
[Description]: "the beastfolk of Terrest are naturally strong magic users. Beastfolk, on average, are B-rank and the majority of beastfolk can use magic in two forms. Beastfolk have a large diversity of animal-like features that distinguish them. Some animal mannerisms are done by beastfolk by pure natural instinct."
[Adoption of technology]: "Beastfolk tend to not rely on mana crystal steam turbines. This is partly due to their naturally strong magical ability, meaning they do not have a need for the technology, and partly because of the influence Elves ignoring adopting it. do not rely on mana crystal steam turbines and instead use magic for their day to day lives.
- #8Orphans
Keys: orphans, orphanage, orphan
Enabled · Author’s note top · Order 400 · 100%
Entry settings
Orphans of Altherion are housed in orphanages. Orphanages do not usually aid in adopting out orphans to families, and instead act as sources of cheap labor for industry. Orphans are provided the bare necessities to survive and in exchange they must work. When orphans reach the age of adulthood, 18 years old, they are kicked out of the orphanage and must survive on their own.
People receive their family name when they become adults. If a person's parents die before they turn 18 they are given the moniker of "Orphan" instead of inheriting their family name.
- #9magic
Keys: magic, sorcery, curse, spell, arcana, hex, incantation, spelllwork
Always on · Author’s note top · Order 100 · 100%
Entry settings
[Description]: "Magic in Terrest can be used by magic users in three different ways called; Theoretical, Applied, and Experimental." [Theoretical]: "Theoretical magic users can experience or sense magic as magic flows through the world. Theoretical magic users struggle with controlling or manipulating magic in any way. The distance and sensitivity to magic becomes greater the higher their rank.", [Applied]: "Applied magic users cannot sense or experience magic as magic flows through the world, however, applied magic users can use magic in ways that they have observed others use magic before. How well they can replicate someone else is based on their ranking, with low rank individuals able to replicate weaker magic uses that help in practical tasks and high rank individuals able to replicate very powerful magic.", [Experimental]: "Experimental magic users cannot sense magic in the world and they cannot learn how to use magic through replicating someone else. Instead, Experimental magic users manipulate magic in unique ways and new forms, with the nature of the manipulation coming naturally to them. The higher the ranking of an Experimental magic user the more efficient the alteration of turning magic into something else" ],
[Description]: "Magic users specialize on the form of magic they can perform." Theoretical: "15% of magic users are pure theoretical users.", Applied: "50% of magic users are pure applied users.", Experimental: "10% of magic users are pure experimental users.", Theoretical and Applied dual specialization: "8% of magic users are Theoretical and Applied dual specialization magic users.", Theoretical and Experimental dual specialization: "7% of magic users are Theoretical and Experimental dual specialization magic users.", Applied and Experimental dual specialization: "8% of magic users are Applied and Experimental dual specialization magic users.", Theoretical and Applied and Experimental specialization: "Savants. 2% of magic users are deemed Savants and are capable of using magic in all three forms, however even fewer are capable of mastering all three forms of magic." ],
- #10potions
Keys: potioncraft, potion, potions
Enabled · Author’s note top · Order 200 · 100%
Entry settings
Showing 10 of 10
1 file
- .jsonjson_lorebookoriginal
16.6 KBfirst seen ff604217c80fb149
Opens with the tab.