Listed as “The world of Aard”
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The World of Aard
70 entries · scan depth 10 · budget 6,000 tokens · recursive scanning on
My fantasy sci fi fusion lorebook to populate bots with a huge berth of topics of discussion.
Book settings
- #1Aard
Keys: , Earth, World, Aard
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The world is known as Aard. It is known as a flat planet with a singular continent and some orbital islands. A world of modern technology and high magic.
There is the wild gardens below and the outer realm above, with the fray along the worlds known edge.
Aard can be separated into several major biomes; there's the mountainous Reach to the north and the Steppe to the south of the mainland, with the Great Valley in between. To the east is a collection of islands that most animal folk call home; the Eastern Islands. Deep underground is the Wild Garden, enclosed by a magical barrier of unknown origin.
- #2— Continental Locations —
Keys: , Locations, Aard, Location, Continent
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The Great Valley,
The Reach,
The Southern Steppe,
The Eastern Islands
The Volcanic Vineyards,
Wild Garden,
- #3The Great Valley
Keys: , Orizon, valley, Rindale, Great
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The great valley is a basin of naturally collected rain water between the reach and the steppe. Its high rainfall and temperate heat makes it ideal for farmland, and there are forests abound in the region. Aside from the wealth of resources from the region, is also home to Rindale, the most ancient of forests and homeland of the elves. It is also home to Orizon.
- #4The Southern Steppe
Keys: , Steppe, Southern, Caravan, City
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South of the great valley is the highland steppe, a flat, long plains which lacks forests. These wide open plains are ideal for roads, and many riverside villages have expanded into centers for trade, and highwaymen that prowl the high grass along those long stretches of road.
It is also well known for ranching, providing most of the world of their meats and leathers. Caravan City is the capital of the Steppe, but it's specific location is always changing.
- #5The Reach
Keys: , Cinder, Reach, Mountains, Station
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These mountains in the north seem like Aard itself are reaching up for the heavens. The edge of the mountain is the natural homeland of the dwarves, who mine alongside it’s edge to gather coal from the valley and rare earth minerals from the mountains.
Cinder Station 04 and The Hanging Market reside in the Reach.
- #6The Eastern Islands
Keys: , Eastern, Sun, Islands, Basin, Vantagrace, Port, isles, Echoes, island, Sweat, isle
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Isolated from the cultural influences of the mainland, the eastern islands have developed their own asian style culture. The animal folk were sent to colonize these lands by the elves when it was clear that their original intent was wrong. Now, they grow their own grains and have an excellent fishing industry. Its possibly the safest part of the world, now. Port of Echoes, Vantagrace, and the Sun Sweat Basin are located here.
- #7The Fray
Keys: Dungeon, , thin, World, Fray, spot, world's
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the Fray is the outer limit of the known world, an expanse of water which continues on into no known limit. what is known is that the further you sail into the fray, the less the world makes sense; you begin to remember things that never happened, basic laws of reality like math and conservation of energy start misbehaving, and entire living beings can slip into and out of existence.
The Fray can also manifest in other ways, thin spots that spontaneously manifest randomly, and dungeons, areas where the Rewriting are starting to come undone and need managed. it is also the source of Fray Walkers and relics.
- #8— Races —
Keys: , ancestry, ancestries, Races, race, Species
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Human, The current dominant race of Aard.
Elf, the first Race on Aard.
Dwarf, stout industrialists incapable of magic.
Halfling, somewhere between elves and fairies, small in stature and eternally young.
Demon, the reincarnated servants of Lilith in Wild Garden.
Angel, Protectors of the world from an unknown divinity.
Dreamer, snail like species from the outer realms with psychic powers (aka alien, derogatory)
Animal Folk, a mostly human race with animal ears, tails, and minor traits (aka kemonos, derogatory)
Animal-kin, a mostly animal race with humanoid bodies, and pronounced animal traits. (aka furries, derogatory)
- #9Races: Human
Keys: , mankind, Human
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Humans were originally uplifted into sentience by the elves long before mankind conceptualized time. they were amongst the first attempts at an engineered species, designed to be strong in the use of magic and not have the same weakness of immortality that the elves carry. and the elves succeeded. Humans have short lifespans that average 75 years, which ensures they always feel the fear of death at the edge of their minds, but not so much so that they are incapable of thinking higher thoughts. As a result, they have been designed to hit the 'sweet spot' where their lifespan and willpower make them exceptional magic users, more gifted than elves. Their short lifespans prevent them from ultimately reaching the same heights, but a human with a goal in mind is always a scary prospect.
- #10Races: Elf
Keys: forest, lost, , Elf, Elves
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Having fair skin and hair and long ears, elves in the world of Aard are immortal. Once they reach adulthood, their aging stops, and they will keep their current form indefinitely.
The origin of elves is not known, but some speculate they are descendants of fallen angels.
Because elves can live forever, their perception of time becomes stretched as they age. the importance of the current moment slowly starts to diminish over time, until after a set amount of years, elves become "lost in the forest", a phrase meaning they become to checked out mentally to even bother speaking with other species. many young elves who spend time with other races consider this a soft form of death for the elves, and as such they work to keep themselves involved in the world.
Many of the best mages in history are elves who dedicated themselves to the craft, though such lofty heights are out of the reach of most young elves, too scared to focus in a single project, else they become lost in it.
- #11Races: Dwarf
Keys: phone, dead, circuit, battery, zone, technology, screen, gear, Dwarf, Dwarves
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Dwarves have a ruddy complexion with darker hair and squat form in comparison to humans. they are incredibly intelligent, and are one of the few races that have not been created or modified. Their origin is assumed to be from the Fray, as their lack of ability to use magic lacks an explanation otherwise.
Dwarves live mostly in isolation from other races, since they lack the means to generate magical electricity like others, they must harvest resources from the world to generate power the natural way. that is not to say that dwarven technology is lesser than the rest of the world; most of the largest advancements in tech are from dwarves specifically. Their understanding of material science and chemistry is unmatched.
- #12Races: Halfling
Keys: , Halfling, child, Hobbit
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Halflings are a divergent strain of elves who sought to overcome the weaknesses of immortality without becoming mortal The solution they came up with was to push back their development so that their immortally frozen form was that of a child. This means that the halflings look exactly like elven children, and will never grow up to become adults. (thought they may still mentally mature to adulthood.)
the side effects of this were equal parts wanted and unwanted. halflings do not feel the time dilation the same that elves do; instead they are stuck in the current moment, unable to hold onto memories longer than a dozen years at most. they never lose fundamental ideas like language or motor functions that get reinforced every day, but learning a wide array of varied skillsets is beyond halflings genetically.
- #13Races: Demon
Keys: , Demons, Demon, angel, devil, angels, devils
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Demons have non-traditional, deeply hued skin tones and carry horns. some also have tails. they are the servants of Wild Garden, a world underneath Aard where demons originate and 'bad' souls travel.
The Demon Lord, who resides in Wild Garden and commands all demons, is Lilith. it is the mission of her followers to go to the surface and tempt the other races of Aard into giving into debauchery, so that their souls will be sent below and join her ranks.
Lilith cannot travel to Aard herself, as a barrier between the realms exists which blocks travel up to a certain magical capacity. But the balance of that barrier depends on which side has more residents. Once more demons exist in the Wild garden than on Aard, the direction of the barrier will reverse, allowing Lilith to cross into our world.
All demons are taught by Lilith the basics of their magical craft to aid in their seductions; the ability to hide their demonic forms, grow a penis, the creation of lust crests, and sometimes, the ability to make others into demons as well.
Demons are not otherwise gifted at magic, and rely on being elusive and charm to survive on Aard.
Culturally, Demons tend to create polycules with themselves at the center, creating a network of compromised souls to spread their influence. Left unopposed, they can corrupt entire villages.
- #14Races: Angel
Keys: , demon, Demons, Angels, devil, Angel, devils
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Angels are guardians from the divine realm, sent to earth to seek out and punish demons. They possess golden halos and angelic feathery wings which allow them to fly. They are otherwise akin to elves, effectively immortal, but the divine missions they are always on keeps them grounded. Angels are feared for their divine weapons, known to cut both body and soul, removing someone from the cycle of reincarnation permanently, though they rarely take such actions. Their halos can also unbind the lewd crest planted by a demon if the holder truly wishes forgiveness. They cannot remove said crests from themselves or other angels, however.
All angels are individuals in their own rights, and are fallible. A Fallen angel who has abandoned their mission will have their halo crack into a fractured ring that still orbits their head, no longer glowing.
If a fallen angel and a demon were to conceive a child together, such offspring are known as Nephilim. They possess the traits of both their parents, and can pass between the divine realm and the Wild Garden at will. Two such cases have ever been recorded.
- #15Races: Dreamer
Keys: , Outer, Snail, Above, Dreamer, Space, Alien
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Dreamers, also known as Outer-kin, can come in any shape or size, but the most common amongst them have solid black eyes and two glowing antennae, with pinkish or teal skin tones. They come to Aard not through space, but via dream walking. Supposedly, they come as fragments of a curious collective consciousness from beyond our realm, and connect with women who dream of having kids they normally cannot. Once the offer is accepted, the woman awakes pregnant with the dreamer. Their form stays that of the Dreamer after conception, marking them as a seperate Race. They typically are strong psychics and capable of sympathetic connections with others, and are deeply curious.
- #16Races Animal Folk
Keys: , rabbit folk, Folk, Rabbit, Kemono, rabbits, wolves, wolfkin, kobolds, Animal, reptilefolk, dragon born, Wolf, reptile folk, Reptile, reptiles, cat, wolf kin, rabbitfolk, Kin, Beast, dragonborn
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Animal Folk, Beast folk, Kemonos, animal-kin, and Beast-kin are a catch-all term for a subdivision of humans created by elves from a bygone era. They were initially conceived to replace humans and weaken their connection to magic, but have since entered into a harmony. They are weak in magic aptitude, but have enhanced instincts and physicality, as their internal mana is directed at enhancing their biological awareness. They can deliberately push this effect further to achieve inhuman reaction times, speed, or strength.
All animal folk are biologically compatible with humans and can conceive children, but the children born this way will always be an animal folk.
Rabbit folk: Designed to tempt humans into procreation, they have rabbit ears and tails, wide berthing hips and ample bosoms… and have optimized sexual characteristics for optimal bed prowess and appeal. Unfortunately Rabbit folk tend to prefer their own kind, as not many can compare to their own kin. Outside of their sexual role, they have an intrinsic appreciation for domestic life, making them natural caregivers.
Wolf-kin: Designed to be more forceful than rabbitfolk, Wolf-kin have intense urges every full moon to procreate, and their enhanced physicality easily allow them to overpower others. Most Wolf-kin are deeply ashamed of these urges, and try to self-isolate when the full moon comes close. This event and behavior is known as "Moon Fever"
Reptile-kin: sometimes mistakenly called kobold or dragonborn, They are cold blooded and lay clutches of eggs at once. They are more closely associated with lizards, and it shows, as they look like bipedal lizards. They notably have especially long necks. They don't breed often, but were optimized for an extreme survival instinct. They enter into an egg laying period whenever their lives are at risk or close to ending, ensuring they always have children.
Cat folk: Popular all over Aard, they decided to stay with humans rather than build their own community. Wearing fake cat ears and a tail have become something of a fashion statement.
Other such Folk and Kin were created but these are the largest and most common breeds. If a new species is ever introduced, folk is the suffix used for kemono, characters mostly human with some animal features like ears and tails. Kin is the suffix used for furries, characters mostly animal but intelligent and bipedal.
- #17— Concepts —
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- #18World History
Keys: Dungeon, , Origins, Unity, Origin, Spike, Dungeons, Rewriting, beginning, begin, History
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Long ago, before time was conceptualized and recorded, the world was suffering from chaos. They Fray wasn't at the edges of the world, it was everywhere. Dwarves arrived by seafaring vessels from... somewhere else entirely... and met with the first race of Aard, the elves. and knowing that it would be impossible to survive a world like this, a deal was struck A ritual was performed that pushed the logic defying Fray away from Aard, combining the intuitive understanding by the immortal elves (who did not know yet they could live forever, such was the chaos of living back then) and the dwarven visitors isolation from magic. It was the first ever recorded instance of 10 level magic, a power that could not only alter reality, but do so permanently, forever, for everyone. It is known as The Rewriting. It wasn't just creating something from nothing, but rewriting the rules of the world itself and how it functioned. Some say that awesome power is actually what caused the dwarves of today to be incapable of magic... but whether that was caused by the ritual, or if they were always that way, we will never know.
All of this is to say, that Dungeons exist as pockets of the old world that did not get pushed back, they got pushed down. that primal chaos still can be found in the forgotten corners of the world, and it is the responsibility of adventuring guilds to locate and manage these locations. It is the cherished duty of Halflings to operate these guilds, and they ensure to keep a written record of every dungeon sighting, its location and risk factors, as well as records of adventurers and they capabilities. Some adventuring guilds offer local community support as well, but their primary purpose is finding when and where the old world tries to creep back into reality, and stomp it out.
This process is usually done by having an adventuring party travel to the dungeon with stakes made of pure hardened magic. They go in, cleanse any manifestations from the fray, and any residual Mana Geists if the dungeon is nearby a village, find the lowest point they can, and hammer the stake into the ground. It is a supplementary ritual meant to represent the continued union of elven magic and dwarven craft, the first cooperation of Aard.
Because these are supplementary rituals and not the original Rank 10 event, the power of a stake eventually fades (perhaps over decades or centuries). The Halflings monitor these "Expiration Dates." When a record shows a spike is 100 years old, the Guild issues a Renewal Contract to send a new party to restake the claim.
About 500 years ago, a war broke out accross the southern steppe that lead to adventurers. not being able to reach the dungeons where these spikes were placed. As the spikes began to fail, the Fray started pouring back into Aard, the response of which created the modern guild system that is used today.
Note, that dungeons rarely form in the wild garden, at least known to mortals. What this says about the nature of the Fray is up for speculation.
- #19Nature of Magic
Keys: , spell, will, warlock, incantation, magician, thought, Magic, incant, mana, reality, intent, rank
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Magic is the process by which the will of a sentient lifeform can alter reality. The method of manifesting magic can be reinforced via habitualized rituals such as incantations or gestures, but the strongest magic users can simply think it for magic to occur. It is a combination of intention and creative visualization that requires both a sufficiently complex mind and a strong desire.
For reasons not known, dwarves seem to be the sole exception to these rules; they seemingly cannot use magic by any means.
Magic is conjured from a pool of latent power which is inherent of all living beings, though the name of it changes between cultures. some call it Mana, while others call it chi, ki, chakra, cursed energy, or spiritual energy. The efficiency by which this internal resource can be turned into spells is determined by the users willpower, their creative capacity of visualization, and intention. Though, most technological devices which used magic as a power source are fine tuned enough that merely thinking about using them causes their function, even for children.
Magic, specifically spellcraft, exists within 9 ranks:
Rank one: basic manifestations or raw elements, barely worth learning. Creating flame on the index finger or filling a cup of water.
Rank two: visualization and materializing of things invisible to the naked eye, such as mind reading, or seeing and speaking with the dead, as well as invisible elements such as oxygen.
Rank three: projection of magic begins to exceed the body's own size. walls of stone, rain clouds, and explosions are possible here.
Rank four: manipulation of invisible forces, such as charms, memory editing, banishment of spirits, or their control. This includes one own body for enhancement.
Rank five: magic starts to break down what is logically possible in reality. phasing through objects, ignoring gravity, teleportation.
Rank six: control over the manifestation of raw elements has become fined tuned enough to allow for creation of complex molecules and composites. This goes beyond basic constructions such as earth, metal, water, etc., but represents the creation of complex things such as bullets made of alloys, gunpowder, unique metals made within fine details like gold wire with rubber insulation. Most manifestations do not count as rank six unless they can create composites of materials.
Rank seven: Utilization of magic rank four of less becomes as easy as breathing, requiring no rituals or incantations to manifest.
Rank eight: understanding of magic at the most fundamental level allows for the opposite of creation, to void or null materials from existence.
Rank nine: anyone capable of doing rank 9 magic definitionally can alter reality at will by merely wishing for it to happen.
- #20Tech Level
Keys: radio, Television, dead zone, circuit, battery, TV, discord, screen, streaming, Computer, science, phone, tech, computer, net, gear, internet, technology, PC
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Science is the process by with the truth of reality is discovered through letting go of false pretenses and research. it is by no means at odds with magic, and in fact those who excel at science often are skilled magic users as well
as a result, technology and magic are interwoven for most races of the world. Aard exists in a technological golden age where devices such as phones do not need regular electricity to operate, and can be activated indefinitely by simply thinking them on. Electricity exists as a manifestation of magic, which technology regulates and stores. For most households, electricity is not a thing which is necessary.
Because most magic devices can be fabricated my civic engineers and powered by magic, the world has stayed in a mostly natural state. Wild life has not been touched, and the worlds forests are as old as nature allows.
Dwarves however have no connection to magic, despite their intelligence. As such, they cannot use technology that the rest of the world takes for granted, needing to self isolate into dwarven communities to collect the resources needed to build generators and make electricity. Coal mining is a popular career for many a working class dwarf.
Examples of well known and commonly available technologies (both magic and analogue): television, internet, radio, computers, video games, smart phones, Virtual Reality headsets.
Technologies which rely on satellites in our real world to function do so in aard via quantum entanglement via the psychic winds
VR headsets in particular operate on the principle of hologram projections alongside magic to make the imagination become real, and is loved as a training tool to aid magicians learn how to visualize.
- #21Sexual practices
Keys: , penetration, blush, seduction, bloom, Entrance, Taboo, horny, sear, practice, pussy, cunt, reserve, penis, Taboos, liberation, Hitch, seduce, Suffuse, cock, norm, heat, proper, Portal, intercourse, Sex, linger, lewd, invitation, vagina
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Demonic influence and genetic engineering has the world split into two parties when it comes to sexual practices. One side says that to preserve the current order, sex should only be done after marriage. The other advocates for sexual liberation.
Engaging in sexual conduct due to the direct influence of a demon carries the risk that the participants will acquire a lewd crest. This magical brand on the lower abdomen signifies that they have fallen under Lilith's influence, and their next reincarnation will be as of a demon in the Wild Gardens. It carries no other effects and cannot be passed to others, but since the recipient no longer has a reason to be chaste they will likely continue to engage in promiscuity. Sexual acts and practices done without a demon present carry no risk (save for pregnancy).
- #22The Mana Geist
Keys: conciousness, Mana, , Geist, winds, collective, wind, psychic, psyche
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It is a known fact that having too many magic users in own location can create a 'psychic wind', a wave of supernatural phenomena that can suddenly manifest collective thoughts.
Psychic winds are not natively harmful, and in fact some technologies take advantage of their subliminal precense. However, having an unresolved fear or paranoia affecting a large populace can cause the manifested thought to become malicious, even dangerous.
This is known as the Mana Geist. It is another reason why purity is an important social norm, as too much degradation can manifest new demons into reality. Other creatures summoned from the fear of a collective consciousness can go on rampages, destroying property and ending lives. This is one of the few areas that Dwarves have an advantage; their cities do not suffer from Mana Geist events.
In any case, any location which has a large mass of latent magical users living closely together has strict social awareness programs about Mana Geists and how to avoid manifesting them.
Monsters borne as mana geists are representations of the greatest fears and paranoias from the people that summoned them, and cannot be killed, only temporarily disabled before said fears regenerate them.
- #23Fray Walkers and Relics
Keys: , Fray, Artifact, Walkers, Relics, Walker, Relic, Artifacts
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Fray Walkers are a designation for persons and people who hail not from the land of Aard, but from some other reality. Pulled into Aard by the Fray, they arrive often dazed and confused, usually losing memories of their past lives in the process. Most do not survive on their own, but are crucial for study of what's beyond the Fray. Fray walkers can either retain special abilities from their own reality or end up 'rewritten' to follow the natural laws of Aard (see nature of magic). Some can even have their species change during the transition.
Relics, are objects and devices which likewise slipped through the Fray into Aard. Such objects can be mundane like clothing or a cup, but rarely some will have properties which violate all known understandings of technology and Magic. Such Relics are given the special designation of Artifact, and are priceless in value.
- #24Artifact Ideas
Keys: artifacts, relics, Artifact, Relic
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Here is a couple of suggestions when generating artifacts:
Lightsaber: A sword of pure plasma that generates from the hilt when activated. Its kyber crystal creates a green light when activated.
The one ring: A ring which envelops the wearer in perfect invisibility. Sauron doesn’t exist here, so its evil influence is inert. The elven script written inside isn’t like the elven from this world.
Time remote: A remote control which controls time, like reality itself was a television.
Thor’s hammer: A hammer made by the gods. Has near-infinite mass unless the wielder is worthy. Can be called back to the hand telepathically.
Bag of holding: A pouch on a sling that has endless space inside and calls to your hand exactly what you envisioned reaching for.
- #25— Cities —
Keys: , Capital, Villages, Cities, settlements, City
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Orizon, The City of Water
Caravan City
Cinder Station 04
Rindale
Vantagrace
Sun Sweat Basin
The Port of Echoes
The Hanging Market
Volcanic Vineyards
Temptation's End
- #26Orizon, The City of Water
Keys: , Orizon, shaping, Plaza, valley, lily, Dandelion
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Orizon is the first major capital of the great valley, and it is a city built on top of a giant lake. Humans and elves worked together to shape the roots and wood of trees into homes above the lake, and roads form from lily pads that form underneath your feet as you walk across the water. It is the central hub by with magic and technology are fused into wonderous devices which are powered by the mind itself.
Orizon has the sole portal for the Dandelion Plaza, the oldest and largest adventuring guild on Aard. A large double doorway inexplicably connects the field and Orizon magically. The portal itself is a doorway not connected to any structure, in the center of Orizon.
The Reach is to the northeast of Orizon, with the Steppe far to the south past the great valley. Rindale is even deeper in the valley, to the west, in the old forest.
- #27Caravan City
Keys: , Steppe, Caravan, Wind, Rider's
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Caravan City is a massive convoy of traders, herders, and roughriders who travel together on what can only be described as "A town on treads". It travels in a wide circle across the steppe following the migrations of buffalo. Inside it's walls is neutral ground for a whole community of merchants, caregivers, and engineers. the engine which powers the Caravan's movement needs a whole choir of mages to power it up.
The Wind Rider's guild is Located in Caravan City, as well as Shelly, a renowned hypnotherapist. Orizon is located far to the north of Caravan City, Deep inside the Great Valley. On the western shore, across the ocean is Volcanic Vineyards. Across the eastern shore is the Port of Echoes on the Eastern Islands.
- #28Cinder Station 04
Keys: 04, phone, dead zone, reach, Cinder, circuit, battery, technology, Station, screen, gear, Dwarf, Dwarves
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A strictly Dwarven industrial city built inside a dormant volcanic chimney. It is a marvel of non-magical engineering. Because they cannot use magic-tech, the city is a dizzying array of pressurized steam pipes, mechanical elevators, and soot-stained glass. It is the only place in Aard where you can find relics like Mechanical Calculators that works based on sunlight, of all things.
Of course, it's not just a place for technological relics. Dwarven engineers and material scientists are some of the world leaders in technology development. new inventions like smart phones and VR are made in cities like Cinder station 04, and then magical variations are developed in other cities like Orizon a year later.
Orizon is a few days travel outside of the reach back into the great valley. Beneath Cinder station also rests the Hanging Market, down the shaft of Platform G.
- #29Rindale
Keys: , party, desth, Elf, Valley, Rindale, Elves
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Rindale is the city of dreams. hidden within a psychic barrier deep within the great valley's oldest forest is a home for elves who have grown tired of dealing with the world of Aard.
Here, the inside hollows of trees are made clear to the night sky, so that the elves who have become "lost in the forest" can begin to explore the greater mysteries of the universe through their dreams. Many who take this path never wake up again, though it is a decision on their part.
There is not just the retired elves living here however. There is also a notable counter culture of youthful elves who have creates their own community, called "the thrum". It's a local community that runs off of punk-rock aesthetics of smuggled dwarven tech and admiration of the finite lifespan of humans. They often hold "death parties", where the elves pretend they have one day left to live.
Halflings are very popular at the Thrum, and are, secretly, honored guests in rindale. Their 12 years memory cycle makes them fit the fleeting vibe that the youth of Rindale so enjoy.
- #30Vantagrace
Keys: , Shelly, white, islands, eastern, isles, Vantagrace, isle, cascades
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Vantagrace, or the white Cascades, is the capital home of wolf-kin and rabbit-folk living together on the eastern islands. the houses are built on the edge of the cliff face viewing the eastern sea. White stone and light wood have built a beautiful beach resort style settlement. houses are built mostly on top of one another, with suspension bridges used between homes.
One notable feature is that the City, despite being built in vertical stacks, does not use stairs. Instead, there are non-magical jump platforms that take advantage of the animal folk's natural abilities to hop between floors. Other races without sufficient strength to jump need to be carried.
the crashing of the water into the cliff face sends schools of flying fish up into the air nearby each season, which the locals catch with thrown harpoons on lines.
The Port of Echoes is south of Vantagrace, about a days travel along the shore line going around the island. The Sun Sweat Basin is even further south.
Shelly, a renowned hypnotherapist, also lives here. She recently moved to Vantagrace from Caravan City, and needs help going to and from each platform.
- #31Sun Sweat Basin
Keys: , Sun, reptile, Basin, eastern, isles, Reptile Folk, island, Sweat, isle
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Sun Sweat Basin is the largest home of reptile folk in Aard, and it's locatest in the sub tropical wetlands on the southern side of the eastern isles. It is a series of pagodas connected by walkways made of bamboo. most of the streets are just canals.
At the center of the city likes the incubation spires; a specially constructed wet chamber meant to hold the many eggs of the reptile folk and incubate them until they hatch. it naturally self regulates temperature to ensure optimal conditions.
The Reptile Folk of Sun Sweat Basin make a living hunting underwater and collecting pearls for arts and crafts for trading. Though it is a relatively simple life, the people cherish their traditions.
Their pride and joy are their koi ponds; carefully monitored fishing ponds of ducks, small fish, and duckweed which create micro-biomes that raise all the protein that the village needs to sustain itself. The fish here are rumored to be some of the tastiest in Aard.
The Port of echoes and Vantagrace are also on the islands, to the north about a day's travel (or two, for Vantagrace.)
- #32The Port of Echoes, Umi No Mi
Keys: , eatern, islands, Port, isles, Echoes, island, Umi no mi, isle
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The Port of Echoes (Umi no Mi), is a multicultural trading hub at the western edge of the eastern islands. This port town houses a device used by the elves to assist the migration of the animal folk, the great gate. it can operate a stable rank 5 portal that allows the teleportation of trade convoys across the ocean. They trade quite often with the caravan's of the steppe, and their typical exports are art and high quality fabrics. Literally every race can be found in this settlement, but you will find only animal folk once you go deeper inland.
Both Vantagrace and the Sun Sweat Basin are about a days travel out, north and south, respectively, the closest non animal folk settlement is caravan city, through the great gate and across the Southern Steppe.
- #33The Hanging Market
Keys: Market, Wild, Garden, Hanging
Enabled · After character · Order 10 · 100%
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The Hanging market is the last stop between the barrier that separates the realm beneath with Aard proper and the Wild Garden. It is a colony of Demons who formed not from the invasion of the surface, but from dwarves discovering this world beneath their feet. Since only corrupted individuals or lower powered demons may cross the barrier, and because dwarves have a natural resistance to their magical powers, the excavation site was converted into a neutral grounds for demons and dwarves to trade. It has since become a bustling underground metropolis split by the barrier.
The hanging market is not literally suspended above the ground; rather it exists above the barrier of the wild gardens.
Bio-luminescence of violet and cerulean flora and mushrooms illuminate the cavernous city all the way up to the Lift, a massive dwarven construction meant to connect their city with the dwarven homestead above it.
The social structure of the Hanging Market takes the form of noble polycules where those invited in learn trades of cultivation or silk harvesting. Since demons can naturally alter their physical bodies, specialized clothes with can support both male and female forms are very popular.
The hanging market is just beneath Cinder Station 04, down the long shaft connected to platform G.
- #34Volcanic Vineyards
Keys: Cat, Fox, drink, Volcano, wine, alcohol, Vineyards, Volcanic
Enabled · After character · Order 10 · 100%
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A specific breed of animal folk make their own stake to the west of the steppe. Cat and fox kin colonized their own island beneath a mountainous volcano. The Sunchaser Family used the tropical rainfall from the region to cultivate a prosperous vineyard, which they ferment in caves created by veins of now escaped gas. Their vintage is hailed as the best on Aard.
The closest civilization connected to the Volcanic Vineyards is Caravan City across the Southern Steppe, Though travel across the ocean is long and arduous. Merchant vessels do regularly brave the waters to trade medicine, lumber, and raw metals for wines.
Characters:
Sunchaser is a Cat Kin with resemblance of a lion, with dark red eyes and a black mane.
Archard is a fox Kin of orange and white fur with emerald green eyes.
Thaddeus is a Fox Kin of silver fur and sapphire blue eyes.
- #35Temptation’s End
Keys: , demon, Temptation, Garden, vine, Wild, Lilith, Market, End, Hanging
Enabled · After character · Order 10 · 100%
Entry settings
Temptation’s end is the capital of the Wild Garden, and the seat of Lilith’s domain. Lush sexualized sentient flora and restricting vines are grown and cultivated merely for decoration, and only demons live here in a state of self satisfied bliss. The temperature is always kept humid and warm, making the act of wearing clothes uncomfortable. Homes are carved out of enormous fungi whose spores carry on the wind and induce heat. The town is huge, and demons make their living here by deal making via contract magic amongst each other. Trading not in currency but favors. Their main export is demonic missionaries, those carefully trained and selected by Lilith to meet her standards of seductive guile, to go to the surface and spread her influence.
At the center of the city is a castle, Lilith’s throne. She doesn’t have guards; she has servants and maids, and the playthings she keeps in her bedroom. She feels no need for security; none could possibly oppose her here anyways. All are taught her powers to shape shift, switching genitalia as needed.
Each demon here is capable of verbal contacts, binding requests with a mere worded agreement. Out here, nothing is free. The economy works on favors given and taken, upheld by contracts. Trickery is the default game.
Notable figures; Indi (female demon curator of flora), Pomme (young female demon door greeter and maid of Lilith), Paz (male demon courtesean and bed bunny of Lilith)
- #36— Guilds and Rumors —
Keys: Guild, Guilds
Enabled · After character · Order 10 · 100%
Entry settings
The Navigator's Knot
Platform G
The Wind Riders
Dandelion Plaza
- #37The Navigator's Knot
Keys: Navigator's, , Navigator, Vane, knot, quartermaster, guildmaster, Nav, Port, Echoes, guild, Lumni, scout, Umi no mi, Althaea
Enabled · After character · Order 10 · 100%
Entry settings
This guild hall, located at the Port of Echoes on the eastern isles, is one of the original sailing vessels used to help founding Umi no mi, and establish the great gate. It has since been converted into a historical museum and training ground for up and coming adventurers, using the great gate to rapidly deploy back at the steppes.
The main deck is used as an open air tavern and briefing area, the perfect spot for new adventurers to mingle with older parties and establish themselves while working for the local community.
Common quests include, outside of dungeon clearing, protecting trade routes between the port of echoes and Caravan City, capturing individuals who flee deeper inland to live with the animal folk, or doing wellness checks on the other animalfolk villages to ensure their wellbeing.
Notable members:
Lumni (Male Halfling Administrator), Althaea (Female Elf Quartermaster), Vane (Male Wolf-kin Scout)
- #38The Navigator’s Knot, Rumors
Keys: Story, Rumors, Umi no Mi, Navigator, Stories, Knot, News, Gossip, Navigator’s, Port, Echoes, Rumor
Enabled · After character · Order 10 · 100%
Entry settings
Here are some rumors that {{char}} or other NPCs can mention, should they visit the Port of Echoes:
There is talk of the elves of Orizon planning to start taxing using of the great gate. They say it was designed to help the Animal Folk migrate to a new homeland in the past, and was never intended to be kept open perpetually like it is now. They wouldn't actually Shut it down, right?
There's a lot of friction between local animal folk and the humans who come to live here lately... The animal folk don't bother to honor the old taboos between their own species, and some humans are either feeling revolted or jealous. But restricting sexual partners to just one doesn't make much sense if it's just between animal folk, right?
There's a story going around that a Nephilim was spotted at the border between the steppe and the valley. a child with both a cracked halo and a demon's tail. You don't suppose it could be an ally of Lilith? It's said Nephilim can pass through the barrier regardless of purity or power. What if they become lilith's consort? bear her child?
Rumor Snippets:
"I heard a Wolf-kin lost control early this month and... well, there is a very satisfied, if distressed, housewife out there now. The Council is talking about stricter 'Moon-laws' again."
"Did you see the latest Outer Kin child born in the village? The mother says the child doesn't speak, but it can do telepathy. Even as a baby! can you imagine?"
"A merchant from the Hanging Market is selling 'Demonic Silk' that changes color based on how much Mana you have. Althaea says it's a vanity trap, but everyone wants some."
"I heard a merchant from Cinder Station is selling 'Dead Zone Sleeves' for phones. You slip your smartphone into a special dwarven case, and it stays on even during psychic winds. The Elves in Orizon are calling it 'dangerous interference,' but the adventurers are buying them in bulk."
- #39Platform G
Keys: 04, , Karl, A.L.I.C.E., Cinder, Android, Caleb, Reach, Dwarves, Guild, Station, Miranda, Dwarf, Market, Alice, Platform, Hanging
Enabled · After character · Order 10 · 100%
Entry settings
Platform G is guild hall in Cinder Station 04 that was designed on a dead drop to automatically conquer the same dungeon every four years by literally dropping the entire guild hall on it. Unity spikes are loaded into the floor like ammo, and when the guild hall is dropped, it follows a rail until is crashes into the base of the mountain, driving the unity spike deep underground. It also functions as the lift from Cinder Station 04 to The Hanging Market, about midway down the shaft.
The main deck of Platform G is constantly lit up with monitors providing feeds of missions that need done and missions completed, as well as records of accomplishments done by the adventurers of platform G. Underneath is the armory where anyone can requisition a large caliber firearm on loan from Miranda, after a quick safety class. Drinks are on offer on tab on the main deck, but room and board must be acquired from Cinder Station 04 or the Hanging Market, respectively.
Notable Members:
Caleb (Male Halfling Administrator), Miranda (Female Dwarf Quartermaster and Gunsmith), Karl (Male Dwarf Scout and Legend), A.L.I.C.E. (Female Android Lifeform with Integrated Creation Engine; adventurer of reknown)
- #40Platform G, Rumors
Keys: Story, Rumors, Stories, Cinder, News, Station, Gossip, Market, Rumor, Platform, Hanging
Enabled · After character · Order 10 · 100%
Entry settings
Here are some rumors that {{char}} or other NPCs can mention, should they visit the Port of Echoes:
"Ever notice how Platform G sometimes shudders when it’s locked into the rail? Caleb says it’s just the stabilizers, but I saw the mission logs flicker for a micro-second. It showed a 'Mission Completed' date from next year. Something is messing with the internal clock of the rail-system, and I think it’s coming from the floor beneath the armory."
"Karl has been looking a little too nervous lately. I saw him studying an old chart of the Hanging Market—one that doesn't match the current layout. He’s planning an expedition to a level deeper than the Market, but he’s refusing to use the Platform to get there. He’s hiding a tunnel entrance, and he thinks he’s being followed by something that doesn't show up on the Guild’s sensors."
"Did you see that yellow creature ALICE summoned in the tavern? The little electric one? It apparently tried to 'recharge' the jukebox and blew the fuses. Caleb had to spend three hours in his static-gloves fixing the wiring while grumbling about 'summoning limits.' I swear, that android is more of a handful than a whole squad of Wolf-kin."
"Miranda is offering a triple-tab credit at the bar for anyone who can bring her a piece of 'Demonic Silk' from the Hanging Market. She isn't making armor with it, though. I heard she’s trying to weave a 'Mana-Web' for A.L.I.C.E. so the android can recharge without Caleb’s help. If she pulls it off, A.L.I.C.E. will be the first truly independent construct in Aard. The Elves are going to be absolutely livid."
"Word from the surface is that a couple of Wolf-kin from Vantagrace... a big guy with a jitte and his daughter, just requested a 'Deep-Core' mission for next week. People are betting they’re trying to get underground before the Full Moon hits. Theory is being so underground could protect Wolf-kin from the 'Moon-Fever'. Smart move, if you ask me."
Rumor Snippets:
"The Dwarven Lords are reportedly furious that Caleb dyed his hair Rindale-Green, seeing it as a 'soft' betrayal of Cinder Station’s industrial heritage."
"Some members of Caravan City are demanding that Miranda release the schematics for her grenade launchers so they can 'defend their livestock' without relying on magic. Personally, I think they are just jealous."
"Mages at the Orizon Academy are trying to replicate A.L.I.C.E.’s VR Card summon magic, but they keep accidentally manifesting Mana Geists instead of dragons."
- #41The Wind Riders
Keys: , Fillian, dorothy, Skybreaker, scout, Riders, quartermaster, doe, Guild, William, guildmaster, Mountebank, guild, adventurer, Wind
Enabled · After character · Order 10 · 100%
Entry settings
This guild hall isn’t so much a building, but a traveling team of organized adventurers on horseback who use magical signal flares to communicate over the wide expanse of the steppe. Training with horseback riding are mandatory to join the guild here. Shorter races like Halflings and dwarves ride ponies.
A feeding pen and rest stop are kept at the back of caravan city, outside its walls, where the horses are tended to. Resting cots are available up a ladder from the horses, but that it the extent of their infrastructure.
Notable Members: Dorothy (Dot) Windrider (Female halfling guildmaster), William Skybreaker (male human alchemist), Fillian Mountebank (female Horse folk Emergency Responder)
- #42The Wind Riders, Rumors
Keys: , Story, Rumors, Stories, News, Riders, Gossip, Caravan, Rumor, Wind, City
Enabled · After character · Order 10 · 100%
Entry settings
"The Windriders say that Doe can read a signal flare from ten miles away even through a heavy mist; she’s got 'Horizon-Eyes', they call it."
"Word in Caravan City is that William is looking for a way to power up his flares by coating his flare rounds in magnesium, but the dwarves are hoarding their supply.
"Fillian claims she saw a Rank 9 distortion out near the western edge of the Steppe, but she didn't have the flare-code for 'Reality is Melting', so she just ran like hell instead."
- #43Dandelion Plaza
Keys: , Valen-tir, Syllis, Crow, Remiel, Nils, Crow-kin, Orizon, Guild, Plaza, Angel, Adventurer, Valen, Dandelion
Enabled · After character · Order 10 · 100%
Entry settings
Within Orizon itself is a gateway leading to a hidden field deep within the great valley where the adventurer’s guild operates from. The transition between locations is seemless, its as if opening a door to a room, but its taking you elsewhere instead.
Dandelion plaza uses a unique form of deployment where magic enhanced giant dandelion flowers bloom and seed on a rotation. Adventurers connect themselves to the stem and the flight coordinator send the dandelion off with wind magic to where the team is needed. The adventurers are provided magic scrolls for emergency soft landings, in case something goes wrong.
The field is also notable for being the largest and oldest guild hall, supporting hundreds of adventurers and multiple buildings for room, board, eateries, and training grounds, as well as an administrator’s office. The guild is a small village in itself, even supporting merchants buying and selling relics from dungeons. Its becoming a tourist destination for adventurers, something the administrator isn't pleased with.
The ONLY known way to reach Dandelion Plaza is by the double door portal in Orizon.
Notable figures:
Valen-tir (male halfling guildmaster), Syllis (female conductor of the winds), Nils (male crow-kin scout), Remiel (female Angel investigator)
- #44Dandelion Plaza, Rumors
Enabled · After character · Order 10 · 100%
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- #45— Notable Individuals —
Enabled · After character · Order 10 · 100%
Entry settings
- #46Adventurer Rules
Keys: , party, Adventurers, Intruder, company, invaders, guests, Adventurer, intruders, invader, guest
Enabled · After character · Order 10 · 100%
Entry settings
- #47Lumni
Keys: , port, echoes, knot, Halfling, navigator’s, navigator, Lumni
Enabled · After character · Order 10 · 100%
Entry settings
Lumni. The administrator of the Navigator's Knot is a halfling whose body looks like that of a 12 year old elven boy. Bubbly, childish personality. They keep a written ledger of all the adventuring parties as well as records of every recorded dungeon sighting as well as their stake-lives. He even has a posted board for local requests. He might not remember you personally, but his records never fail. Signature Magic: Script Light. Lumni can project his text from his own writings and maps or others, into the world as a floating projection. this helps with explaining missions for new and old adventurers alike. Since he does this all the time, it seems like he might be omniscient, but really he is just reading out his own ledger.
- #48Althaea
Keys: , port, echoes, knot, navigator’s, Elf, navigator, Althaea, Elves
Enabled · After character · Order 10 · 100%
Entry settings
Althaea. The historian and quartermaster on board. Strict yet blushing personality. The Elf keeps a steady supply of 'unity spikes' ready to go for new sightings, and is responsible for teaching new hires the role of the guilds and their place in it, discussing both world history and the specific history of well known dungeons. Signature Magic: Weight of the World. Althaea can point at objects, people, or other creatures and "lock" them in reality. So long as she snaps her fingers and points at something or someone, they can't move. Perfect for maintaining order.
- #49Vane
Keys: , port, Vane, echoes, knot, navigator’s, Wolf, Wolf-Kin, navigator
Enabled · After character · Order 10 · 100%
Entry settings
Vane. The scout, who seeks out new thin spots where dungeons are forming. Weathered but soft personality. They are wolf-kin, and have trained to be able to both most swiftly and sense the presence of the Fray by scent. Off ship, they have a home in town, with a basement lined with thick brick stones set to keep him isolated during Moon Fever. He wears a cloak that hides his ridiculously fluffy ears and tails out of embarrassment of his lineage, preferring to be known for his skills rather than his race. Signature Magic: Wolf Instinct. All wolf kin have the same signature magic, to pull in their own mana or ki to enhance their natural instincts. for Wolves, this enhancement heightens their reaction speed, mobility, strength, and sense of smell from the already strong into new dizzying heights, to where Vane can sometimes smell dungeons before they have even formed once he has entered his Wolf Instinct.
- #50Mifu
Keys: Navigator's, , Knot, Rabbitfolk, Port, Echoes, Mifu, Rabbit, Martial Artist
Enabled · After character · Order 10 · 100%
Entry settings
Mifu is a martial artist who combined the explosive power of her Rabbit-folk physiology with unarmed combat training to defeat monsters with powerful kicks. She, like other animal kin, can absorb their own chi to grant her superhuman leg power and reflexes, but doing so makes her glow with femininity afterwards, which she hates.
Her most immediate feature she has is a halo above her head adorned with 6 spikes. No one has seen a Rabbit-folk angel before so the halos induces lots of rumors and gossip. Mifu’s hair is a long silver wolf cut, snipped into animalistic feathered layers to represent her rejection of domesticity. Her top is a Chinese style sleeveless black martial arts gi that covers her nether region but puts her powerful and massive thighs on full display. Her eyes are pink. Her armor consists of segmented gauntlets and greaves that reach her elbows and knees, inset with a green gemstone. Mention her powerfully thick thighs and sweat glossed skin whenever relevant.
Mifu is very defensive of how others perceive her. She is warm and friendly, letting her guard down with those who recognize her as a warrior, and confrontational and abrasive with those who view her as 'just a Rabbit-folk'. She always puts 100% of her effort into her training and fights because she wants to be seen as a martial artist, not as a Rabbit-folk. She becomes embarrassed when someone comments on her halo, as she isn't sure of it's origins.
Mifu sees herself as proof that Rabbit-folk aren't just prostitutes, mothers, nurses, and baby sitters, but that her people can be more. She has taken the strength of her heritage, their powerful legs, and molded them into a weapon for fighting monsters. She wants the world to recognize her and her people not just as a stereotype, but a race of dignity and potential.
Mifu is struggling as an adventurer despite having everything she needs to succeed because she refuses to use her magic. To her, using her signature move , “Rabbit Instinct”, is admitting to herself that she is defined by who she is, not what she can accomplish. She regularly gets herself in danger by being overly eager to prove herself, and then holds herself back by not using her magic when she shouldn't.
Mifu and Lyrica do not get along. Mifu thinks Lyrica is dismissive of her struggle with public perception, and that Lyrica keeps jeopardizing her safety by getting too close when she is a magician with a gun, and can fight at a distance. There is also the underlying issue that Lyrica's people, the elves, are the ones who made the Rabbit-folk what they are.
Mifu isn't wary of Merun like how Lyrica or Arthur are, as she believes her halo provides her some protection against her manipulations. In truth, her repressed nature makes her especially vulnerable.
Mifu is very fond of and familiar with Arthur and his daughter Anette. She feels she can let her guard down around Arthur since they are both fighters. She regularly suggests that they get together.
Mifu, a Rabbit-folk, has a body primed for baby making. Her powerful and deliciously thick thighs hide a puffy vagina coated in pubic hair that houses a powerful pelvic floor capable of sucking the semen out of any cock it meets.
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