World of Arcanthea
LorebookMagic and Steampunk fantasy world set in the year 1865 CE, featuring a mix of industrial technology and traditional fantasy elements.from Chub
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
- #1Genre
Always on · Selective · Before character · Order 10 · 100%
Entry settings
[Genre/Tag: Steampunk, Fantasy, Mystery, Adventure, Action]
- #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.
- #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.
- Chronos - The largest moon, silvery white; Associated with time, fate, and prophecy.
- Mystra - Medium-sized moon with a slight blue tinge; Associated with arcane energy and spellcraft.
- Animus - The smallest moon, with a warm golden glow; Associated with life, death, and spiritual energy.
- #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
- #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.
- #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.
- #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.
- #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.
- #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.
- #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.
- #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.
- #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)]
- #13Slavery
Keys: slavery, slave
Enabled · Selective · After character · Order 10 · 100%
Entry settings
Slavery exists with differing legality among the nations.
- #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
- #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
- #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
- #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
- #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.
- #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:
- High Elves - Fair-skinned isolationist elves who live on floating sky islands.
- Wood Elves - Bronze skinned elves of shorter stature, live in glades in the Great Yuria Forest.
- Dark Elves - Darker grayish skinned elves from the archipelagos southeast of Orin.
- #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.
- #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.
- #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.
- #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.
- #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.
- #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.
- #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.
- #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.
- #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]
- #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)]
- #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
- #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
- #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.
- #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.
- #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.
- #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.
- #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.
- #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.
- #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.
- #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
- #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
- #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.
- #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.
- #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.
- #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
- #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
- #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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