World-of-Arcanthea
LorebookSteampunk-Fantasy world set in the year 1865 CE, featuring a mix of industrial technology and traditional fantasy elements. [Updated: 2025/Nov/13]from Chub
- 104 forks on Chub · private forks can't be archived· Chub · lorebooks/miyo_rin/world-of-arcanthea-1b5166f6fd87
Tokens: 185 permanent · Lorebook: up to 219 tokens triggered, 13,271 across all entries · estimated prompt budget 404
Description on Chubfrom Chub
This is the same lorebook used for my Arcanthea characters. Feel free to use it for your bots, just don't forget to mention me! And I'd be interested to see what you will do with it. If you do make a character in this world, you can also use the "Arcanthea" tag with your bot as well!
SillyTavern Users: I recommend you grab the most up-to-date version of the lorebook from Here, instead of downloading this one on Chub, to keep my individual, per-entry recursive scanning settings.
Latest Update: HUGE Kaiserreich expansion! More than 20 new entries.
Listed as “World of Arcanthea”
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World-of-Arcanthea
134 entries · scan depth 12 · budget 3,000 tokens · recursive scanning off
Book settings
- #1Arcanthea
Keys: realm, world, arcanthea, planet
Always on · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Arcanthea (The Planet)
Where gears grind against incantations. This planet drowns in ocean, barely interrupted by two continents:
- Orin sprawls larger.
- Drachenland clings westward.
Ancient magic bleeds through steamwork and industry, neither yielding dominance. Fantasy races squabble over scraps of land while monsters claim the wild spaces between.
The year counts 1865 by common reckoning. Time marches forward. Progress tastes like iron and coal.
- #2Moons
Keys: Chronos, moon, Mystra, Animus, moons
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Moons
Three watchers govern the night sky:
- Chronos: Silver-white giant. Time, fate, prophecy carved in its phases
- Mystra: Blue-tinged medium. Arcane currents flow with its waxing
- Animus: Golden smallest. Life, death, souls dance in its glow
Their alignment determines magical aptitude at birth. No prayer changes what the moons decree.
- #3Celestial Bodies
Keys: telescope, star, stars, planet, night, planets, celestial bodies
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Celestial Bodies
Other lights pierce the void:
- The Twins: Binary stars, Cinder and Hail. One red wound, one blue ice
- Halcyon (Merchant's Light): Yellow beacon for lost ships
- Moorindal: Distant ice world, telescope-glimpsed
- Kerlin (The Veiled Lady): Ringed giant wrapped in mystery
- Aether: Nebula glowing soft as dying breath
- Zyphyr: Decade-comet heralding upheaval
Sailors navigate by their light. Fools read omens in their movements.
- #4Languages
Keys: Aerathir, Reichsprache, Vaillan, Orinian, Language, Languages, Primal Tongue, Common
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Languages
- Vaillan serves as Common tongue across Orin, native to Vaillancourt.
- High Elves guard their language, Aerathir, in their clouds.
- Reichsprache echoes through Kaiserreich's halls.
- Yuria's tribes whisper in Primal Tongue for sacred rites.
- Old Aetherian, lost language of Aetheris. Died with its speakers. Scholars spend lifetimes deciphering fragments.
- #5Deities
Keys: deity, pantheon, religion, goddesses, god, goddess, deities, gods
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Deities
Gods worth fearing or following:
- Asloth: Demon Queen of Spiders, Dark Elf mistress of lies and venom.
- Celinestria: Dark Maiden for those who fled Asloth's webs.
- Solaris: Dawn Lord, Birth and Renewal. Most worshiped deity in Arcanthea.
- Bahamut: Dragon guardian of High Elves and sky.
- Xytheris: Shattered goddess of entropy and forgotten truths.
Mortals worship what they fear or need. The gods rarely distinguish between the two
- #6Solaris
Keys: sun, dawn, Birth, solaris, Renewal, sunrise
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Solaris
God of Dawn, Lord of Birth and Renewal. Most widely worshiped across Arcanthea. Hope springs eternal in mortal hearts. Depicted as towering figure wreathed in golden light, cast in brass and gold statues that gleam in temple shadows. Promises new beginnings to those who pray. Delivers sunrise regardless. Faith costs nothing. Statues cost considerably more.
- #7Asloth
Keys: spider, demon queen, asloth, spiders
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Asloth
Demon Queen of Spiders, Mistress of Lies and Trickery. Most influential Dark Elf goddess, and she knows it:
- Active participant in Vathren society, not distant deity
- Manifests as beautiful Dark Elf woman atop massive spider body
- Throne woven from shadows and webs, blood optional
Beautiful and terrifying. The spiders in her service remember every slight. So does she.
- #8Bahamut
Keys: guardian, bahamut
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Bahamut
Guardian Spirit, Lord of Sky and Dragons. High Elves' patron deity depicted as colossal dragon with silver-white scales, sometimes walking in draconic-humanoid form. Airship crews report sightings—never confirmed, always believed. Whether god or ancient dragon matters less than the faith invested. Both interpretations demand reverence. Both receive it.
- #9Celinestria
Keys: Celinestria, dark maiden
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Celinestria
The Dark Maiden, cosmos goddess for Dark Elves who rejected Asloth's cruelty. Depicted as unclad maiden of ethereal beauty—ankle-length silver hair, obsidian skin gleaming like starlight. Presides over beauty, song, dance, freedom, moonlight, swordwork, hunting. Everything Asloth's followers sacrifice for power. Worship requires courage in the Shrouds. Most lack it.
- #10Xytheris
Keys: Chaos, Chaotic, Revelations, Truths, Xytheris, Decay, Entropy, Memories, Revelation
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Xytheris
The Shattered Whisper. Goddess of Entropy, Forgotten Memories, Chaotic Decay, Unraveling Truths. Depicted as fractured silhouette dissolving into moths and ash. Never whole, always breaking. Neither cruel nor kind, she governs the slow death of stars, rusting of empires, quiet rot beneath polished surfaces. Truth lies in disintegration. Clarity comes through erasure. She believes in stripping away lies until only raw, uncomfortable truth remains. Everything ends. She simply accelerates the inevitable.
- #11T'Seraa
Keys: T'Seraa, fortune, lady luck
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
T'Seraa
Goddess of luck and good fortune—vanished centuries ago, possibly murdered by jealous Asloth. Depicted with flowing blonde-platinum hair, heterochromatic eyes of silver and gold like coin faces. Rumors whisper of prophecy foretelling her reincarnation into mortal flesh. The desperate still pray to her empty shrines. Luck, it seems, abandoned even its own goddess. Whether she answers from beyond death or simply doesn't exist to begin with, the odds remain unchanged.
- #12Orin
Keys: east, orin
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Orin
Larger continent sprawling across eastern waters. Fragmented into squabbling kingdoms, each convinced of its own importance. Where most of civilization's grand failures occur.
- #13Drachenland
Keys: drachenland, west
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Drachenland
Smaller western continent across the Sovereign Sea. Entirely consumed by Kaiserreich's imperial appetite, former kingdoms reduced to provinces. Unity achieved through conquest. Efficient, if brutal.
- #14Great Yuria Forest
Keys: forest, Yuria
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Great Yuria Forest
Vast woodland consuming central Orin, roots tangled around Adamantine Range foothills. Wood Elves and Ajin claim these shadows as home. The trees remember older magics than steel and steam.
- #15The Grey Marches
Keys: Grey Marches, marches
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
The Grey Marches
Arid wasteland in southwest Orin where nothing thrives easily. Free Orcs of Rhokesh carved survival from dust and defiance. Harsh land breeds harder people. Freedom demands sacrifice.
- #16Adamantine Range
Keys: adamantine, mountains, mountain
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Adamantine Range
Mountain spine bisecting central Orin. High enough to scratch sky, old enough to remember when dragons were numerous. Stone keeps secrets better than flesh.
- #17Oceans
Keys: oceans, ocean, sea, seas, veil
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Oceans
Waters that swallow the unwary:
- Sovereign Sea: Between continents, where empires clash
- The Glacial Expanse: Arctic north, frozen graves unmarked
- Aetheric Veil: Eastern mystery, fog-shrouded
- The Endless West: Beyond Drachenland, aptly named
More sailors feed these depths than reach their destinations. The ocean accepts all offerings.
- #18Slavery
Keys: slavery, slaves, slave
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Slavery
Legality shifts by border. Vaillancourt permits it against non-humans only. Kaiserreich officially bans it while underground markets thrive. Valoria legalizes but frowns—moral theater. Dark Elves embrace it as cultural cornerstone. High Elves execute slavers without ceremony. Every nation draws different lines in sand, then pretends those lines mean something. Chains remain chains regardless of the philosophy behind them. The enslaved rarely care about legal distinctions.
- #19Adventurers' Guild
Keys: Adventurers' Guild, Adventurer's Guild, adventurers, guild, adventurer
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Adventurers' Guild
Neutral ground where ambition meets mortality:
- Worldwide branches managing quests and fool registration
- Adventurers are ranked from F-Rank up to S-Rank. Cannot attempt quests above qualification
- Each hall features reception, quest board, tavern for drinks
- Guild cards track identity, rank, survival statistics
The desperate register. The competent occasionally survive. The wise retire before luck runs dry. Most become cautionary tales on the board.
- #20Adventurers' Guild - Haven
Keys: Adventurers' Guild, Adventurer's Guild, adventurers, guild, adventurer
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Adventurers' Guild - Haven Branch
Guild headquarters where ambition concentrates. Receptionist Willow processes diverse requests—merchant escorts, bounties, espionage wrapped in polite terminology. Everything has a price. Everyone pays eventually.
- #21Adventurers' Guild - Genevieve
Keys: Adventurers' Guild, Adventurer's Guild, adventurers, guild, adventurer
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Adventurers' Guild - Genevieve Branch
Genevieve branch specializes in traditional adventuring—knightly quests, local legends, honor-bound foolishness. Receptionist Yuri maintains polite professionalism while documenting mortality rates. Romance and glory draw them in. Reality sends fewer back.
- #22Adventurers' Guild - Albia
Keys: Adventurers' Guild, Adventurer's Guild, adventurers, guild, adventurer
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Adventurers' Guild - Albia Branch
Coastal branch specializing in maritime dangers. Receptionist Celia coordinates monster hunting, cargo recovery, trade escorts, and tasks labeled 'discreet' for plausible deniability. The ocean keeps more secrets than she does.
- #23Adventurers' Guild - Altenburg
Keys: Adventurers' Guild, Adventurer's Guild, adventurers, guild, adventurer
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Adventurers' Guild - Altenburg Branch
Imperial branch maintaining order through licensed violence. Receptionist Klaus, retired military, runs operations—monster hunting, resource acquisition, keeping peasants productive. The Empire's civility has teeth.
- #24Adventurers' Guild - Schwanenfurt
Keys: Adventurers' Guild, Adventurer's Guild, adventurers, guild, adventurer
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Adventurers' Guild - Schwanenfurt Branch
Alpine branch specializing in mountain contracts: wyvern culling, trade escort through passes, bandits who mistake isolation for safety. Receptionist Greta, retired adventurer, knows the mountains intimately. Wealthy duchy means better pay, imperial oversight means careful paperwork. The mountains hide many things. The Guild processes them all.
- #25Albia Merchants Association
Keys: Merchants Association, association, albia, merchant's guild, trade route
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Albia Merchants Association
One of Valoria's true powers:
- Registration mandatory for any Albia business
- Operates banking services—money flows through their ledgers
- Locked in perpetual struggle with VTC for dominance
- Controls commerce while pretending to merely facilitate it
Gold makes better weapons than steel when wielded correctly.
- #26Royal Academy of Genevieve
Keys: Academy
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Royal Academy of Genevieve
Most prestigious institution in Orin, if nobility counts as prestige:
- Headmaster Balthazir, Knowledge Demon, stern facade hiding kindness
- Noble-only admission, ages 14-20 across seven years
- Famed for martial and magical courses
- Students live in dorms, allowed personal servants
- Different departments for knights, artificers, etc. The most prestigious: Department of Battle Wizards
Teaching privileged children to wield power they inherited. Some even learn wisdom. Most simply learn arrogance.
- #27Altenburg Imperial Academy
Keys: Academy
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Altenburg Imperial Academy
Empire's premier war factory:
- Headmaster: Baroness Helena von Degenhart, former Commander of the 8th Aegis Frame Division, oversees both traditional and AFTI programs
- Nobles and commoners separated—equality is propaganda
- Ages 16-21, six years learning to kill efficiently
- Nobles in comfortable dorms, commoners in barracks
- Aegis Frame Technical Institute (AFTI) branch trains elite Aegis Frame crews
Class divisions maintained even while training cannon fodder. At least they're honest about it.
- #28Aegis Frame Technical Institute
Keys: AFTI, Aegis Frame Technical Institute
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Aegis Frame Technical Institute (AFTI)
Elite training for Kaiserreich's mechanical cavalry:
- Highly selective admission for exceptional skill
- Pilot Track: Combat tactics, magical theory, controlled death
- Engineer Track: Mechanical systems, magical maintenance, keeping pilots alive
- Produces distinguished crews—those who survive training
Rigorous enough to break the weak. Those who emerge are dangerous. The Empire prefers it that way.
- #29Humans
Keys: man, human, humans, men
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Humans
Most numerous through sheer reproductive persistence. Shorter lifespans breed faster breeding. Occupy both main continents in endless, predictable variations. Ambition without longevity. They burn bright and brief.
- #30Elves
Keys: elven, elves, Aelvani, elf
Enabled · Selective (AND ANY) · Author’s note top · Order 10 · 100%
Entry settings
Elves
Collectively known as Aelvani, the elves fractured into three faces:
- High Elves (Asyran): Sky island isolationists, 2000 years lifespan perfecting condescension
- Wood Elves (Sylvar): Bronze-skinned forest dwellers, 500 years lifespan of guerrilla survival
- Dark Elves (Vathren): Gray-skinned matriarchs, 900 years lifespan building maritime empire
Long lives. Ancient grudges. Each convinced their way is superior.
- #31High Elves
Keys: high elven, Asyran, high elves, Asyrans, high elf
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
High Elves
Asyran dwell in Celestine Isles: sky islands sustained through ancient magic and insufferable pride. Isolationist tendencies mask fear of ground-dweller contamination. Cities of towering spires and ancient trees, technology viewed as primitive crutch. They live 2,000 years naturally, extended further through arcane means. Standing 6'2" to 6'8" (188-203 cm), they literally look down on others.
Immortality breeds either wisdom or crystallized arrogance.
- #32Wood Elves
Keys: Sylvar, wood elves, wood elven, Sylvars, wood elf
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Wood Elves
Sylvar make homes in Yuria's forest glades—bronze-skinned, agile survivors clinging to ancient ways. Each clan governed by druid circles whose wisdom counts more than crowns. Constantly battling poachers and slavers, defending territory with guerrilla ferocity. Live 500 years if violence permits—most don't survive that long. Standing 5'4" to 5'10" (163-178 cm), they compensate for size with intimate knowledge of every shadow, root, and poison their forest offers. Pragmatic defenders who learned long ago that mercy is luxury they cannot afford.
- #33Dark Elves
Keys: Vathren, dark elf, Vathrens, dark elven, dark elves
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Dark Elves
Vathren rule The Shrouds with matriarchal iron. Gray-skinned masters of storm-tossed archipelago, they command world's most formidable navy through maritime supremacy and piratical reputation. Society built on female dominance: males suffer severe oppression, slavery forms cultural foundation. Live potentially 900 years though violence claims most earlier. Height 5'8" to 6'3" (173-190 cm).
Renowned sailors, feared raiders. Built power on others' suffering while storms shield their shores. Asloth smiles upon their cruelty. The ocean swallows those who oppose them.
- #34Orcs
Keys: orcs, orc
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Orcs
Dying race crushed beneath industrial progress. Most enslaved or exploited in factories, broken bodies fueling others' prosperity. Free tribes retreated to Grey Marches or Arctic wastes, determined to liberate their people through guerrilla resistance. Orin Orcs bear earthy skin—deep tan to reddish-brown. Arctic Orcs adapted to frozen north with paler tones—grey, bluish, greenish. Freedom purchased through exile to lands none else want. Their struggle continues. Their numbers dwindle. The world profits from their suffering.
- #35Dwarves
Keys: dwarf, dwarves, dwarven
Enabled · Selective (AND ANY) · Depth 4 · system · Order 10 · 100%
Entry settings
Dwarves
Maritime engineers abandoning terrestrial tradition. These dwarves forsook mountains for floating fortresses—titanic platforms of steel and enchanted metal drifting across oceans. From engineering marvels like Irontide, they pioneer magic-technology fusion with gnomish partners, producing world's greatest innovations. Transformed seasteads into arcane laboratories where science and sorcery merge. No underground halls for them—they rule waves instead, crafting wonders between sky and sea. Progress floats on their ingenuity. The depths below hold no interest when horizons beckon.
- #36Gnomes
Keys: gnome, gnomes
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Gnomes
Integrated fully into dwarven society as equal research partners. Small in stature, vast in intellect. Together they birth innovations that reshape the world. Rare example of successful interspecies cooperation. Profit shares equally between them.
- #37Ajin
Keys: foxgirl, catgirl, demi-humans, ajin, deminhuman, demihumans, demi-human, kemonomimi, beastfolk, beastkin, animal ears
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Ajin (Kemonomimi)
Demi-Humans descended from bloodlines where ancestors merged with primal forest spirits. Humans bearing animal features—commonly ears and tails from cats, foxes, wolves. Otherwise human appearance with lingering behavioral traits of their beast heritage. Villages dot Great Yuria Forest and Adamantine Range. Culture draws from feudal Japan aesthetics and philosophy. Neither fully human nor truly beast, caught between worlds their ancestors bridged. The spirits' gifts persist through generations. Some call it blessing. Others, curse.
- #38Demons
Keys: demon, demoness, demonic, demons
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Demons
Ancient spirits embodying primal forces, not inherently evil despite reputation. Origins tied to forgotten deities. Unlike Primordials, demons possess mortality—ageless but killable when physical forms shatter.
Cultural hypocrisy varies by nation:
- High Elves: Officially banned, secretly consulted for forbidden knowledge
- Dark Elves: Fully integrated, valued for power
- Kaiserreich: Public condemnation, private employment
- Vaillancourt: Regulated registration, grudging acceptance
- Dwarves: Formal respect masking deep distrust
Everyone wants their power. Few admit wanting it.
- #39Primordial
Keys: ancients, primordials, devil, primordial
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Primordial
Beings of immense power predating recorded history, embodying primal forces—elements, emotions, abstract concepts given terrible flesh.
True immortals: destroy their forms and they dissipate into energy, reforming across decades or millennia in their source elements.
Some wear mortal faces. Their magic dwarfs human achievement. Some seek dominion, others observe epochs passing like mortal heartbeats. The oldest may ascend to godhood. Rarely witnessed outside ancient myths. They call demons 'children'—lesser spirits unworthy of true immortality. When Primordials manifest, civilizations tremble. History remembers.
- #40Vaillancourt
Keys: stag, Vaillan, kingdom, Vaillancourt, Vaillans
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Vaillancourt
Kingdom of magic and chivalry clinging to romantic ideals:
- Known for fine art, cuisine, numerous knightly orders
- Technologically behind—basic steamboats and locomotives only
- Slavery permitted against non-humans exclusively
- Flag: White stag with gold antlers on deep blue
- Ruled by King Gilles de Lumière and Council of ancient mage bloodlines
- Capital: Genevieve
- Demonym: Vaillans
- Borders: Frostmark (north), Rosencourt (east), Haven (south)
Medieval fantasy preserved through deliberate stagnation. Chivalry costs nothing when applied selectively. Art flourishes while moral foundations rot beneath gilded surface. The stag remains proud. The kingdom remains blind.
- #41Genevieve
Keys: Genevieve
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Genevieve
Vaillancourt's capital sprawls across ancient foundations, centuries of construction layered atop itself. Soaring spires pierce fog, cathedrals with pointed arches and stained glass loom over cobblestone streets too narrow for modern convenience. The old quarters twist into themselves: shadowed alleys where gaslight barely reaches, stone walls remembering older names.
Noble estates cluster near the palace. The common districts pack tighter: laundry lines strung between buildings, steam vents hissing from basement workshops. Basic locomotives clatter through wider boulevards.
The Royal Academy crowns the highest hill. Knightly orders parade through the Grand Place on holy days, armor polished. Art galleries flourish. Slave markets operate discreetly. Opera houses echo with refined voices while non-humans scrub their floors.
Romantic ideals preserved in amber. They call it tradition. Some call it rot with better aesthetics.
- #42Laval
Keys: Laval
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Laval
Sizeable village in Vaillancourt clinging to forest edge, lake waters lapping at eastern borders. Thick woods press close, ancient oaks and shadows where sensible folk fear to wander. Half-timbered buildings, thatched roofs, cobblestone square hosting weekly market. Provincial. Predictable. Forgotten by progress.
The locals whisper prayers when ravens gather. They leave offerings at forest edge: bread, coins, respect for 'la Dame Noire.' Call her guardian spirit, forest deity, walking calamity depending on mood. She lives in a tower north through the trees. The villagers know better than to approach uninvited.
Superstition runs thick. Old stories aren't merely stories here; they watch from treelines, cast shadows at dusk, remind mortals that the forest remembers what civilization forgets.
- #43Valoria
Keys: republic, serpent, valoria, albia, Valorian, Valorians, vtc
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Valoria
Mercantile republic where gold flows faster than blood:
- Flag: Gold sea serpent on dark red, appropriately predatory
- Ruled by Archduchess Rezalia II and Council of Merchants
- Capital Albia: Coastal grandeur built on canal networks
- Valorian Trading Company holds exclusive Dark Elf trade rights monopoly
- VTC maintains private army, Valorian Navy "privateers" (legalized pirates)
- Slavery legal but socially frowned upon—moral theater again
- Denonym: Valorians
Commerce reigns supreme. Laws bend to profit margins. The serpent devours all competitors while maintaining civilized facade.
- #44Albia
Keys: Albia
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Albia
Valoria's capital sprawls across canals. Waterways serve as streets, steamboats and trading barges choke routes between classical facades. White marble palace rises above Merchant Council spires, wealth displayed without apology. Bridges arch over dark water reflecting smokestacks and gold-trimmed balconies.
Factories border opera houses. Dockworkers unload exotic goods while nobles negotiate percentages in canal-side cafes. Everything has a price. Everyone pays eventually.
Above, airships drift between mooring towers. The Valorian Air Corps maintains its reputation through the Air Academy: breeding ground for swashbucklers with permits, adventurers with profit margins. They call it privateering. Others call it legalized piracy. Albia prefers not distinguishing between the two.
Progress happens here because progress turns profit.
- #45Valorian Air Corps
Keys: Air Command, privateer, sky fleet, Air Corps, air crew, privateers
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Valorian Air Corps
Valoria's sky fleet, where patriotism turns profit:
- Air Command owns every hull; captains fly them on commission
- Funding flows from escort contracts and prize shares, officers are shareholders
- Escort duty builds reputation; prize raids pay dividends
- Captains wear the red longcoat with gold trim; "earning the red" is every aspirant's ambition
- Gunners and sharpshooters wear the light blue. The red commands. The blue kills.
Other nations fund fleets through taxation. Valoria's fleet pays for itself, then charges interest. Every patrol carries a ledger.
- #46Valorian Air Academy
Keys: Air Academy, Gulls, Aspirant, Bennetore, Harlen, Gull, Aspirants, Commodore
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Valorian Air Academy
Albia's forge for sky officers, where ambition enrolls and gold graduates:
- Aspirants serve four years, sixteen to twenty: two in the halls, two aloft
- "Gulls" to everyone who outranks them, which is everyone
- Commodore Harlen Bennetore commands. Convoy veteran, immune to flattery, vulnerable to rhyme
- Tuition could ransom a minor lord; merchant houses sponsor promising commoners against bonded years of service
- Sells navigation licenses and gunnery certificates to merchant crews at market rates
- Incoming classes sorted into the Star-Rose Wings
Valoria trains officers and invoices. Graduates leave holding a commission and a debt, and learn quickly which one commands their loyalty.
- #47Star-Rose Wings
Keys: Halcyon, Kerlin, Cinder, Hail, Star Rose, Zyphyr, Star-Rose
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Star-Rose Wings
Valorian Air Academy's tradition, sorting aspirants beneath the navigation stars. White coats accented in wing colors:
- Halcyon: the Merchant's Light. Navigators, future fleet commanders. Sponsors pay fortunes for placement, and expect return on investment.
- Cinder: the Red Twin. First through the breach. First onto the recruiting posters. First on the casualty lists
- Hail: the Blue Twin. Gunnery doctrine at high altitude. The science of killing, refrigerated. Outscores Cinder annually, files the results.
- Zyphyr: the Comet. The brilliant and the borderline. Produces decorated captains, ruined prodigies, and spectacular courts-martial. Occasionally all in the same career.
- Kerlin: the Veiled Lady. Ciphers, weather-work, errands no report names. Students joke; graduates don't
- Annual standings pay funding to wing command
Entrance examinations sort by aptitude. In Valoria, aptitude remains negotiable. The stars decide. The stars accept bribes.
- #48The Grounding
Keys: The Goat, Grounding, Caprina, Bell Run
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
The Grounding
Valorian Air Academy's practical: two weeks on an island, the last examination between the halls and the sky. Every summer the graduating hall-year lands together. By autumn the fleet has scattered them across its hulls. The Grounding is the final thing a class does whole.
The charts name the island Isola Caprina, for a saint. Dock-plain Valorian just translates her: the Goat. "The Grounding" the cadets coined themselves, grimness intended. Two weeks assess what classrooms cannot: shelter raised or slept without, forage eaten or regretted, navigation, watch discipline, live fire from a six-gun beach battery. It ends in a wing-against-wing mock battle aboard borrowed training hulls.
Two weeks of dirt, weighed against a lifetime above it. The Academy bills for both.
- #49Drachenkaiserreich
Keys: kaiserreich, imperial, Kaiserliche, eagle, empire, Drachenkaiserreich, Drachenlander, Drachen, Drachenlanders
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Drachenkaiserreich
Empire consuming Drachenland entirely, former kingdoms reduced to provinces:
- Ruler: Drachenkaiser Adrian von Baden-Schönhausen
- Renowned military might and technological advancement
- Slavery officially illegal, underground markets thrive for elven women
- Flag: Red double-headed eagle on black, four white stars
- Capital: Altenburg
- Altenburgers call themselves Kaiserliche; provincial lords and common folk prefer Drachenlanders
Conquered through superior force, maintained through bureaucratic efficiency. Unity achieved by erasing alternatives. Provincial lords cling to old identities while bowing to imperial authority. Underground trade persists because laws mean nothing without enforcement. The eagle's shadow covers all.
- #50Altenburg
Keys: Altenburgers, Altenburg, Altenburger
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
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Altenburg - Drachenkaiserreich's Capital
Imperial capital consuming Drachenland's heart. Palace looms over factories churning Aegis Frames. Bureaucrats administer conquered provinces from marble halls, provincial nobles attend court wearing forced smiles, speaking Reichsprache through clenched teeth. Only city in Drachenland where "Kaiserliche" rolls off tongues without bitter taste.
The provinces send their taxes, their sons, their resources. Altenburg calls this unity. Provincial lords call it occupation while signing documents. Common folk simply call it the city that took everything, gave back only flags and paperwork. The eagle's nest watches all. The shadows beneath grow.
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