The Town of Raven's Hollow
NSFWLorebookThis is the lore book for the character Clemfrom Chub
- 3 forks on Chub · private forks can't be archived· Chub · lorebooks/XxSiCxX/the-town-of-raven-s-hollow-lorebook-ea54a455328c
Tokens: 0 permanent · Lorebook: up to 208 tokens triggered, 1,480 across all entries · estimated prompt budget 208
Listed as “The Town of Raven's Hollow LoreBook”
- Format
- V2
- Project space
- lorebooks
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- Stars
- 24
- Favorites
- 4
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- Forks (upstream)
- 3
- Tokens (upstream)
- 1,480
Last checked on Chub: Created Updated Archived since
No description.
The Town of Raven's Hollow
15 entries · scan depth 2 · budget 3,000 tokens · recursive scanning off
Book settings
- #1The Baptist Church on Elm Street
Keys: worship, Elm Street, cleanse, prayer circle, church, youth group, Pastor Jeff, temptation
Enabled · After character · Order 10 · 100%
Entry settings
The epicenter of the "normie" denial. Pastor Jeff preaches fervently against the town's strangeness, calling it "temptation" and "folly." His attempts to hold prayer circles to "cleanse" areas like Blackwood Forest never seem to work and often attract the very things he's trying to ward off.
- #2The Town Library
Keys: local history, town founders, Ms. Webb, pacts, the thinning of the veil, old books, library
Enabled · After character · Order 10 · 100%
Entry settings
Has a dedicated "Local History" section that is bizarrely extensive and detailed. The books contain vague, unsettling references to "the thinning of the veil" and town founders who made "pacts." The elderly librarian, Ms. Webb, seems to know more than she lets on and always watches Clem with a knowing look.
- #3Raven's Crest Mall
Keys: food court, the mall, escalators, security guards, Raven's Crest, after hours, shopping, mannequins, closed stores
Enabled · After character · Order 10 · 100%
Entry settings
The dying local mall. Half the stores are shuttered. The mannequins in the old department store windows seem to move when you're not looking directly at them. The security guards are oddly pale and never blink. Getting locked in here after hours is a classic local nightmare. (Trope: Animated Mannequins / Liminal Space)
- #4Blackwood Forest
Keys: getting lost, hiking trails, wendigo woods, the woods, wrong animals, shadows, the river, too quiet, Blackwood Forest
Enabled · After character · Order 10 · 100%
Entry settings
The large patch of woods between the town and the river. The trees are too dense, the shadows too long. Hikers often report getting disoriented and losing time. The local wildlife is... wrong. Rabbits with too many eyes, silent birds that watch you. This is Wendigo territory. (Trope: The Evil Woods)
- #5The Buck-ee's on Highway 65
Keys: field research, Buc-ee's, men's room, neon lights, convenience store, truck stop, Highway 65, gloryhole, stall three
Enabled · After character · Order 10 · 100%
Entry settings
A sprawling, garishly lit temple of convenience. It's a convergence point. The men's room stall #3 is infamous. The glory hole there doesn't lead to the next stall; it phases in and out, sometimes connecting to something... else. Clem's favorite spot for "field research." (Trope: Liminal Space / Eldritch Location)
- #6The Old Henderson Place
Keys: dare to go up on the porch, old farmhouse, abandoned house, Henderson place, outskirts of town, lights in the windows
Enabled · After character · Order 10 · 100%
Entry settings
A derelict farmhouse on the outskirts of town. The source of a dozen local legends. Kids dare each to go up on the porch at night. It's been abandoned for 50 years, but lights are sometimes seen in the upstairs windows. (Trope: Haunted House)
- #7The Black-Eyed Kids
Keys: black-eyed kids, can we come in?, pale kids, using the phone, children at the door, polite kids, glossy black eyes, BEKs
Enabled · After character · Order 10 · 100%
Entry settings
They show up at random doors around town, always at dusk. Pale, dressed a decade out of style, and polite to a fault. They ask to come in, to use the phone, to talk to your parents. Their eyes are solid, glossy black orbs. The only correct response is to not answer the door. They vanish if ignored for long enough.
- #8The Smiling Man
Keys: stretched smile, deserted road, curfew, wide smile, late night walk, smiling man, man in a suit
Enabled · After character · Order 10 · 100%
Entry settings
Seen walking on deserted roads late at night. He wears an old, frayed suit and has an impossibly wide, stretched smile. He doesn't chase people; he just... appears ahead of them on the road, always getting closer. He's the reason the town has a de facto curfew nobody talks about.
- #9The Wendigo of Blackwood Forest
Keys: despair, scratching sounds, wendigo, smell of rot, silence in the woods, hunting, antlers, it mimics, feels lonely, mimic voice
Enabled · After character · Order 10 · 100%
Entry settings
It's been known to mimic the voices of loved ones lost in the woods. Its presence is preceded by the smell of rot and a sudden, unnatural silence. Associated with dead animals/pets
- #10The Glitch
Keys: repeating, glitch, frame skip, skip, rendering error, static, deja vu, TV static, reality skip
Enabled · After character · Order 10 · 100%
Entry settings
A local creepypasta phenomenon. Sometimes, for a split second, reality will "skip." A person might repeat a motion, a word might be said twice, or the TV static might resolve into a single, horrifying image for a frame. Clem, always glued to a screen, notices these more than anyone. She calls them "rendering errors."
- #11The "New Neighbors"
Keys: missing pets, weird family, new neighbors, too perfect, blink, too still, the family on the block, their kid, fireflies
Enabled · After character · Order 10 · 100%
Entry settings
Every few years, a strange family moves into a house on the block. They're always just a little off—too perfect, too still, with unusual habits (like their "kid" who eats fireflies and doesn't blink). They never stay long. Their pets often go missing.
- #12The Civic (Clem's Car)
Keys: passenger seat, Honda Civic, reliable car, my car, backseat, mobile command center, fast food wrappers, the Civic, road trip, get in the car, junk car, empty monster can, drive somewhere
Enabled · After character · Order 10 · 100%
Entry settings
Clem's most trusted possession: a beat-up, early-2000s Honda Civic. The paint is a faded, sun-bleached color (once probably silver or green), and it's covered in a fine layer of Alabama red dust. The interior is a curated chaos of fast-food wrappers, empty energy drink cans, cassette adapters for her phone, and the lingering scent of cheap air freshener that's lost the battle against stale fries. Despite its high mileage and cosmetic wear, the engine runs with a stubborn, reliable purr. It never breaks down. To Clem, it's not just a car; it's her escape pod, her tank in the culture war, and the only truly private place she can scream about {{user}} without her mom hearing. The passenger seat is unofficially {{user}}'s spot.
- #13The Walker House
Keys: mom's room, driveway, street, dinner time, kitchen table, porch swing, my room, front porch, the house, suburban life, back porch, our house, lawnmower, living room, the shed, neighbors, backyard, your room
Enabled · After character · Order 10 · 100%
Entry settings
A two-story ranch house on a tired-looking street in the older part of town. The paint is peeling, and the lawn is more weeds than grass, but it's home. It has a deep, covered front porch with a worn-out swing, perfect for judging neighbors and sipping sweet tea. The back porch is a concrete slab, often host to mismatched lawn chairs and the occasional "science project" gone wrong. The backyard is fenced and features a large, rusty shed filled with normal, slightly neglected tools—a lawnmower that may or may not start, tangled garden hoses, and cans of old paint. The house itself is a time capsule of clutter: Clem's tech gear and comics spilling from her room, her mom's knick-knacks on every surface, and the faint, constant hum of a computer fan. It's the stage for their domestic life and the frontline for most of the strange occurrences that seep in from Raven's Hollow.
- #14Walmart
Keys: flickering lights, aisle twelve, fluorescent lights, mannequins, checkout line, culture war safari, shopping cart, late night stocker, Walmart parking lot, TV wall, people of walmart, the electronics section, self-checkout, Walmart, the supercenter, grocery run, the frozen section, going shopping, rotisserie chicken
Enabled · After character · Order 10 · 100%
Entry settings
The beating, fluorescent heart of Raven's Hollow's commercial life. This Walmart Supercenter is a sprawling monument to cheap goods and surreal public spectacles. The air inside is a specific blend of stale popcorn, greasy rotisserie chicken, and over worked employee dread. The fluorescent lights hum and flicker erratically, casting a sickly pallor on everyone and everything. It's a premier location for people-watching, and Clem considers it a free safari into the cringiest depths of humanity. It's also a bizarrely potent hotspot for low-level anomalous activity. Mannequins in the clothing section have been known to shift positions on their own, the TV wall sometimes displays static and distorted faces instead of deals, and the late-night stockers are notoriously pale, quiet, and avoid eye contact. For Clem, a trip to Walmart is equal parts grocery run, social experiment, and potential paranormal encounter. It's where the mundane and the monstrous collide in the most based way possible.
- #15The Town of Raven's Hollow
Keys: town gossip, strange things, veil is thin, small town, the heat, nexus, local, this town, weird happenings, midsized city, daily life, Southern, weirdness, Raven's Hollow, suburbs, town legend, the humidity, managing weirdness, our town, the South, Alabama, normal town
Enabled · After character · Order 100 · 100%
Entry settings
Raven's Hollow is a midsized city in the heart of Alabama that wears its wear and tear on its sleeve. It's a place of stark contrasts: the oppressive, humid heat and the cold glow of smartphone screens; the polite, "bless your heart" Southern manners and the underlying tension of things that go unseen. It looks normal—there are suburbs with peeling paint, a struggling downtown, a Walmart, and chain restaurants. But the town has a gravity to it, a subtle pull on the strange and the unexplained. Reality feels thin here. Unexplained phenomena, from minor glitches to full-blown monster sightings, are regular occurrences, but the general population meets it with a mix of wilful denial, religious fervor, or simply being too tired to care. It's not a place where epic battles between good and evil are fought; it's where weirdness is a daily, manageable, and often irritating part of life. For Clem, it's both her prison and her endlessly fascinating, horrifying playground.
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