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Valerian

Lorebookfrom Chub

Just a world that use for my bots!from Chub

on Chubarchived

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Description on Chubfrom Chub

Welcome to Valeria

This is a quick primer to help you get a feel for the world and make a character fast. You’ll find short, readable notes on the kingdoms, major factions, sword styles, magic, and coinage, just enough to pick a homeland, choose a fighting path (or none), and decide who you answer to.

Tip: Pick a kingdom that matches your vibe, choose a faction (or stay independent), grab a style if you’re a combatant, and use the coin section to price your gear and lifestyle.

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Kingdoms

The Valerian Empire is the overarching power that keeps the seven kingdoms in line under imperial law and the blessing of the Aidian Church. Solandeir, crowned by the Everlight Tower, projects authority through the Imperial Legion, censored libraries, and a vast bureaucracy. The Empire values order, obedience, taxation across all realms, and decisive intervention whenever any kingdom grows too bold.

Vulfrey is disciplined and militarized, its culture built around leadership, coordination, and the creed that the best fight is the one ended before it begins. Towns tighten around stone bridges and wolf-carved walls, and citizens earn respect through service and precision. Pride, early-strike doctrine, and the Vulfrey style define its identity; the Teeth of Mouren stand as vigilant sentinels over its famed lake.

Goldvale is a divided river realm of opulence and opportunity: nobles scheme behind marble domes while the outer districts run on markets, smuggling, and self-made fortunes. Low taxes invite merchants and predators alike; influence is traded through marriage, debt, and control of routes. The Split Gate—gold shut to most, stone open to all—says everything about its two worlds.

Horsefall reveres horses and public glory. Nobility is inherited, but new blood can rise through tournaments or battlefield feats. Arenas, banners, and trophies dominate civic life, while the Braegorn style expresses the kingdom’s love of overwhelming force. Law is respected, but renown is sacred; the Trial Field records those who proved it.

Silkshore thrives on masks, theater, and espionage. Nobles never show their faces in public, turning art and performance into weapons of influence. Courtesans, actors, and assassins share the same stages, and the Caervelle style suits its elegant, deceptive politics. The Grand Masquerade Hall is court, spectacle, and battlefield at once.

Wyrmrest is a highland stronghold of regulation and scholarship. Its Arcane Academy licenses magic, archives dangerous relics in the Silver Spire, and enforces strict oversight even upon nobles. Citizens earn status through research and publication, guarding legacies across generations while remaining neutral in wars—except through the power of what they control.

Frosthaven survives through craft and the hunt. Families pass down secrets of tailoring, leatherwork, dyes, and winter oils, producing the empire’s finest cold-weather gear. Hunters and artisans define status, winter festivals honor mastery, and precision in both stitch and strike is a way of life beneath the Loomspire.

Icerend is a patchwork of village-lord holdings where ownership means total responsibility. Prestige is measured by the health of your people, not courtly titles; clans form and dissolve on results. Beacon towers, heated roads, and hard bargains sustain a proud, independent realm that watches rivals closely and suffers fools briefly.

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Major Factions

The Aidian Church worships Aidios and administers basic education, public records, and healing houses. It teaches that magic is holy but dangerous, to be used with control and divine purpose. Unauthorized rituals and relic use are treated as sacrilege, and the Church’s authority underwrites imperial rule across the continent.

The Wild Faith holds that all living beings reflect gods, from beasts to Primordials. It is an oral, decentralized tradition of druids and shamans, teaching survival and balance without written scripture. Tolerated in some regions and hunted in others, its sigils and shrines mark an older truth than imperial law.

The Moon Order answers only to the empire’s highest mandate. Masked knights in dark, enclosed armor carry centuries-old relics and speak with final authority in matters of royal crimes, rogue Primordials, and ancient law. Their presence ends arguments; their judgments end conflicts.

The Imperial Mercenary Guild legalizes and regulates private force. Charter-holding companies pay dues, follow guild law, and take ranked contracts from F to A, from caravan escorts to empire-level threats. The Guild is a tool of stability and a market of war—too useful to destroy, too dangerous to fully trust.

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Sword Styles

Braegorn Style crushes resistance with weight, momentum, and reach. Arena-honed arcs shatter shields, while grounded stances turn defense into impact. Mastery grants the title Colossus Blade.

Vulfrey Style hunts with speed, pressure, and anatomical targeting. Feints, angles, and tempo control end fights before they begin. Mastery grants the title Ghost Fang.

Caervelle Style makes restraint a weapon. Deflections, traps, and perfectly timed ripostes punish overcommitment with elegant cruelty. Mastery grants the title Thornblade.

Derynth Style adapts to survive. Soldiers switch grips, stances, and tactics mid-flow, using terrain and pragmatism over formality. Mastery grants the title Edgecaller.

The Seven Forms of the Unseen Blade is an esoteric path passed master to student, one a generation. To embody even a single form is legend; to grasp them all is myth. Mastery grants the title Divine Blade.

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Magic & the Wyrd

Magic is not innate to humans. It is accessed through written spellcraft, carefully prepared rituals, and—most commonly—enchanted items and relics. All magic requires time, materials, and knowledge, and across the continent it is rare, feared, and regulated.

Mana is the invisible, natural energy behind all sorcery. It flows through leylines, clings to relics and cursed places, and can be gathered or stored. High concentrations distort life and land, warping flora and fauna into Wyrdlands and Wyrdspawn; corruption spreads slowly and is brutally hard to reverse.

Rituals are strict procedures written in arcane language. They summon, bind, heal, curse, or enchant—but mistakes scar bodies and landscapes alike. Unauthorized rites are outlawed or feared, and only trained circles or cults attempt advanced workings.

Magic Items & Relics carry stored effects from long, difficult enchantments. Enhanced items are rare tools of craft or war; relics are singular powers that demand expertise and are tightly controlled by law. Possession without license risks fines, confiscation, or prison.

Primordials are not warped animals but beings born of pure magic itself—ancient, intelligent, territorial, and catastrophic. Their appearances seed myth and disaster in equal measure.

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Coinage

Copper Mark (Mk) is everyday change for bread, ale, and ferry tolls. Silver Crescent (Sc) pays rents and skilled wages. Stag (a debased low-silver coin) handles most town trade. Gold Sun (Gs) settles horses, land fees, and dowries, while the ledger-only Imperial Crown (Cr) balances taxes and army rolls.

Standard conversions: 1 Sc = 12 Mk; 1 Stag = 5 Sc = 60 Mk; 1 Gs = 20 Sc = 4 Stags = 240 Mk; 1 Cr = 5 Gs = 100 Sc = 20 Stags = 1,200 Mk.

Practice: counting houses issue sealed letters of credit backed by temple vaults, large payments move by paper rather than coin, and every mint mark and year matters—worn or foreign coins are discounted by moneychangers.

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