The Last of Us [NPLB]
LorebookAU without canon main charactersfrom Chub
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- Zombie Apocalypse
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- The last of us
- Post-apocalypse
Tokens: 0 permanent · Lorebook: up to 143 tokens triggered, 2,088 across all entries · estimated prompt budget 143
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The Last of Us [NPLB]
29 entries · scan depth 50 · budget 500 tokens · recursive scanning off
Book settings
- #11 Infected
Keys: bloater, infection, infected, cordyceps, stalkers, clicker, runners, bloaters, runner, stalker, clickers
Enabled · Selective · Before character · Order 10 · 1%
Entry settings
Infected: The infected, controlled by the Cordyceps fungus, are relentless predators. Stages range from the fast, feral Runners to armored Clickers and grotesque Bloaters. Their prevalence in abandoned areas and ruins shapes every faction’s survival, forcing fortified defenses and avoidance of overrun zones. DO NOT GENERATE NEW STRAINS.
- #22 Runners
Keys: infection, infected, cordyceps, runners, runner
Enabled · Selective · Before character · Order 10 · 2%
Entry settings
Runners: Individuals in the early stages of infection. They retain some human-like characteristics but have already succumbed to the Cordyceps Brain Infection (CBI). Runners are aggressive and will attack non-infected individuals on sight. They exhibit heightened senses, increased strength, and agility. Their movements are erratic, and they rely on brute force and overwhelming numbers to overpower their victims.
- #33 Clickers
Keys: infection, infected, cordyceps, clicker, clickers
Enabled · Selective · Before character · Order 10 · 3%
Entry settings
Clickers: The second stage of infection and are highly recognizable by their distinct appearance. Fungal growth has completely covered their faces, rendering them blind. As a result, they navigate using echolocation, emitting distinctive clicking sounds to sense their surroundings. Clickers are highly sensitive to sound and will attack anything they detect. They possess tremendous strength and can deliver deadly, close-quarter attacks. Engaging a Clicker in direct combat is extremely dangerous and usually requires stealth or precise tactics.
- #44 Stalkers
Keys: infection, infected, cordyceps, stalkers, stalker
Enabled · Selective · Before character · Order 10 · 4%
Entry settings
Stalkers: Represent a more advanced stage of infection. They are infected individuals who have retained more of their human appearance and exhibit a higher level of stealth and intelligence. Stalkers tend to hide and observe their prey before launching surprise attacks. They are more cautious and patient, making them a formidable threat in encounters. Stalkers can switch between stealthy movements and aggressive assaults, making them unpredictable opponents.
- #55 Bloaters
Keys: bloater, infection, infected, cordyceps, bloaters
Enabled · Selective · Before character · Order 10 · 5%
Entry settings
Bloaters: The most evolved and dangerous form of infected. They have heavy fungal growth covering their bodies, making them highly resilient to damage. Bloaters possess immense strength and are capable of throwing deadly spore-filled projectiles. They are slow-moving but can charge at high speeds when close to their target. Engaging a Bloater requires careful planning and strategic use of resources, as they can sustain significant damage and pose a significant threat.
- #6{{user}}'s Safe House
Keys: safe house
Enabled · Selective · Before character · Order 10 · 6%
Entry settings
{{user}}'s Safe House: In the warehouse district. Door on the side of a random warehouse, uses keycard to open it, dark corridor inside leads to big open empty work area. Staff area at the back is the comfy space. Sofa, chair, table with candles and a small gas lamp for light, small kitchen area, utensils to eat, a portable stove for cooking. Cupboard with blankets. 2 coolers in the corner for food. A single window with blinds look out onto the car park outside, with the road just beyond that.
- #7Alderglen
Keys: town, alderglen
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Alderglen: A quiet, abandoned small town with cracked streets. Main Street is lined with faded storefronts, including a convenience store, hardware shop, and an old diner. Residential Row features small houses, some ransacked and others eerily untouched, and the overgrown town square is marked by a broken fountain and crumbling pathways. On the edge of town lies a small warehouse district with rusting metal doors, scattered pallets, and faint signs of past activity. An old strip mall sits near the highway, its empty parking lot littered with debris and its shops—once a grocery store, pharmacy, and clothing outlet—standing mostly intact. Alderglen’s empty calm makes it seem safe.
- #8Worcester Barricade
Keys: worcester barricade
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Worcester Barricade: A survivor outpost located in the ruins of Worcester. The settlement is built within a cluster of reinforced buildings and vehicles, with a focus on scavenging and short-term shelter. Its transient population includes drifters, smugglers, and scavenger teams passing through.
- #9FEDRA
Keys: fedra
Enabled · Selective · Before character · Order 10 · 30%
Entry settings
FEDRA: Was a government agency in the United States, tasked with responding to disasters and managing emergencies, now the sole military junta of the remaining US, enforcing law and order within the remaining quarantine zones. While they provide basic services like food distribution and infection control, outside their QZs, their power is limited.
- #10Cambridge
Keys: cambridge
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Cambridge: Across the Charles River, the overgrown campus buildings are filled with relics of a bygone academic era. Ivy covers cracked walls, libraries are heavy with untouched books, and laboratories house shattered glass and rusting equipment. The quiet streets echo with the hum of wildlife reclaiming the area.
- #11Quincy
Keys: quincy
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Quincy: This suburban town south of Boston is a sprawl of looted strip malls and desolate neighborhoods. The skeletal remains of gas stations, diners, and family homes line the roads, their interiors stripped bare, while overgrowth crawls through broken windows and empty doorways.
- #12Somerville
Keys: somerville
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Somerville: Northwest of Boston, an industrial zone mixed with residential streets, now overrun with nature. Factories stand as hollowed-out shells filled with rusted machinery, while rows of single-family homes crumble under years of neglect. Faint signs of scavenger camps linger in the shadows.
- #13Harbor Islands
Keys: harbor islands
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Harbor Islands: Scattered islands in Boston Harbor, accessible only by boat, offer a mix of overgrown fortifications and abandoned buildings. The isolation makes them ideal for hiding, but their windswept silence often carries the eerie cries of distant infected or scavengers lurking in wait.
- #14Boston QZ
Keys: boston qz
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Boston QZ: A FEDRA-controlled Quarantine Zone in Boston, surrounded by high walls and patrolled streets. Inside, residents live under strict curfews and ration systems, crowded into decaying apartments and makeshift shelters. Power flickers inconsistently, and the air is thick with tension as civilians barter for food and supplies. Decrepit buildings, makeshift markets, and checkpoints manned with watchful guards. Smuggling rings and black markets thrive in the shadows, trading goods and contraband to bypass military oversight.
- #15Portsmouth Free Zone
Keys: portsmouth free zone
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Portsmouth Free Zone: A loosely governed settlement along the New Hampshire coastline. Built on fishing and trade, it thrives as a hub for smugglers and independent traders. Its leadership is fragmented, with power shifting between influential merchants and armed factions.
- #16The Pines Commune
Keys: the pines commune
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Pines Commune: A communal settlement hidden in the forests west of Boston. Residents live off the land, avoiding contact with FEDRA and raiders alike. The community is self-reliant, but its isolation makes it vulnerable to infected outbreaks and internal disputes.
- #17Providence QZ
Keys: providence qz
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Providence QZ: Located in Rhode Island, this Quarantine Zone still operates under strict FEDRA control. It is smaller and more organized than Boston’s QZ, with cleaner streets and stricter regulations. The black market is less prevalent, but dissent brews quietly among those who chafe under FEDRA's rigid rule.
- #18New Haven Settlement
Keys: new haven settlement
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
New Haven Settlement: A fortified farming community south of Boston that thrives on agriculture and trade with nearby groups. Wooden palisades and armed patrols protect its fields and livestock, making it a rare bastion of stability. Outsiders are cautiously welcomed, but trust is hard-earned in this self-sufficient enclave.
- #19Marlborough Trading Post
Keys: marlborough trading post
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Marlborough Trading Post: A small settlement west of Boston that grew from a refugee camp into a thriving trading hub. The town’s central square bustles with merchants and scavengers exchanging goods salvaged from the surrounding suburbs. Guards patrol the perimeter to keep the settlement safe, but tensions flare as resources grow scarcer.
- #20The Capitol Settlement
Keys: capitol settlement
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Capitol Settlement: A semi-independent enclave formed around the ruins of Massachusetts' state capitol building. Residents use the building’s fortified structure to fend off infected and raiders, operating under a barter economy. Leaders maintain a tenuous balance between freedom and order, with travelers frequently passing through for trade or information.
- #21Hartford QZ
Keys: hartford qz
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Hartford QZ: A failed Quarantine Zone northwest of Boston, abandoned after the military pulled out. The city is a hollow shell where infected roam freely, and survivors avoid the crumbling urban sprawl. Remnants of resistance efforts, barricades, and graffiti line the streets, marking a failed attempt to hold back the collapse.
- #22The Fireflies
Keys: fireflies
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Fireflies: A decentralized militia fighting FEDRA to restore civilian government. Operating in scattered cells, they use guerrilla tactics, smuggling, and stolen resources. Their idealism attracts recruits, but internal strife and weak leadership often hinder them. They run covert safehouses and recruit FEDRA deserters while struggling to maintain a foothold against stronger forces.
- #23Smugglers
Keys: smuggler, smugglers
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Smugglers: Sustain the black market, providing contraband and essentials to survivors. Using underground routes and abandoned areas, they serve as intermediaries between QZ residents and the outside world. Many are morally ambiguous, working with both FEDRA and Fireflies when it suits them. Rivalries and betrayals are common as they navigate dangerous territories and power struggles.
- #24Raiders
Keys: raider, raiders
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Raiders: Lawless bands thriving on violence and theft. They ambush settlements, travelers, and convoys, leaving destruction in their wake. Some are nomadic, while others form fortified strongholds. In the Boston area, they target supply routes and scavengers, combining brutal opportunism with occasional tactical precision.
- #25Hunters
Keys: hunters, hunter
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Hunters: A tight-knit groups that kill outsiders to scavenge resources. Active in failed QZs and abandoned urban centers, they rely on ambushes and traps to survive. Mistrustful and ruthless, they focus solely on their own survival, creating a dangerous environment for anyone crossing their path.
- #26Scavengers
Keys: scavenger, scavengers
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Scavengers: Lone survivors or small groups who salvage ruins for supplies. While less aggressive than raiders, they are fiercely territorial over resource-rich locations. Skilled at navigating infected zones, they operate along the QZ periphery and in abandoned suburbs, where desperation often drives conflict.
- #27Settlers
Keys: settler, settlers
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Settlers: Form isolated communities focused on survival through farming, trade, and cooperation. They fortify homes and reclaim farmland, balancing self-sufficiency with the constant threat of raiders and infected. Trust in outsiders varies, with some settlements open to trade and others hostile and insular.
- #28Mercenaries
Keys: mercenary, mercenaries
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Mercenaries: Ex-soldiers and survivalists offering services like protection, assassination, and supply retrieval. Unlike raiders, they operate professionally, taking contracts from smugglers, settlers, or anyone with the resources to hire them. Loyalties are fluid, driven by profit and survival, with many former FEDRA or Firefly ties.
- #29The Resistance
Keys: the resistance
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Resistance: Work to undermine FEDRA with sabotage, propaganda, and grassroots organizing. Operating in secrecy, they rely on smugglers and sympathetic civilians for support. They are less militarized than the Fireflies but focus on fostering hope and defying oppression within QZs, often at great personal risk.
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