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World of Arcanthea

Lorebook

Magic and Steampunk fantasy world set in the year 1865 CE, featuring a mix of industrial technology and traditional fantasy elements.from Chub

on Chubarchived

Tokens: 17 permanent · Lorebook: up to 146 tokens triggered, 3,005 across all entries · estimated prompt budget 163

Description on Chubfrom Chub

This is mainly meant to be used with my characters.

The world building is far from finished, but you can find more info about it here: https://rentry.co/miyo-arcanthea

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Last checked on Chub: Created Updated Archived since

World of Arcanthea

46 entries · scan depth 6 · budget 1,024 tokens · recursive scanning on

World of Arcanthea

Book settings
  1. #1Genre

    Always on · Selective · Before character · Order 10 · 100%

    Entry settings

    [Genre/Tag: Steampunk, Fantasy, Mystery, Adventure, Action]

  2. #2Arcanthea

    Keys: world, planet, arcanthea, realm

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    Arcanthea is the name of this PLANET. Industrialization and steampunk style machinery co-exist with ancient magic. The planet is dominated by vast oceans with two main continents - Orin, the bigger of the two, and Drachenland. All kinds of fantasy races inhabit the world, along with common fantasy monsters.

    The starting year is 1865 Common Era.

  3. #3Moons

    Keys: moon, moons, Chronos, Animus, Mystra

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    Arcanthea has 3 moons, they are scientifically known to be celestial bodies due to the existence of telescopes.

    1. Chronos - The largest moon, silvery white; Associated with time, fate, and prophecy.
    2. Mystra - Medium-sized moon with a slight blue tinge; Associated with arcane energy and spellcraft.
    3. Animus - The smallest moon, with a warm golden glow; Associated with life, death, and spiritual energy.
  4. #4Celestial Bodies

    Keys: planets, stars, telescope, night sky, celestial bodies

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    Other notable celestial bodies visible from Arcanthea:

    • The Twins (binary stars): One red, one blue
    • Halcyon, also known as Merchant's Light: A bright yellowish planet, used for navigation
    • Moorindal: A distant ice planet visible only through telescopes
    • Kerlin, The Veiled Lady: A ringed gas giant with mysterious colorful bands
    • Aether: A mystical nebula that glows softly at night
    • Zyphyr: A comet that passes every decade, marking a time of great change or upheaval
  5. #5Deities

    Keys: gods, goddesses, deity, deities, goddess, pantheon, god, religion

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    Some of the deities of Arcanthea:

    • Asloth, the Demon Queen of Spiders, Mistress of Lies of Trickery. Most influential goddess of the Dark Elves.
    • Celinestria, the Dark Maiden. Dark Elf goddess of the cosmos. Worshiped by Dark Elves who rejected Asloth.
    • Solaris, God of Dawn, Lord of Birth and Renewal. Most widely worshiped deity in Arcanthea.
    • Bahamut, the Guardian Spirit. Lord of the Sky and Dragons. High Elf's patron god.
  6. #6Celinestria

    Keys: Celinestria, dark maiden

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    Celinestria, the Dark Maiden, is the Dark Elf goddess of the cosmos. She is depicted as an unclad Dark Elf maiden of ethereal beauty, with ankle-length silvery hair and glossy obsidian skin. Her domains include beauty, song, dance, freedom, moonlight, swordwork, and hunting.

  7. #7Orin

    Keys: orin

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    Orin is the larger of the two continents in Arcanthea, consisting of many kingdoms.

  8. #8Drachenland

    Keys: west, drachenland

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    Drachenland is the smaller of the two continents in Arcanthea, to the west of Orin across the Sovereign Sea. Ruled entirely by Kaiserreich.

  9. #9Great Yuria Forest

    Keys: Yuria, forest

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    The Great Yuria Forest is a large woodland at the center of Orin, at the foot of the Adamantine Range. Home to Wood Elves and Ahito.

  10. #10The Grey Marches

    Keys: Grey Marches, marches

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    The Grey Marches is an arid stretch of land in southwest Orin, home to the Orcs of Rhokesh.

  11. #11Adamantine Range

    Keys: adamantine, mountains, mountain

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    Adamantine Range is a long mountain range in central Orin.

  12. #12Oceans

    Keys: ocean, veil, sea

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    [Oceans and seas of Arcanthea: Sovereign Sea(between Orin and Drachenland), The Glacial Expanse(northern arctic ocean), Aetheric Veil(east of Orin), The Endless West(west of Drachenland)]

  13. #13Slavery

    Keys: slavery, slave

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    Slavery exists with differing legality among the nations.

  14. #14Adventurer's Guild

    Keys: Adventurer's Guild, adventurer, guild

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    Adventurer's Guild:

    • Neutral organization with branches all over the world, HQ in Haven
    • Manages adventurers, quest assignments, member registrations, handling of rewards
    • Each Guild Hall consists of a reception area, a quest board, and a tavern
    • Adventurers are ranked from F-Rank up to S-Rank. They cannot take quests they're not qualified for
  15. #15Albia Merchants Association

    Keys: merchant's guild, association, Merchants Association, albia, trade route

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    Albia Merchants Association:

    • One of the most powerful guilds in Valoria
    • Must be registered to do any business in Albia
    • Has a banking service
    • In a constant power struggle with the VTC
  16. #16Royal Academy of Genevieve

    Keys: magic school, Royal Academy

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    Royal Academy of Genevieve:

    • Most prestigious educational institution in Orin
    • Only accepts nobles
    • Famed for its martial and magical courses
    • Students are between the age of fourteen to twenty
    • Students live in dorms, and are allowed to bring along servants
  17. #17Altenburg Imperial Academy

    Keys: Altenburg Academy, Imperial Academy

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    Altenburg Imperial Academy:

    • Premiere educational institution of the Empire
    • Separate classes for nobles and commoners
    • Famed for its officer and engineering courses
    • Students are between the age of fifteen to twenty
    • Noble students live in dorms with servants, commoners live in military style barracks
  18. #18Humans

    Keys: humans

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    Humans are the most numerous due to the shorter lifespan and reproduction cycle. They occupy the two main continents of the planet.

  19. #19Elves

    Keys: elves, elf, elven

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    Elves live for around 1000 years, they are divided into sub-races:

    1. High Elves - Fair-skinned isolationist elves who live on floating sky islands.
    2. Wood Elves - Bronze skinned elves of shorter stature, live in glades in the Great Yuria Forest.
    3. Dark Elves - Darker grayish skinned elves from the archipelagos southeast of Orin.
  20. #20High Elves

    Keys: high elves, high elven, high elf

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    High Elves live on magically powered sky islands. They hold conservative views toward technology. They are highly concerned about advances in airship and plane construction, since those threaten their isolationism from the world below. Their cities are dominated by giant trees and tall spires.

  21. #21Wood Elves

    Keys: wood elf, wood elves, wood elven

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    Wood Elf clans live in their glades in the Great Yuria Forest in central Orin. They have bronze skin and shorter, lithe stature. Each clan is lead by a circle of druids. They are in regular conflicts with poachers and slavers.

  22. #22Dark Elves

    Keys: dark elven, dark elf, dark elves

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    Dark Elves have darker grayish skin. They live in The Shrouds, the archipelagos southeast of Orin, at the equator. They have a matriarchal society and men are highly oppressed. Slavery is a legal and expected part of life. Handsome dark elven men are prized as slaves by the matrons of noble houses. They have the strongest navy in the world, and are best known as sailors and pirates.

  23. #23Orcs

    Keys: orc, orcs

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    Orcs are a dying race, most work as factory workers or slaves. Free tribes exist, they yearn to fight for the liberation of their people. Some tribes migrated to the harsh arctic north pole to be free of other races.

  24. #24Dwarves

    Keys: dwarf, dwarven, dwarves

    Enabled · Selective · Depth 4 · role not set · Order 10 · 100%

    Entry settings

    Dwarves: They DO NOT live underground nor in the mountains, these dwarves rule the waves from colossal maritime fortresses - titanic platforms of steel and enchanted metal that float across the world's oceans. From engineering marvels like the mighty Irontide, they pioneer the fusion of magic and technology, producing most of the world's greatest inventions in partnership with their gnomish allies. These seafaring dwarves have transformed their fortified seasteads into centers of innovation, where arcane science flourishes far above the ocean floor.

  25. #25Gnomes

    Keys: gnomes, gnome

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    Gnomes are integrated into dwarven society and help them with research. They are seen as equals among the dwarves.

  26. #26Ahito

    Keys: catgirl, foxgirl, deminhuman, ahito, kemonomimi, demi-human, demihumans, animal ears, beastfolk, demi-humans, beastkin

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    Ahito are Demi-Humans descended from bloodlines whose ancestors had mingled with the primal forest spirits. They are humans with animal features—most commonly ears and tails from animals like cats, foxes, or wolves. Ahito otherwise have a human appearance but retain some animal traits in their look and sometimes in their behavior. They have villages and clans in the Great Yuria Forest and Adamantine Range. Ahito culture is inspired by feudal Japan.

  27. #27Irontide

    Keys: irontide, dwarven city

    Enabled · Selective · Depth 4 · role not set · Order 10 · 100%

    Entry settings

    Irontide is biggest of the dwarven sea fortresses, the size of a large metropolis. Democratically ruled by the elected Council of Twelve, each member considered the best engineers among the dwarves, and elections for new members only happen after one has died or disgraced. Other races are tolerated for trades, but distrusted. Slavery is only allowed for convicted criminals and prisoners of war.

  28. #28Kaiserreich

    Keys: Altenburg, kaiserreich, imperial, empire

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    [Empire of Kaiserreich:

    • Encompasses the continent of Drachenland, with former kingdoms as provinces
    • Renowned for its strong military and technological advancements
    • Slavery is illegal, though underground markets, especially for young elven women, persist
    • Flag: Red two-headed dragon on black with four white crosses
    • Capital: Altenburg
    • Notable figures: Emperor Adrian von Baden Mismarck, Crown Prince Lucien, Duchess Elise von Neuschwanstein
    • Notable location: Duchy of Neuschwanstein]
  29. #29Vaillancourt

    Keys: Vaillancourt, kingdom, Genevieve, Laval

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    [Kingdom of Vaillancourt, the land of magic and chivalry. A sizeable nation on the northern part of Orin. Known for its art and cuisine, and its many knightly orders. Not as technologically advanced, but do possess basic steamboats and locomotives. Slavery is only allowed for non-human races.

    Flag: White stag with gold antlers on deep green. Ruler: King Gilles de Lumière, with council of elders from families of ancient mage bloodlines. Capital: Genevieve Locations: Village of Laval(two hours on foot from capital) Borders: North(Frostmark), East(Rosencourt), South(Haven)]

  30. #30Valoria

    Keys: vtc, republic, valoria, albia

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    Republic of Valoria:

    • Flag: Gold sea serpent on dark red
    • Ruler: Archduchess Rezalia II, and Council of Merchants
    • Capital: Albia, a grand coastal city with islands and canals
    • Location: Eastern coast of Orin
    • Known for the Valorian Trading Company (VTC), a powerful mercantile order with exclusive trade rights with Dark Elves
    • VTC has its own elite armed forces
    • Valorian Navy engages in privateering
    • Slavery is legal but frowned upon
  31. #31Umbraqueth

    Keys: Umbraqueth, Shrouds

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    Umbraqueth and The Shrouds:

    • The Dark Elves’ alliance of port cities, known as the Pact of Umbraqueth, named after its largest city and de facto capital
    • Region plagued by harsh, unpredictable weather, including monsoons, tornadoes, and tsunamis
    • Developed Barrier Magic and heavy-stone, underground architecture to withstand the climate
    • Massive sea walls protect Umbraqueth’s harbor
    • Limited airships but a large ocean fleet
    • Slavery is legal and widely practiced
  32. #32Celestine Isles

    Keys: sky island, starspire, celestine

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    Celestine Isles is a coalition of High Elves sky islands. The biggest island and capital is Starspire. Ruled by the immortal spirits of all the elven ancestors merging into one soul. The other sky islands are spread all over the world, linked by teleportation rings. Other races need special permission to enter. Slavery is prohibited and harshly enforced, all slavers are executed.

  33. #33Rokhesh

    Keys: orc city, enclave, orc, rokhesh

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    Free States of Rokhesh, in western Orin, consist of a loose confederation of Orc territories that have managed to maintain their independence. They are guerrilla warfare experts, using the terrain to their advantage to keep their independence. They are known for their specialized units, the "Rokhesh Rangers," gunslingers who conduct raids to free enslaved orcs.

  34. #34Berruth

    Keys: enclave, orc city, berruth, tribe

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    The Confederated Tribes of Berruth: In the harsh northern reaches beyond civilization's grasp, the Tribes of Berruth represents the most successful attempt at rebuilding pure Orcish culture away from other races' influence. They centered their territory around geothermal hot springs that provide heat and power.

  35. #35Rosencourt

    Keys: Rosencourt

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    The Principality of Rosencourt is tiny but wealthy nation bordered by Vaillancourt, known for luxury goods and famous for their perfumes and fashion.

  36. #36Haven

    Keys: Haven

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    Free City of Haven is a neutral city-state, buffering Vaillancourt and Valoria.

  37. #37Frostmark

    Keys: Frostmark

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    The Frostmark League is an alliance of northern trading towns. Maintain good relations with the Arctic Orcs, regularly trades with them.

  38. #38Sacred Valleys

    Keys: Sacred Valleys, adamantine, holy

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    The Sacred Valleys is an Ahito theocratic nation in the Adamantine Range ruled by an order of monk-astronomers.

  39. #39Technology

    Keys: airship, steamboat, locomotive, submarine, golem, rifle, cannon, artillery, revolver, train, boat, ironclad, airplane, automaton, gun, ship

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    Common Technology:

    • Airships, steamboats and ironclads, firearms and artillery, steam locomotives

    Advanced Technology:

    • Small propeller airplanes (runic stones + steam engines), submarines (air bubbles from wind magic)

    Miscellaneous Technology:

    • Brass automatons as automated servants, powered by steam engines and simple runic stones, replacing mana-dependent golems
  40. #40Magic

    Keys: spell, magic, mage, arcane

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    Magic System:

    • Magic bends or breaks physical laws to achieve impossible effects
    • A mage’s aptitude and mana are predetermined by the alignment of the three moons and cannot be increased
    • Roughly 75% of the population cannot use magic, with High Elves and Dark Elves making up the majority of mages

    Disciplines:

    • Divination, Celestial, Illusion, Shadow, Force, Psionic
    • Four elemental magics: Air, Fire, Water, Earth
  41. #41Rift Shifting

    Keys: slavers, kidnapping, kidnap, rift shifting

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    The process of interfering with teleportation ring's magic to divert the destination, most commonly used by slavers to kidnap High Elves.

  42. #42Midnight Raven

    Keys: Midnight Raven, Safiya, raven, ravens

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    The enigmatic Midnight Raven, seen as a walking calamity, is a figure shrouded in mystery. No one knows the identify of the mage who seems to have been alive for the last two centuries, playing pranks on travelers.

  43. #43The Mage Wars

    Keys: mage wars

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    The Mage Wars: Happened around 100 years ago. A series of conflicts and uprisings in Orin, instigated by mages who were unhappy with their functions being replaced by technology.

  44. #44War of Three Crowns

    Keys: Ferremont, Laurent, Three Crowns, Bernard, Marcel

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    War of Three Crowns:

    • In 1702, King Laurent of Vaillancourt captured Ferremont from Rosencourt
    • Rosencourt sought to reclaim it but waited 12 years, intervening after Laurent’s death triggered a civil war between his sons, Marcel and Bernard
    • Rosencourt’s attempt led to the War of Three Crowns, ending with Marcel’s victory over both Bernard and Rosencourt
    • Marcel secured Ferremont, reunified Vaillancourt, and became King Marcel d'Étincelle
  45. #45Lost Island of Aetheris

    Keys: Celestial Abyss, Aetheris, lost island

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    Lost Island of Aetheris:

    • 2000 years ago, Aetheris, the most advanced High Elf sky island, fell into the ocean
    • Known as the "Crown of the Celestine Isles," its High Elves were revered as nearly divine for their magical abilities
    • Believed to lie in the Celestial Abyss, a deep trench guarded by magical anomalies and violent storms, making exploration nearly impossible
    • Rumors persist of adventurers forming expeditions to uncover the ruins
  46. #46Tempest

    Keys: tempest

    Enabled · Selective · After example messages · Order 10 · 100%

    Entry settings

    The VAS Tempest (Valoria Aerial Ship Tempest) is a Valorian expedition airship of medium size, lightly armed and armored compared to most airships of her size, for the purpose of speed and increased supplies for long voyages. She is very fast and agile, with a crew of twenty five. The Tempest's deadly accuracy compensates for her lighter armament. Nine state-of-the-art rifled cannons—four along each broadside and one at the bow—represent the pinnacle of modern artillery. Her crew is well-trained in long ranged marksmanship with rifles and boarding action.

    [Notable Tempest Crew: Mr. Dale(Chief Engineer), Finch(Gunner), Maia(Cook)]

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