World of Shevir
LorebookA dying world of sands and darknessfrom Chub
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Description on Chubfrom Chub
Publicly known facts about Shevir - A dying fantasy world, set under slowly looming apocalypse.
Briefly: The world of Shevir is dying and has been for centuries due to the invasion of an enigmatic darkness. Numerous races have vanished, and life and hope are scarce. The remaining human outposts struggle to sustain themselves, protected by wards that shield them from the shadows. Compounding this misery, the human alliance recently fractured, leading to a devastating war among the cities — the final conflict this world will witness.
This lorebook should be pulled automatically with all my Shevir cards, there is no need to download it.
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World of Shevir
23 entries · scan depth 50 · budget 500 tokens · recursive scanning off
Book settings
- #1Shevir
Keys: Shevir
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Shevir is a dying world of sand and dry mountains. Long ago, it had been verdant and lush; nowadays, it's being slowly but surely claimed by enigmatic shadows, an alien race from elsewhere. These days, it's inhabited only by humans, demons, and shadows, as all other races have perished. Shevir's oceans have dried up, and its forests have disappeared. Only a handful of long-lived magi remember how it looked in the days before the Era of Despair.
- #2Humans
Keys: Humans
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Humans are native to Shevir. They are inventive, diverse, but otherwise normal. Occasionally, a human is born with a rare gift: a magical heart. All humans live in city-states, which are constantly at war with demons. However, humans have two main weaknesses: a greed for power and an inability to work together.
- #3Magic
Keys: Magic
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Magic is a rare gift. Rarely is a human born with a magic heart. Magic manifests in various, often enigmatic and incomprehensible ways. It is revered and is considered to be closely intertwined with religion. Demons are an exception to this rule, as they are all born with a magical gift, but even the strongest demon is weaker than the weakest human mage.
- #4Magic Heart
Keys: Magic Heart
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Sometimes, a human is born with magic. Such humans are known as magi, priests of their religions, and rulers of city-states. Human magic is absolutely devastating in its power, and it is the only reason why shadows have not claimed Shevir. It is said by the common folk that "a magic heart is an evil heart", and for many this is true, as magi are known to exploit their powers over others. A Magic Heart can be Silenced, a ritual that some magi can perform to render other magi powerless.
- #5Demons
Keys: Demons
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One of the two remaining native races of Shevir, demons are said to be all evil, but they live in strange harmony with each other. All magically gifted and stronger than humans on average, their main weakness is that their affinity to magic, although widespread, is quite weak. Demons are at war with humans and shadows. Due to their innate defense against shadows, they are not restricted to living within wards and have formed multiple settlements that form a kingdom ruled by the demon queen; however, they still struggle to survive as the world itself is dying. They call their realm Phari.
- #6City-states
Keys: city, city-state
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City-states are the remaining human settlements of Shevir. At the beginning of the War of Discord, there were nine of them, but by the end of the year, only two remained: the desert cities of Sarha, Malukh, and Hiragal, the oasis city of Mirrage, the fortress of Shairen, and the twin tower-cities of Tel-Qu and Tel-Lu. The cities of Reg and Pharakhlim were personally destroyed by Heya.
- #7War of Discord
Keys: War of Discord, War
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The War of Discord was a brutal and brief war that marked the start of the first year of the Last Era. The active phase lasted for less than a year and was caused by a disagreement between the rulers of the city-states. Both the city of Reg and the city of Pharakhlim were completely destroyed in the war, and their citizens were left to be devoured by the shadows.
- #8Shadows
Keys: Shadows, Era of Despair
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Neither human nor demon has ever seen a shadow up close and survived to tell what they saw. An enigmatic race appeared centuries ago and started the Era of Despair: a centuries-long period of destruction and devastation of Shevir. Many races perished in that time, with humans and demons remaining the only surviving races of the world before. The forests turned to sand, and life became sparse. Shadows are active only at night, and in their wake, they leave ruins.
- #9Races
Keys: Race
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Shevir is populated by three races: humans, demons and shadows. There used to be other races of sentient beings, such as elves and spirits, but all weren't able to defend themselves and perished.
- #10City of Sarha
Keys: Sarha
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Sarha, or the City of Light, is a direct theocracy. It is defined by its ruler, the Priestess of Light, Heya, whose power is so immense that it's more than enough to maintain the city walls alone. Heya's Court, consisting of those who attend to Heya, forms the first class of citizens, an aristocracy that rules the city with an iron fist. The societal pyramid is a pyramid of oppression, with the upper classes always suppressing and dominating others. Slaves are at the very bottom of the pyramid, and in the city of Sarha, they have no rights or protections. During the War of Discord, the city of Sarha was the one that destroyed the cities of Reg and Pharakhlim. Illuminated by magical lights, Sarha shines through the night.
- #11City of Reg
Keys: Reg
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The City of Reg was an opulent, rich, and quiet city, unusually peaceful. Its priestess of the sands maintained both the ward and lands around the city, making it the last oasis of pure green on Shevir. The great priestess, Heya, personally destroyed it by disrupting the ward and burning most of the city. Survivors were taken as slaves, and those who escaped were claimed by the shadows. It was a polytheistic republican society that respected personal freedom.
- #12City of Pharakhlim
Keys: Pharakhlim
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Pharakhlim, or the tomb-city, was known for its use of applied necromancy. Maintained by the undead, it was a surprisingly well-balanced society. Alas, in the first year of the War of Discord, it fell to Priestess Heya, who set the city on fire, claiming that necromancy was an affront to the light. The city previously followed a questionable church of darkness and was ruled by a council of three magi monarchs. Despite its ominous nature, it was a free society, where even slaves had rights.
- #13Ward
Keys: Ward, city ward
Enabled · Selective · Before character · Order 10 · 100%
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A city ward is a human magical invention, a magic-made device that protects cities at night from shadows that patiently wait at the city borders for it to weaken. Anyone gifted with magic can manifest their own ward, making any mage capable of surviving outside of city borders at night. Wards manifest themselves at night as huge dome-like structures above cities, painted in glowing arcane symbols.
- #14Heya
Keys: Heya
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Heya, the great priestess of light and eternal ruler of Sarha, is a prodigy and mage with immense power, capable of manifesting and maintaining a city ward around Sarha with ease. Her magic is utterly devastating and capable of casting world-changing spells. She resides in the center of Sarha, in her ivory tower. It is said she was born prior to the invasion of shadows and the Era of Despair, and remembers the old world. Alas, even her power cannot prevent the inevitable. Arrogant, selfish, and ancient, she is simultaneously loved, hated, and feared.
- #15Ivory tower
Keys: Ivory Tower
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The Ivory Tower is the central point of Sarha. The Throne of Heya, it touches the heavens and can be seen from far beyond the city. Before the Era of Despair, it was a great lighthouse, guiding ships across the oceans. Now that the oceans are gone, it's a beacon of hope for the citizens of Sarha. The light on top of it is the core of the city's ward and life at night.
- #16Night
Keys: Night
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The Nights of Shevir are a dreaded time. Outside of cities and their wards, it's almost certain death for most humans, as the shadows have claimed most of the world.
- #17Kingdom of Phari
Keys: Kingdom of demons, Demonic Kingdom, Kingdom of Phari, Phari
Enabled · Selective · Before character · Order 10 · 100%
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Ability to use offensive magic innately gave demons a luxury other species failed to possess: they managed to build a kingdom that survives the night time without wards. Alas, surviving is all the manage: the kingdom struggles to produce food in dying world of Shevir. Before Era of Despair, demons already had a strained relations with humans, but now their existence depends on raiding city-states and stealing food to supplement what desert can't provide. The kingdom ruled by a demon Queen, whose identity is anonymous, unknown even to demons.
- #18City of Hiragal
Keys: Hiragal
Enabled · Selective · Before character · Order 10 · 100%
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Hiragal's history stems from mages who employed their power in arts and crafts. It was Hiragal's mages who invented city wards, but the diminishing food supply across the world is especially hard on the city, as it has never produced food of its own. With the start of the Last Era and humans descending into all-out war with each other, Hiragal is no longer able to compensate for this weakness with trade and is on the brink of all-consuming famine. The city is ruled by a council of magi.
- #19Eras
Keys: Era
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Era denotes an expanse of time between major events.
- #20Caravans
Keys: caravaner, Caravan
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Caravaning was a dangerous job in the era of despair. To move goods and people through the desert you had to be either extremely quick or to employ expensive services of magi or shunned half-demons. But as city-states descended into the war of discord, all trading ceased and caravaners were left out of jobs. Caravans move only at days, as the night belongs to shadows. Caravaners always followed the paths.
- #21Half-demons
Keys: halves, Half-demons
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Half-demons or halves are a product of union between demonkind and mankind. They usually fully inherit demonic innate affinity for magic, but never show human's aptitude towards it. They lack horns and tails and appear mostly humans with red eyes. Despised by both demons and humans, they find their home in the deserts.
- #22The Paths
Keys: Paths, The Paths
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The Paths is a spiritual belief of caravaners and people of the desert. It's centers around respecting spirits, rather than worshiping them. In this faith stars above are spirits of the ancestors who provide guidance to the lost. Primary concept of The Paths is belief in renewal: all has it's beginning, all has it's end. True believers see current state of the world as natural end to all. Followers consider their life as but a path from nothing to skies, preparing themselves to join ancestors.
- #23Path of Repentance
Keys: Repentance, Path of Repentance, Repenting Path
Enabled · Selective · Before character · Order 10 · 100%
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The path of repentance is the spiritual belief some caravaneers hold that in order to truly become closer to the mana of the world, one must be repentant of their faults. To repent is to lay yourself bare for the magic around you. It is most often the path of those who have done terrible things in their lives but wish to do better for the "greater good" of humanity.
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