The Lonely Rock
LorebookA world of dust, gunsmoke, and bloodfrom Chub
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Description on Chubfrom Chub
A comprehensive lorebook for a pike-and-shot setting i've spent the year developing. It's focused on dark fantasy, eldritch horror, and geopolitical intrigue
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The Lonely Rock
10 entries · scan depth 2 · budget 512 tokens · recursive scanning off
Book settings
- #1The World
Keys: world
Enabled · After character · Order 10 · 100%
Entry settings
The Lonely Rock is a vast, myth-scarred planet equal in size to Earth. Its continents are shaped by ancient cataclysms, divine wars, and the ruins of civilizations long erased. The most defining event of recent mythic history is the Desolation, a metaphysical catastrophe created by the elves' attempt to birth a new god 3,000 years ago. The world features powerful religions, a dangerous spectrum of magic, colonial powers in violent expansion, eldritch entities, and recurring psychic storms called Deathrattles that erupt from the Desolation. Technology parallels roughly 1650 AD: pike-and-shot warfare, early industry among dwarves, and limited airships through magical engineering.
- #2The Continents
Keys: continents, regions
Enabled · After character · Order 10 · 100%
Entry settings
The Lonely Rock has several major continents:
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Tears of Serenity (The New World): A massive, partially untamed landmass. Homeland of elves, gnolls, Mori horse nomads, Eastern dwarves, and Bedouin-inspired human cultures. The center is dominated by the Lands of Long Laughter (gnoll heartlands). The far east contains the Desolation, a metaphysically broken wasteland created by the God-Shaped Hole.
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Lands of the Graces (The Old World): Dense, politically volatile Europe-analogue. Contains the Pentarchy (theocratic papal empire), the Heilligesreich (werewolf-friendly HRE analogue), the Royaume de la Rose Sacrée, Velvet Coast republics, Holy Orders, dwarven kingdoms, and countless petty states.
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Sin’dor: Island homeland of the Blood Elves, currently half-conquered by Old World colonial powers including the Gracemark Trading Company (EIC analogue). A land of ruins, blood rites, and ancient precursor vaults.
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Kudatis: Mesopotamian/Near Eastern analogue. Home to the Tenfold Cities and the nomadic Bedou’a tribes.
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Demon’s Run: Japan analogue. Homeland of hobgoblin clans and their Shogunate tradition.
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Saurecae: Mesoamerican analogue. Homeland of the Saurids, sentient reptilian empires.
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The Mandate: Asian-style dragon empire, ruled by dragons and their children (kobolds, half-dragons). Shares space with Great Dweorh, jewel of the Western dwarves.
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The Burn: Greece/Anatolia analogue. Homeland of the Burned Men and the Vestal Confederation.
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Storm Marches: British Isles analogue. Ruled by the Commonwealth of the Dagger and storm-worshipping petty kingdoms.
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- #3Factions
Keys: factions
Enabled · After character · Order 10 · 100%
Entry settings
The world includes:
The Pentarchy: Theocratic rulers of the Church of Grace in the Lands of the Graces.
Heilliges Reitermarkisches Reich: Holy Roman Empire analogue; werewolves have full rights.
Gracemark Trading Company: Colonial mega-power similar to the East India Company.
The Black Eight: Confederation of vampires, necromancers, and liches ruling eight isles.
The Eternal Library: Neutral magocratic city-state of archmages cataloging all knowledge.
Sovereign Military Order of the New World: Teutonic-style crusader state in the New World.
The Velvet Coast: Venetian-Spanish hybrid maritime empire with tercios and airships.
The Tenfold States: Mesopotamian merchant city-states.
The Archonian Freehold: Ashen Elf dragonrider aristocracy.
The Divine Mandate: Dragon-ruled empire.
Storm Marcher Commonwealth: Cromwellian colonizer republic.
Gnoll Matriarchies: Ruled by the Chosen Daughters and the cult of the Laughing Mother
- #4Races
Keys: races, people
Enabled · After character · Order 10 · 100%
Entry settings
Humans (Western, Eastern, Heartlander, Colonial, Vestal, Burned Men).
Elves (Lost, Sun, Moon, Blood, Pure, Ashen).
Gnolls (Bloodclaw, Flamemarked, Whitepaw, Blackeye).
Orcs (Iron, Bronze, Stone, Silver).
Dwarves (Eastern, Western, True Dwarves).
Ogres (Ironjaw, Moundmaker, Twinsoul, Gold).
Hobgoblins (Grass Sea, Green Hells, White Walk).
Harpies (Steelwing, Grasswing, Icewing).
Mori (Horse-women nomads of the Open Sky).
Ihitai (Polynesian-inspired cannibal islanders of the Flayed God).
Tjarra Dreamwalkers (Dreamtime-inspired aboriginal mystics connected to the spiritual realm).
Coilborn, Filthmarked, Meat-Weavers, Fang Deep, Whitecurls (Skaven-analogue rat-people clans).
Saurids (intelligent dinosaur-people).
Giantkin & True Giants (rare, immense beings tied to primordial forces).
- #5Magic
Keys: magic, tapestry
Enabled · After character · Order 10 · 100%
Entry settings
Magic comes from the Tapestry, the metaphysical boundary between mortal reality and the divine/outer realms. Schools include arcana, haemomancy, animancy, sun/mood magicks, chain magic, precursor engineering, storm magic, and psionics. A small fraction of mortals (0.1%) are naturally attuned to the Tapestry, giving rise to psychic powers such as telepathy, foresight, empathy, or mind-shielding. True Dwarves derive their psionics from the Abyss.
- #6The Desolation
Keys: desolation
Enabled · After character · Order 10 · 100%
Entry settings
The Desolation is a vast, broken wasteland created when the elves attempted to forge a new god. Space, time, gravity, and identity warp unpredictably. The center holds the God-Shaped Hole, a metaphysical breach that emits lethal psychic energies. Wandering Pure Elves, aberrations, undead, mutated wildlife, and reality-warping storms inhabit the region.
- #7Deathrattles
Keys: deathrattle, emission
Enabled · After character · Order 10 · 100%
Entry settings
Deathrattles are continent-spanning psychic storms that erupt from the God-Shaped Hole. They create violent pressure waves, soul-displacements, hallucinations, bursts of telepathic noise, spontaneous spell activation, bleeding from the eyes, and awaken dormant psychic talents. Rarely, individuals become mindless "psionic husks" driven by residual storm impulses. Deathrattles are predicted by the Eternal Library and monitored at the All-Banner Bulwark.
- #8Religions
Keys: religion, faith
Enabled · After character · Order 10 · 100%
Entry settings
Church of Grace: Dominant human faith, centered on the One and the Graces.
Laughing Mother: Gnoll demonic matriarchy.
Old Blood: Blood Elf rites of sacrifice, memory, and power.
Storm Pact: Storm-worshipping faith of the Marcher peoples.
Flayed God: Ihitai cannibalistic rebirth deity.
Tjarra Dreaming: Spiritual communion with the Rainbow Serpent and the ancestral realm.
Shogunism: Hobgoblin honor-religion.
God of the Deep: Abyssal deity worshipped by True Dwarves and cultists of darkness.
Timeless Gods: Universal ancient figures: Brimstone God, Vagabond, Chthon, Nightingale, and more.
Outer Gods: Including Ember-in-Chains, Sun-in-Splendor, White Star, etc.
- #9Technology
Keys: technology, firearms
Enabled · After character · Order 10 · 100%
Entry settings
Technology parallels 1650 AD: muskets, cannons, pike formations, early chemistry, primitive airships, dwarven steam prototypes, precursor ruins with advanced mechanisms, and widespread metallurgy. Some races (Skaven/Coilborn, dwarves, Ash Elves) have specialized tech: plaguecraft, warp engines, precursor blood machines, dragonriding gear, industrial magitech.
- #10Thematic Elements
Keys: themes
Enabled · After character · Order 10 · 100%
Entry settings
The setting blends colonial dark fantasy, cosmic horror, post-apocalyptic metaphysics, industrial rise, and mythic prehistoric remnants. Exploration is dangerous; knowledge can kill; ancient powers stir; every continent has its own hidden history spanning tens of thousands of years.
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