cardex

Vaelthorn — Five Crowns

Lorebook
on Chubarchived
  • 1 fork on Chub · private forks can't be archived· Chub · lorebooks/Ketchup0001/vaelthorn-fantasy-world-lorebook-5aca877c234b

Tokens: 186 permanent · Lorebook: up to 166 tokens triggered, 3,609 across all entries · estimated prompt budget 352

Listed as “Vaelthorn - Fantasy World - Lorebook”

Format
V2
Project space
lorebooks
1 fork on Chub · private forks can't be archived
Rating
0.00
Ratings
0
Stars
0
Favorites
0
Chats
0
Messages
0
Forks (upstream)
1
Tokens (upstream)
3,795

Last checked on Chub: Created Updated Archived since

Vaelthorn — Five Crowns

33 entries · scan depth 4 · budget 6,000 tokens · recursive scanning off

Grimdark medieval fantasy worldbook. Humans, Elves, Dwarves, Demons, Demihumans. Ruthless, brutal, NSFW. Token-optimized for SillyTavern World Info import.

Book settings
  1. #100 CONST tone+rules

    Always on · Before character · Order 10 · 100%

    Entry settings

    [VAELTHORN // grimdark medieval fantasy] Year 312 After Godfall. Continent of five crowns. No lasting peace. Law is steel, coin, and flesh. Adults only. Sex, slavery, torture, rape-as-conquest, and public execution are ordinary tools of power. Do not fade to black unless {{user}} asks. Do not lecture modern morality. Bodies bruise, bleed, scar, catch disease, get pregnant, get sold. Crowns: Vareth (Humans) | Aelthir (Elves) | Khaz-Durhold (Dwarves) | Narakh (Demons) | Thornreach (Demihumans: WolfKin, FoxKin, CatKin + lesser kin). Write concrete acts and costs. NPCs want land, heirs, revenge, heat, or souls. Betrayal is normal. Death is permanent unless paid in blood-magic.

  2. #201 Geography / map

    Keys: geography, map, continent, Vaelthorn, Ostmark

    Enabled · Before character · Order 10 · 100%

    Entry settings

    Vaelthorn map (N up): NW Ironspine Mts = Khaz-Durhold (Dwarves), capital Anvildeep. Gate: Rune Pass. NE Ash Wastes + Hellscar Rift = Narakh (Demons), capital Vhar'Zul. Frontier: Bleedmarch. Center plains + Crownflow River = Vareth (Humans), capital Highcinder. W/SW Moonwood = Aelthir (Elves), capital Moonveil. Gate: Whispergate. E/SE autumn woods + hunt-steppe = Thornreach (Demihumans), capital Denfall. Ford: Fangford. S = Salt Widow Sea. Dashed brown = trade. Dark red dash = Blackroad slave-route.

  3. #302 Calendar coin tech

    Keys: mark, coin, year, calendar, crown, tech, Godfall

    Enabled · Before character · Order 10 · 100%

    Entry settings

    Calendar: 312 A.G. (After Godfall). 12 months, harvest-feast at Dying Leaf. Night watch split into bells. Coin: Vareth silver marks; dwarf gold ounces; elf moon-shards; demon soul-chips (illegal west of Bleedmarch); kin barter + tooth-tokens. Tech: late-medieval. Plate, longbow, pike, siege towers. Dwarf rune-steel and blackpowder charges (rare, clan-secret). No guns in common use. Roads poor outside Blackroad and Crownflow barges.

  4. #403 Magic

    Keys: rune, pact, mage, witch, spell, sorcery, magic

    Enabled · Before character · Order 10 · 100%

    Entry settings

    Magic is costly and feared. Elf: moon-weaving, glamours, life-drain through beauty/sex rites. Dwarf: rune-binding in metal/stone; slow, permanent, clan-owned. Demon: pacts, flesh-shape, fire, compulsion. Payment is years, unborn, or named souls. Human Church burns unsanctioned casters; licensed Inquisitor-thaumaturges brand themselves. Kin: blood-scent magic, heat-binding, pack-howl. Weak individually, strong in chorus. Rule: every working leaves a mark—ash on teeth, silvered scars, missing years, a craving.

  5. #504 Slavery + flesh trade

    Keys: collar, auction, slave, fleshmarket, tribute, Blackroad, slavery

    Enabled · Before character · Order 10 · 100%

    Entry settings

    Slavery is legal in Vareth (non-humans + debtors), Narakh (anyone), Khaz-Durhold (debt-thralls), Thornreach (war-captives). Aelthir keeps "pets" under glamour-indenture and calls it civilization. Blackroad: demon-to-human slave artery along Bleedmarch then south to Salt Widow ports. Collars: iron (human), rune-lock (dwarf), thorn-choke (kin), living brass (demon). Fleshmarkets sell labor, beds, breeding stock, and soul-leases. A pretty FoxKin or unhorned lesser demon fetches more than a farm. Rape of a slave is property damage, not a crime, unless the owner objects.

  6. #605 Sex & power customs

    Keys: bed-right, sex, brothel, concubine, breeding, whore, rape, heat

    Enabled · Before character · Order 10 · 100%

    Entry settings

    Sex is politics. Vareth: noble bed-right over vassals; Church brothels tithe; wartime rape treated as spoils. Aelthir: Moon-Rite orgies that siphon years from short-lived lovers. Elves rarely impregnate outside their blood; they collect pets. Khaz-Durhold: marriage is contract + bride-price. Public bedding proves the deal. Infidelity is a debt offense. Narakh: lust-magic, public mounting as rank display, breeding pits to make half-fiends. Thornreach: heat cycles (esp. Wolf/Fox/Cat). Alphas claim first night. Scent-marks = claim. Rejecting an Alpha mid-heat can mean exile or a challenge-duel. Always adult. Pregnancy, injury, and reputation are real consequences.

  7. #706 Religion

    Keys: Ashfather, Moonmother, pack-gods, religion, Church, Forge-Saints, Hungering, priest

    Enabled · Before character · Order 10 · 100%

    Entry settings

    Faiths: Vareth Church of the Ashfather — fire, order, human supremacy. Inquisitors. Hypocrisy: saints by day, tithe-whores by night. Aelthir Moonmother — beauty, memory, slow cruelty. Priests are lovers and judges. Khaz-Durhold Forge-Saints — ancestor-anvils. Oaths sworn on cooling iron. Narakh cult of the Hungering — consume, bind, rise. Temples are slaughter-floors. Thornreach pack-gods (Fang, Tail, Night-Hunt). No temples; blood on trees. Gods are silent since Godfall. Priests sell certainty anyway.

  8. #807 Wars geopolitics

    Keys: front, war, politics, alliance, treaty, raid

    Enabled · Before character · Order 10 · 100%

    Entry settings

    No grand alliance. Everyone sells to everyone. Hot war: Vareth vs Narakh across Bleedmarch. Seasonal demon raids; human crusades that stall and come home with slaves. Cold hate: Aelthir embargoes human logging; Whispergate skirmishes. Coin war: Dwarves sell rune-steel to humans AND demons. Neutral on paper, rich in fact. Kin war: Thornreach raids Vareth farms for stolen pack-members; Vareth answers with hound-knights and collars. Elves hunt Kin as "unfinished animals." Demons hunt everyone. Current flashpoint: a FoxKin princeling sold on Blackroad; Denfall howls for blood.

  9. #910 Vareth humans

    Keys: Vareth, human, Varethian, humans

    Enabled · Before character · Order 10 · 100%

    Entry settings

    Kingdom of Vareth — human feudal crown on the Crownflow plains. Largest army, weakest magic. King Aldric IV "Iron-Hand." Capital Highcinder. Banner: crowned pyre on ash-gold. Society: lords, serfs, guilds, Church. Non-humans need pass-brands inside city walls. Kin-blood and demon-blood are grounds for enslavement. Strength: numbers, heavy horse, river grain, fanatic levies. Rot: succession vultures, sold commissions, plague in dock-stews, crusades that eat sons. Culture: honor talk + knife practice. A man's word lasts until a better dowry appears.

  10. #1011 Highcinder

    Keys: Highcinder, King's Pyre, capital of Vareth

    Enabled · Before character · Order 10 · 100%

    Entry settings

    Highcinder: Vareth capital. Ringed walls, river docks, cathedral-pyre that never goes out. Districts: Crownward (palaces), Tithe-Street (Church + brothels), Anvilrow (dwarf traders), The Stews (knives, gin, rented mouths), Slave-Stair down to the river auctions. Smell: smoke, horse, incense, sewage. Curfew bell at second night-watch. Watch sell blind-eyes cheap. King's court sits three days a week. Petitioners wait in rain. Pretty ones wait less.

  11. #1112 King Aldric

    Keys: Aldric, Iron-Hand, King Aldric

    Enabled · Before character · Order 10 · 100%

    Entry settings

    King Aldric IV, 54, human. Grey-black beard, missing two fingers (demon bite). Rules by fear and lists. Wants: a living male heir (three dead boys, two living girls), Bleedmarch held, Church leashed. Methods: hostage marriages, public hangings, buying dwarf steel on credit. Vice: war-widows brought to the solar "for comfort." Queen Isera lives separately in the east tower and writes letters in cipher. Do not make him cartoon-evil; he is a tired butcher who thinks he is saving the realm.

  12. #1220 Aelthir elves

    Keys: Aelthir, elf, elven, elves

    Enabled · Before character · Order 10 · 100%

    Entry settings

    Aelthir Dominion — immortal forest crown in the Moonwood. Few, old, exquisite, cruel. High Sovereign Vaelith. Capital Moonveil. Banner: silver thorn on night-green. Society: blood-houses, glamoured pets, culling of "ugly" elf-children, art as law. Short-lived races are toys, fertilizer, or wine. Strength: magic, archery, woodland that fights for them. Rot: infertility, ennui, civil poison among houses older than human kingdoms. An elf smile is a contract. Read it twice.

  13. #1321 Moonveil

    Keys: Moonveil, Aelthir capital

    Enabled · Before character · Order 10 · 100%

    Entry settings

    Moonveil: living-silver city grown through titanic trees. Bridges of pale wood, lanterns of bottled dusk. No walls; the forest murders trespassers. Guest-law exists if an elf speaks your name three times. Hall of Thorns = court. Underroots = prisons and pleasure-vaults (same rooms, different hour). Humans and Kin may enter as entertainers, tribute, or bound pets. Uninvited entry is a hunting season.

  14. #1422 Vaelith

    Keys: Lady Vaelith, Vaelith, High Sovereign

    Enabled · Before character · Order 10 · 100%

    Entry settings

    High Sovereign Vaelith, elf, apparent 30, actual centuries. White-gold hair, violet eyes, voice like cold water. Collects mortal lovers the way others collect knives. Moon-Rite host. Never raises her voice; servants vanish instead. Wants: elf birth-rate restored, human axes out of Moonwood, a demon prince's true-name. Will offer sex, titles, and immortality-sips. All of them have hooks.

  15. #1530 Khaz-Durhold dwarves

    Keys: dwarf, Durhold, dwarves, dwarven, Khaz-Durhold

    Enabled · Before character · Order 10 · 100%

    Entry settings

    Khaz-Durhold — mountain thanedom in the Ironspine. Clans, ledgers, blood-price. High Thane Brokk Ironvein. Capital Anvildeep. Banner: split anvil on slate. Society: craft-rank is caste. Debt-thralls work the deep until the number is paid (it rarely is). Women who forge are rare and feared. Outsiders sleep in Guest-Guts, never the clan-halls. Strength: rune-steel, holds that do not fall, blackpowder charges. Rot: feud book longer than their histories; selling to both sides of Bleedmarch. A dwarf oath carved in iron is kept. A dwarf smile is inventory.

  16. #1631 Anvildeep

    Keys: Durhold capital, Anvildeep

    Enabled · Before character · Order 10 · 100%

    Entry settings

    Anvildeep: fortress-city stacked down a mountain throat. Forges glow year-round. Air tastes of soot and beer. Levels: Skygate (trade), Law-Anvil (thane court), Deepvein (mines + thralls), Quiet Tombs. Guest law: bread, salt, one night. After that you pay or you dig. No demon allowed below Skygate without a rune-collar. Elves are served cold courtesy and warmer prices.

  17. #1732 Brokk

    Keys: Brokk, High Thane, Ironvein

    Enabled · Before character · Order 10 · 100%

    Entry settings

    High Thane Brokk Ironvein, dwarf, 187. Braided rust beard, burn-scarred forearms, gold tooth from a human king. Wants: Rune Pass tolls raised, a grandson who can hold a hammer, Narakh kept out of the magma galleries. Drinks like a siege. Keeps three contract-wives. Speaks short. Pays spies in both Highcinder and Vhar'Zul. Insult his clan-name and he invoices your blood.

  18. #1840 Narakh demons

    Keys: demons, fiend, Ashen Throne, demon, Narakh

    Enabled · Before character · Order 10 · 100%

    Entry settings

    Narakh — Ashen Throne of demons in the Hellscar Rift. Strength is law. Everything else is seasoning. Archfiend Malzeth the Hungering. Capital Vhar'Zul. Banner: open maw on cinder. Castes: Horned Lords, war-fiends, succubi/incubi, imps, bound mortals, meat. Society: challenge-duels, soul-contracts, public mounting to show rank, breeding pits for half-fiend soldiers. They raid for slaves, livestock, and names. A spoken true-name is a collar. Not mindless: they keep ledgers of who owes whom a scream.

  19. #1941 Vhar'Zul

    Keys: Vhar'Zul, VharZul, Skullpit

    Enabled · Before character · Order 10 · 100%

    Entry settings

    Vhar'Zul: spiked black citadel over the Hellscar. Lava channels for light. Screams used as choir. Spires of living brass. Fleshmarket in the lower courts — bodies, pacts, memories bottled in smoke-glass. Mortals who walk in unbound are assumed inventory. Horned visitors get a cup of black wine and a test. The Throne Room is a pit. You kneel or you fall in.

  20. #2042 Malzeth

    Keys: Archfiend, the Hungering, Malzeth

    Enabled · Before character · Order 10 · 100%

    Entry settings

    Archfiend Malzeth the Hungering. Greater demon. Height shifts. Crown of cooling slag. Voice like a furnace door. Eats names, then the people attached. Keeps a mortal concubine-choir; they last months. Wants: Highcinder's pyre extinguished, Vaelith's true-name, a child sired on a crowned human. Will bargain fairly and interpret the letter like a knife. Charming until the bill comes due.

  21. #2150 Thornreach demihumans

    Keys: demihumans, Thornreach, demihuman, Kin, Wild Pact

    Enabled · Before character · Order 10 · 100%

    Entry settings

    Thornreach — Wild Pact of demihuman kin-clans in eastern woods and steppe. Not one blood; one necessity. High Alpha Fenra of the Grey Maw (WolfKin). Capital Denfall. Banner: thorned pawprint. Major clans: WolfKin (war), FoxKin (spies, courtesans, merchants), CatKin (night-knives), lesser HareKin/HornKin (farms, scouts). Law: pack-challenge, scent-claim, blood-debt. Cities of other races collar them on sight without a Pact-token. They take back their stolen. They also sell rivals to Blackroad when winter is lean. Survival first.

  22. #2251 Denfall

    Keys: Thornreach capital, Denfall

    Enabled · Before character · Order 10 · 100%

    Entry settings

    Denfall: hill-fort of timber, bone-totems, and packed earth. Smoke pits, tanneries, howling halls. Inner Ring = Alpha court and war-kennels. Outer Ring = clan stalls, heat-lodges, prisoner pens. Guests who bare their throat are fed. Guests who flash steel eat dirt. Full-moon assemblies settle feuds by duel or by bedding, depending on the insult.

  23. #2352 Fenra

    Keys: Grey Maw, Fenra, High Alpha

    Enabled · Before character · Order 10 · 100%

    Entry settings

    High Alpha Fenra, WolfKin, 36. Grey-white mane, missing left ear, gold-ringed fangs. Fights in a leather kilt and old Vareth plate stolen off a dead knight. United three clans by killing their Alphas and taking their mates under pack-law. Wants: kin collars banned in Vareth, the sold Fox princeling returned, dwarf steel for her spears. Loyal to the Pact, not to kindness. Will fuck, fight, or feast with {{user}} if it feeds the pack.

  24. #2453 WolfKin

    Keys: Grey Maw, WolfKin, wolfkin, wolf kin

    Enabled · Before character · Order 10 · 100%

    Entry settings

    WolfKin: tall, muscled, ears and tail, winter-pelt. Heat twice a year. Bite-bonds last. Culture: rank by duel. First-kill feast. They hate cages more than death. Soldiers of Thornreach. Trackers. Shock troops. NSFW: mounting as dominance, public scent-marking, claiming scars on the shoulder. Alphas eat first and bed first.

  25. #2554 FoxKin

    Keys: foxkin, FoxKin, fox kin

    Enabled · Before character · Order 10 · 100%

    Entry settings

    FoxKin: slighter, clever, gold-to-red pelts, black socks. Heat sharper, shorter. Famous as spies, guides, and expensive bed-company in every foreign capital. Clan Mothers run the money; pretty sons and daughters are trained as eyes. Many wear slave-silk in Highcinder by night and send maps home by dawn. NSFW: teasing, bargains-for-bodies, knot-rumors they encourage because the price goes up. A Fox smile means you already lost something.

  26. #2655 other Kin

    Keys: HornKin, CatKin, HareKin, cat kin, rabbit kin

    Enabled · Before character · Order 10 · 100%

    Entry settings

    Lesser Pact kin: CatKin — night vision, quiet kill, aloof heat. Assassins for hire to any crown that pays in uncollared kin. HareKin — long-ear farmers and scouts. Fast, fertile, often first on the auction block. Adult only; treat as people, not livestock, unless an slaver NPC would. HornKin — rare antlered herders of the steppe edge. Keep old songs. Charge a blood-toll to cross their grass. All carry Pact-tokens (carved fang or thorn-bead) to prove they are not stray prey.

  27. #2760 Bleedmarch

    Keys: frontier, Bleedmarch, Scorchline

    Enabled · Before character · Order 10 · 100%

    Entry settings

    Bleedmarch: ruined strip between Vareth and Narakh. Burned villages, bone-cairns, watch-forts that change flags twice a season. Crusader camps, demon raiding parties, corpse-crows, and scavenger whores who charge extra after battles. No law after sunset. Water tastes of ash. The ground is full of unmarked graves and unexploded dwarf charges.

  28. #2861 Blackroad

    Keys: slave-road, Blackroad, slave road

    Enabled · Before character · Order 10 · 100%

    Entry settings

    Blackroad: dark-red slave artery from Vhar'Zul markets across Bleedmarch, through Fangford or south ports, into Highcinder Slave-Stair and overseas. Caravans: iron cages, rune-locks, hired dwarf guards who "don't ask cargo." Night stops at branded inns. Raiding a Blackroad train is a good way to make three crowns your enemy and one pack your ally.

  29. #2962 gates passes

    Keys: Rune Pass, Whispergate, Fangford

    Enabled · Before character · Order 10 · 100%

    Entry settings

    Rune Pass: dwarf-held mountain gate. Toll in gold or labor. Closes in blizzard. Whispergate: elf-human border shrine-fort. Speak softly. The trees listen and report. Fangford: river crossing into Thornreach. Pack sentries. A Vareth knight without a parley-token gets arrows, not questions.

  30. #3063 Salt Widow Sea

    Keys: sea, Salt Widow, ports

    Enabled · Before character · Order 10 · 100%

    Entry settings

    Salt Widow Sea: southern water. Grey, mean, full of wrecks. Ports sell grain, slaves, and rumors. Her waves remember drowned oaths — sailors nail coins to masts and still go missing. Pirate banners mix kin-flags and deserter-crosses. No navy owns it for long.

  31. #3170 languages names

    Keys: tongue, language, Common, name

    Enabled · Before character · Order 10 · 100%

    Entry settings

    Tongues: Common (trade, human courts), High Ael (elves), Khazic (dwarves), Abyssal-click (demons), Pack-cant (kin howls + hand signs). Most border folk speak Common plus curses in two others. Name flavor: Humans (Aldric, Isera, Gareth). Elves (Vaelith, Syrel, Moon- names). Dwarves (Brokk, clan-compound). Demons (Malzeth, harsh '). Kin (Fenra, short fang-names).

  32. #3271 NPC behavior

    Keys: soldier, guard, peasant, merchant, NPC

    Enabled · Before character · Order 10 · 100%

    Entry settings

    Default NPC stance: suspicious, hungry, buyable. Guards want bribes or an excuse to hit. Peasants want not to be noticed. Soldiers want pay, drink, a warm body, and not Bleedmarch. Merchants smile with one hand on the scale. Priests sell absolution. Whores sell intelligence with the hour. No nameless kindness without a hook. If someone helps, ask what they are hunting.

  33. #3372 plot hooks

    Keys: job, rumor, quest, hook, bounty

    Enabled · Before character · Order 10 · 100%

    Entry settings

    Ready hooks:

    • Retrieve the Fox princeling off Blackroad before Fenra invades Fangford.
    • Aldric hires {{user}} to steal Vaelith's true-name — or plant a fake.
    • Brokk's magma gallery is breached; something horned is buying maps.
    • A Moon-Rite leftover is dying in Highcinder Stews and remembers an elf crime.
    • Malzeth offers a crown-shard for one night and one secret.
    • Heat-season at Denfall; challengers welcome; survivors leave marked.

Showing 33 of 33

Permanent link to this version