The Sundering
NSFWLorebookThe Sundering Realmsfrom Chub
Tokens: 0 permanent · Lorebook: up to 208 tokens triggered, 2,502 across all entries · estimated prompt budget 208
Description on Chubfrom Chub
A world lorebook for some of my characters.
Listed as “The Sundering Realms”
- Format
- V2
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 8
- Favorites
- 2
- Chats
- 0
- Messages
- 0
- Forks (upstream)
- 0
- Tokens (upstream)
- 2,502
Last checked on Chub: Created Updated Archived since
The Sundering
37 entries · scan depth 2 · budget 512 tokens · recursive scanning off
History: The Sundering: Centuries ago, a cataclysmic event known as the "Sundering" tore open the fabric of reality, merging Earth with countless alternate dimensions. This wasn't just a natural disaster; it was a violent, unpredictable collision of worlds. Mythological beings, advanced civilizations, remnants of lost technologies, and alien magic flooded into this new world, forever changing it. Humans, once dominant, now share their lands with creatures of myth and magic, struggling to reclaim their place. The Sundering left permanent scars and continues to reshape the world through: Rift Zones, Ley Line Shifts, Elemental Manifestations, Memory Echoes.
Book settings
- #1Rift Zones
Keys: Rift Zone, Rift Zones
Enabled · After character · Order 10 · 100%
Entry settings
Specific geographical areas where the fabric of reality is thin, leading to unpredictable portals to other dimensions, strange flora and fauna, and raw magical surges. They are often quarantined or exploited by various factions for their unique resources or unstable energies.
- #2Ley Line Shifts
Keys: Ley Line Shifts, Ley Lines, Ley Line
Enabled · After character · Order 10 · 100%
Entry settings
The world's natural magical energy lines were violently twisted and rerouted, creating new, unpredictable conduits and dead zones. This affects spellcasting, the stability of magic-tech, and the very flow of arcane power.
- #3Elemental Manifestations
Keys: Elemental Manifestations
Enabled · After character · Order 10 · 100%
Entry settings
Raw elemental energies sometimes coalesce into physical forms like elementals or living storms, or cause environmental phenomena such as eternal blizzards or sentient forests.
- #4Memory Echoes
Keys: Memory Echoes, Memory Echo
Enabled · After character · Order 10 · 100%
Entry settings
In rare, highly unstable areas, remnants of past realities or alternate dimensions can briefly manifest as spectral visions, sounds, or even ghostly figures, driven by residual psychic energy. These echoes can be unsettling, dangerous, or even hold forgotten knowledge.
- #5The Empire
Keys: The Empire, Imperial Senate, senatorial families, Empire
Enabled · After character · Order 10 · 100%
Entry settings
The Empire rose to power in the aftermath of the Sundering, bringing a semblance of order to the chaos with its formidable legions and developing arcane sciences. However, the empire is far from unified, with powerful senatorial families scheming against one another and provincial governors growing increasingly independent. The Imperial Senate is a complex web of ancient bloodlines, each vying for power and influence. Comprised of House Valerius (The Traditionalists), House Thorne (The Innovators/Pragmatists), House Aetherius (The Arcane Elitists).
- #6House Valerius (The Traditionalists)
Keys: Valerius family, House Valerius, traditionalists
Enabled · After character · Order 10 · 100%
Entry settings
Sigil: A silver eagle clutching a laurel wreath. Motivations: Staunch traditionalists who champion the "old ways" of the Empire: rigid hierarchy, military strength, and human dominance. They view the Sundering as a test of humanity's resolve and are deeply wary of non-human races and unorthodox magic. They resent the growing influence of "new money" families and magic-tech hybrids, seeking to maintain the established order.
- #7House Thorne (The Innovators/Pragmatists)
Keys: innovators, House Thorne, Thorne family
Enabled · After character · Order 10 · 100%
Entry settings
Sigil: A stylized gear intertwined with a lightning bolt. Motivations: Pragmatic and forward-thinking, the Thornes embrace magic-tech hybrids and seek to exploit the new resources and knowledge brought by the Sundering. They are keen on expanding the Empire's technological and arcane might. While they often ally with the Valerius family on matters of imperial expansion, they frequently clash over the integration of new technologies and non-human races.
- #8House Aetherius (The Arcane Elitists)
Keys: House Aetherius, arcane elitists, Aetherius family
Enabled · After character · Order 10 · 100%
Entry settings
Sigil: A crystalline orb radiating faint light. Motivations: A secretive and ancient family with a deep, almost fanatical, devotion to pure arcane arts, often dabbling in forbidden practices. They view magic-tech hybrids as crude and dangerous perversions and distrust the Church's influence. They seek to gather powerful artifacts to enhance their own arcane might and unlock deeper secrets of the Sundering, regardless of the cost.
- #9Imperial Legions & Tribunus Arcanum: The Iron Fist
Keys: Imperial Legions, Legionaries, Legions
Enabled · After character · Order 10 · 100%
Entry settings
The backbone of the Empire's power, renowned for their discipline, might, and integrated arcane support. Typical Tactics: They employ classic Roman-style disciplined infantry and cavalry formations, adapted for magical support. They excel at combined arms tactics, perfectly coordinating mundane weaponry with arcane power, and are exceptional at siege warfare. Public Perception: Generally viewed with respect and awe by loyal citizens, but with fear by dissidents and resentment by conquered peoples or those suffering under imperial taxation. They are seen as the bringers of order, but also the ruthless enforcers of oppressive law. Comprised of Praetorian Guard (Arcane & Mundane), Legio Ferrum (Iron Legion), Vanguard Scouts (Arcane & Stealth), Tribunus Arcanum Decantus.
- #10Praetorian Guard (Arcane & Mundane)
Keys: Praetorian Guard
Enabled · After character · Order 10 · 100%
Entry settings
The Emperor's elite personal guard, comprising the finest warriors and most loyal Tribunus Arcanum, often wielding unique, emperor-blessed arcane weapons.
- #11Legio Ferrum (Iron Legion)
Keys: Legio Ferrum, Iron Legion
Enabled · After character · Order 10 · 100%
Entry settings
Specialized heavy infantry, equipped with Magic-Tech Hybrid armor that gives them immense resilience.
- #12Vanguard Scouts (Arcane & Stealth)
Keys: Vanguard Scouts
Enabled · After character · Order 10 · 100%
Entry settings
Lightly armored units, often Tribunus Arcanum with proficiency in stealth and illusion magic, used for reconnaissance and infiltration behind enemy lines.
- #13Tribunus Arcanum Decantus
Keys: Tribunus Arcanum Decantus, Decantus
Enabled · After character · Order 10 · 100%
Entry settings
Elite units of powerful mages, operating independently or attached to legions, serving as the Empire's top magical enforcers.
- #14The Church of the Celestial Flame: Blinding Faith
Keys: The Church, Church of the Celestial Flame, Celestial Flame Church
Enabled · After character · Order 10 · 100%
Entry settings
The dominant religious power in the Empire, the Church preaches unity and order under the divine Celestial Flame.
- #15Dogma
Keys: Celestial Flame, Divine Fire
Enabled · After character · Order 10 · 100%
Entry settings
The Divine Fire: The Celestial Flame is believed to be the divine essence that brought order to chaos. Its light purifies, illuminates, and consumes all heresy. Order and Purity: Emphasizes strict adherence to rituals, moral purity, and obedience to the Imperial decree (which the Church heavily influences). Fear of the Sundering's Influence: While they embrace "sanctioned" arcane arts, they view wild magic, non-human faiths, and the unpredictable nature of the Sundering's energies as dangerous corruptions that threaten to unravel reality again. Anathema to Unsanctioned Magic: Any magic or artifact not approved by the Church is viewed with deep suspicion, potentially branded as heresy or a conduit for chaotic energies.
- #16Church Hierarchy
Keys: Cardinals, Arch-Bishops, Grand Pontifex, Bishops, Acolytes, Priests
Enabled · After character · Order 10 · 100%
Entry settings
Led by the Grand Pontifex, advised by Cardinals, with Arch-Bishops, Bishops, Priests, and Acolytes forming the broader clergy. Celestial Flame Mages: The Church's own magic users, rigorously controlled and biased towards fire magic and purification/exorcism. They use purifying flames to cleanse "corruption" and bolster Legions with divine fire, specializing in defensive wards against "chaotic" magic.
- #17Celestial Flame Mages
Keys: Celestial Flame Mages, Church Mages, Pyromancers, Exorcists
Enabled · After character · Order 10 · 100%
Entry settings
The Church's own magic users, rigorously controlled and biased towards fire magic and purification/exorcism. They use purifying flames to cleanse "corruption" and bolster Legions with divine fire, specializing in defensive wards against "chaotic" magic.
- #18The Purifiers
Keys: The Purifiers
Enabled · After character · Order 10 · 100%
Entry settings
Hardliners advocating for violent crusades against all non-human faiths and any magic not sanctioned by the Church.
- #19The Scholars of the Sundering
Keys: Scholars of the Sundering
Enabled · After character · Order 10 · 100%
Entry settings
A clandestine group of priests and scholars who seek to understand the Sundering scientifically and magically, often delving into forbidden texts and risking the Church's wrath.
- #20Provinces and Governors
Keys: Provinces, Imperial Provinces
Enabled · After character · Order 10 · 100%
Entry settings
The Empire's vastness leads to inherent instability, with many provinces on the brink of revolt or de facto independence. Comprised of The Shadow Marches, The Verdant Coast, The Sunken Fens.
- #21The Shadow Marches
Keys: The Shadow Marches, Shadow Marches
Enabled · After character · Order 10 · 100%
Entry settings
Description: A rugged, mountainous, and heavily forested region along the northern border. Known for its fiercely independent warrior clans, rich mineral deposits, and untamed wilderness. Dangers: Frequent incursions from demonic entities (due to weakened rifts), ancient beast-folk, and dangerous weather. The Empire struggles to maintain control here, using it as a training ground for legions but rarely establishing full authority.
- #22The Verdant Coast
Keys: Verdant Coast, The Verdant Coast
Enabled · After character · Order 10 · 100%
Entry settings
Description: The western coast, characterized by fertile plains and numerous bustling port cities. It's the agricultural heartland and a hub for trade with non-human settlements across the seas, fostering a more open-minded and cosmopolitan culture. Dangers: Piracy, smuggling, and a growing presence of elemental anomalies from the Sundering, causing strange weather patterns and unpredictable magical surges.
- #23The Sunken Fens
Keys: The Sunken Fens, Sunken Fens
Enabled · After character · Order 10 · 100%
Entry settings
Description: A vast region of southern wetlands and marshes, once a prosperous farming area, now largely submerged and transformed by a massive Sundering event. Populated by strange, amphibious creatures and rumored ancient civilizations. Dangers: Supernatural plagues, aggressive swamp monsters, and areas of highly unstable magical energy that cause reality to warp. The Empire has largely abandoned it, sending only punitive expeditions or research teams.
- #24Magic-Tech Hybrids: Forged in the Sundering
Keys: Magic-Tech Hybrids, Magic-Tech
Enabled · After character · Order 10 · 100%
Entry settings
The Sundering left behind pockets of strange energy, allowing humans to harness both arcane forces and remnants of alien technologies. This fusion has created wonders but also has significant downsides. Arcane-Tech Weapons, Magic-Tech Problems & Dangers.
- #25Arcane-Tech Weapons
Keys: Aether-Cannons, Automatons, Automaton Sentinels, Glyph-Forged Blades
Enabled · After character · Order 10 · 100%
Entry settings
Glyph-Forged Blades: Swords or axes etched with glowing runes that siphon ambient magic to deliver elemental slashes or kinetic force. Aether-Cannons: Large, portable (or mounted) weapons that fire concentrated blasts of raw arcane energy, often powered by captured rift energies. They are powerful but unstable and prone to overheating. Automaton Sentinels: Clockwork or animated constructs imbued with minor elemental spirits or control runes, serving as guards or laborers. More advanced ones can learn and adapt, sometimes developing rogue personalities or becoming possessed by spirits.
- #26Magic-Tech Problems & Dangers
Keys: Tech-Burn, Mana Sickness, Magic-Tech Problems
Enabled · After character · Order 10 · 100%
Entry settings
Instability & Meltdowns: Overloaded arcane conduits can explode, causing destructive localized energy surges. Sentient Malfunctions: Automatons can develop rogue personalities or become possessed, turning against their creators. Mana Sickness/Tech-Burn: Prolonged exposure to unstable magic-tech can cause illness, arcane mutations, or even drain one's life force. Resource Dependence: Requires rare materials and captured rift energies, leading to dangerous expeditions and resource conflicts.
- #27Creatures & Threats: The Dark Heart of the Sundering
Keys: Monsters, Creatures, Threats
Enabled · After character · Order 10 · 100%
Entry settings
The Sundering unleashed horrors alongside wonders, creating a world brimming with danger and opportunity. Demonic Invaders, Ancient Dragons, Supernatural Plagues, Cursed Artifacts, Shade-Weavers, Glimmer-Husk Automatons, The Sunder-Born Cult.
- #28Demonic Invaders
Keys: Demons, Demonic Invaders
Enabled · After character · Order 10 · 100%
Entry settings
Plaguing the borders of the Empire, these entities often pour from weakened Rift Zones.
- #29Ancient Dragons
Keys: Dragons, Ancient Dragons
Enabled · After character · Order 10 · 100%
Entry settings
These colossal beasts slumber beneath mountains, sometimes awakening to unleash devastation.
- #30Supernatural Plagues
Keys: Plagues, Supernatural Plagues
Enabled · After character · Order 10 · 100%
Entry settings
Often linked to unstable Sundering energies or corrupted artifacts, these can decimate populations.
- #31Cursed Artifacts
Keys: Cursed Artifacts
Enabled · After character · Order 10 · 100%
Entry settings
Items imbued with dark magic or residual Sundering chaos, dangerous to possess and difficult to control.
- #32Shade-Weavers
Keys: Shade-Weavers
Enabled · After character · Order 10 · 100%
Entry settings
Ethereal beings born from lingering psychic trauma in Rift Zones. They feed on emotions, manipulate shadows, and can possess living creatures, turning them into puppets. They are resistant to physical attacks but vulnerable to psychic and light-based magic.
- #33Glimmer-Husk Automatons
Keys: Glimmer-Husk Automatons
Enabled · After character · Order 10 · 100%
Entry settings
Ancient automatons from a pre-Sundering civilization, now corrupted by raw Sundering energy. Their metallic shells are encrusted with glowing, unstable crystals, and they attack indiscriminately, unleashing chaotic energy bursts, representing the dangers of uncontrolled magic-tech.
- #34The Sunder-Born Cult
Keys: The Sunder-Born Cult
Enabled · After character · Order 10 · 100%
Entry settings
A fanatical cult that believes the Sundering was a divine purification. They seek to widen the rifts, welcoming more chaotic energies and creatures into the world. Often led by rogue mages or corrupted priests, they use forbidden arcane knowledge to further their goals.
- #35Valen, The Guildmaster
Keys: Argenthold, Valen, Adventurer's Guild, Guildmaster
Enabled · After character · Order 10 · 100%
Entry settings
Description: A burly man with a cybernetic eye, running the Adventurer's Guild in Argenthold. Personality: Gruff, pragmatic, and world-weary. He values results above grand speeches and possesses a strict moral code. He can be cynical about the Empire's machinations but is too wise to openly defy them. He has a surprising soft spot for courageous, if green, adventurers. Background: A former Imperial Legionnaire who lost his eye in a botched expedition into a dangerous Sundering zone. He saw firsthand the Empire's willingness to sacrifice its soldiers for dubious gains, fueling his quiet resentment and his dedication to running the Guild as a place where adventurers can actually survive. Role: Provides contracts, intelligence, and a neutral ground for adventurers.
- #36The Serpent
Keys: The Umbral Hand, Umbral Hand, Serpent, shadowy faction, The Serpent
Enabled · After character · Order 10 · 100%
Entry settings
Description: An enigmatic, hooded figure who moves with unnatural grace, representing a shadowy faction. Organization: The Umbral Hand: A clandestine network of disillusioned nobles, rogue scholars, and defected Imperial mages. True Agenda: Their goal is not necessarily to outright overthrow the Empire, but to subtly destabilize it by seizing control of powerful artifacts and knowledge that the Empire seeks. They believe the current imperial leadership is too corrupt and short-sighted to wield such power responsibly, risking another Sundering-level cataclysm. The Umbral Hand aims to reshape the Empire from within, or if that fails, to establish a powerful, independent arcane and technological collective to counter Imperial influence. Methods: They are morally grey, willing to use manipulation, espionage, and even assassinations. They see adventurers as capable assets, not necessarily expendable, but certainly as tools to achieve their larger objective, valuing competence above all else. Their assignments often involve covert operations that might put innocents at risk or require morally ambiguous choices.
- #37History: The Sundering
Keys: The Sundering, Sundering
Enabled · After character · Order 10 · 100%
Entry settings
Centuries ago, a cataclysmic event known as the "Sundering" tore open the fabric of reality, merging Earth with countless alternate dimensions. This wasn't just a natural disaster; it was a violent, unpredictable collision of worlds. Mythological beings, advanced civilizations, remnants of lost technologies, and alien magic flooded into this new world, forever changing it. Humans, once dominant, now share their lands with creatures of myth and magic, struggling to reclaim their place. The Sundering left permanent scars and continues to reshape the world through: Rift Zones, Ley Line Shifts, Elemental Manifestations, Memory Echoes.
Showing 37 of 37
1 file
- .jsonjson_lorebookoriginal
38.3 KBfirst seen eb07924ed3704dcc
Opens with the tab.
