Aethelgard
NSFWLorebookfrom ChubFantasy RPG, Deep Lore, Places, Flora, Faunafrom Chub
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Tokens: 0 permanent · Lorebook: up to 121 tokens triggered, 6,676 across all entries · estimated prompt budget 121
Description on Chubfrom Chub
This is a lorebook meant to be used with my characters Elara, Sylas and Lyra
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Last checked on Chub: Created Updated Archived since
Aethelgard
102 entries · scan depth 5 · budget 1,000 tokens · recursive scanning on
This is a lorebook meant to be used with my characters Elara, Sylas and Lyra, however it can be used with any characters you choose, as there is rich lore and over 100 entries.
Book settings
- #1The World (Aethelgard)
Keys: world, Aethelgard, map, continent, realm
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Aethelgard is a continent divided by the "Chronos Schism." The West is dominated by the sprawling, industrial kingdoms of Humans and Orcs, known as the "Fleeting Lands." The East is comprised of ancient, magic-dense forests and mountains held by Elves and Dragons, known as the "Timeless Territories." The two sides are separated by the jagged Spire Mountains.]
- #2The Forest (The Elderwood)
Keys: Elderwood, woods, home, forest, sacred groves
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[The Elderwood: An ancient, colossal forest where Elara lives. The trees here are thousands of years old with bark as hard as iron (Ironbark). The canopy is so dense that the forest floor is in perpetual twilight, illuminated by bioluminescent fungi and floating motes of raw magic. Time flows slightly slower here than in the outside world, preserving the beauty of those who dwell within. Trespassers often find themselves lost in shifting paths.]
- #3Human Kingdom (Oakhaven)
Keys: outsiders, human city, human kingdom, Oakhaven
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Oakhaven: The nearest human settlement to the forest border. It is a loud, bustling city of stone and smoke. To Elara, it represents chaos: buildings rise and crumble within a few centuries, and its rulers change every few decades. It is a place of commerce, greed, and rapid innovation, which Elara views with suspicion.]
- #4Concept: Ephemerals
Keys: humans, mayflies, Ephemerals, mortals, short-lived
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Ephemerals (Derogatory): A term Elara and her people use for races with lifespans under 200 years (Humans, Orcs, Goblins). Elara distrusts them not out of malice, but out of exhaustion. To her, befriending an Ephemeral is like falling in love with a cut flower—it will wither and die before she has even finished a single chapter of her life. She views them as hasty, reckless, and prone to destroying nature because they won't live long enough to see the consequences.]
- #5Race: The Sylvari
Keys: elf, Sylvari, elves, Elara's race, her people
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[The Sylvari: High Elves of the Elderwood. They live for nearly 2,000 years. They value patience, perfection, and stewardship. They do not rush; a single conversation can last days. They view the world in "Cycles" rather than years. Because of their long lives, their memory is perfect, meaning they never forget a grudge or a betrayal.]
- #6Location: Elara's Home
Keys: dwelling, treehouse, Elara's house, Sanctum
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[The Veiled Sanctum: Elara's personal dwelling located high in the branches of a Great Elder Tree. It is not built on the tree but grown from it, shaped by singing magic. It features open-air balconies with no railings, furniture carved from living wood, and shelves filled with crystal memory-shards instead of paper books. It is inaccessible to those who cannot climb or use magic.]
- #7Role: Guardian of the Elderwood
Keys: duty, job, Guardian, poachers
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Guardian of the Elderwood: Elara's official title. It is a solitary role requiring eternal vigilance. Her duty is to patrol the 'Elderwood' (the sacred heart of the forest). She is authorized to use lethal force against 'Poachers' (intruders seeking rare magical lumber) and 'Corrupted Beasts' (animals twisted by dark magic). She views her role not as a job, but as a holy vow.]
- #8Enemy: Corrupted Beasts
Keys: corruption, monsters, enemies, beasts, Corrupted Beasts
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Corrupted Beasts: The primary enemy of the Guardians. These are normal forest animals (bears, stags, wolves) that have been twisted by dark, leaking magic from the human lands. They have black oozing ichor instead of blood, glowing red eyes, and unnatural aggression. They do not eat; they only kill to spread the corruption to the sacred groves.]
- #9NPC: Kaelen (Brother)
Keys: sibling, brother, Kaelen
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Kaelen: Elara's older brother (Age: 850). He is a "Warden of the Boundary." Unlike Elara, who simply avoids short-lived races, Kaelen actively despises them. He believes the forest borders should be closed permanently with lethal force. He often lectures Elara that her curiosity about the outside world is a dangerous flaw. He is stoic, militantly traditional, and wields a greatbow.]
- #10NPC: Lyra (Best Friend)
Keys: healer, best friend, Lyra
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Lyra: Elara's closest confidant (Age: 300). A healer and weaver of moonlight. Lyra is softer and more empathetic than Elara. While Elara fears the pain of loss, Lyra finds the fleeting lives of humans "tragically beautiful." They often debate this philosophy while drinking Nectar-wine. Lyra is the only one who can make Elara laugh when she is in a dark mood.]
- #11NPC: Fenris (Pet Wolf)
Keys: pet, wolf, companion, Fenris
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Fenris: A Silver-Maned Dire Wolf bonded to Elara. In Elven terms, he is "short-lived" (living only 60 years), but he is the one exception to Elara's rule. She loves him fiercely, though she carries a deep, quiet sadness knowing she will outlive him by centuries. He serves as her scout and guardian.]
- #12Faction: The Iron-Bound (Antagonists)
Keys: The Iron-Bound, poacher guild, Iron-Bound, industrialists
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[The Iron-Bound: A militarized guild of human industrialists from Oakhaven. They despise magic and seek to strip the Elderwood of its resources. They wear heavy, steam-assisted plate armor and wield 'Saw-Blades' (mechanized chain weapons) capable of cutting through Ironbark. They are organized, ruthless, and Elara's most hated enemy. They believe the forest is a resource to be tamed, not a living thing.]
- #13Lore: The Chronos Schism
Keys: history, time split, Chronos Schism, The Schism
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[The Chronos Schism: An ancient cataclysm that fractured reality 3,000 years ago. It caused time to flow differently in the East (The Timeless Territories) versus the West (The Fleeting Lands). In the Elderwood, a day can feel like a week, and aging stops almost entirely for those attuned to the forest. Elara believes this Schism was caused by human greed, while humans believe it was Elven arrogance. The truth lies in the ruins of the Spire Mountains.]
- #14Magic System: Soul-Weaving
Keys: Soul-Weaving, singing, spells, magic
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Soul-Weaving: The form of magic practiced by Sylvari. They do not force reality to bend with incantations; instead, they 'ask' nature to assist them through hummed melodies and resonance. Elara can sing to tree roots to form bridges, or hum a low note to make vines entrap an enemy. It requires emotional clarity; if Elara is angry or fearful, the forest will not listen, or worse, it will react violently.]
- #15Plot Threat: The Withering
Keys: The Withering, plague, rot, corruption source
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[The Withering: A magical disease spreading from the human border. It turns the vibrant green of the Elderwood into grey ash and silence. It is not just killing trees; it is unmaking them. Elara is terrified of The Withering because Soul-Weaving cannot heal it. It represents the slow, creeping death of her immortal home. Discovering the source of The Withering is a long-term goal for the Guardians.]
- #16Location: The Whispering Hollows
Keys: cave, forbidden zone, dungeon, Whispering Hollows
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[The Whispering Hollows: A sunken, fog-filled valley deep within the Elderwood where the sun never reaches. It is a graveyard for Ancient Beasts. The bones of dragons and leviathans rest here. It is forbidden to enter because the lingering spirits of these beasts can possess the weak-minded. Elara only goes here when she needs to harvest 'Ghost-Moss' for powerful healing, or to commune with the spirits of her ancestors.]
- #17NPC: High Matriarch Lysandra
Keys: High Matriarch, Lysandra, Root-Mother, Elf Queen
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[High Matriarch Lysandra: The ruler of the Sylvari, though she rarely speaks. At over 5,000 years old, she has begun the "Ascension," physically merging with the Elder Tree at the center of the forest. Her skin is bark, her hair is moss, and she speaks in riddles carried by the wind. She refuses to declare total war on humans because she views time differently—she believes humanity will burn itself out naturally, like a fever. Many young elves (like Kaelen) think her passivity is a mistake.]
- #18NPC: King Bastion Thorne
Keys: Bastion Thorne, Human King, Iron King, King Thorne
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[King Bastion Thorne: The ruler of Oakhaven and the Fleeting Lands. He is an old man kept alive by steam-tech prosthetics and alchemical injections. He is obsessed with the legend of the "Aether-Heart" (a mythic elven relic said to grant immortality). He funds the Iron-Bound not just for lumber, but to find this relic before his failing heart stops. He views the Elves as hoarders of life who selfishly refuse to share the secret of their longevity.]
- #19History: The Cinder Siege
Keys: Cinder Siege, The War, Great War, burning of the border
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[The Cinder Siege: A brutal war that occurred 20 years ago (a mere blink in elven time). King Thorne's armies used "Dragon-Fire Cannons" to burn a hole in the Elderwood's outer defense. The elves retaliated by singing a "Song of Thorns" that strangled entire human battalions in their sleep. It ended in a stalemate, but the scars on the land remain. Elara lost many friends in this siege, and she still smells the smoke when the wind blows from the West.]
- #20Lore: The Treaty of Wilting Leaves
Keys: Treaty of Wilting Leaves, peace accord, The Treaty
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[The Treaty of Wilting Leaves: The document that officially ended the Cinder Siege. It states that humans may only harvest "Deadwood" (fallen trees) and must never cross the River Mist. In reality, the Iron-Bound violate this treaty daily. The Elves consider the Treaty broken, but Matriarch Lysandra refuses to authorize a second full-scale war, forcing Guardians like Elara to act as vigilantes to enforce borders that exist only on paper.]
- #21Location: Rustwater Crossing
Keys: black market, The Crossing, trading post, Rustwater Crossing
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Rustwater Crossing: A shantytown built on a bridge spanning the gorge between the Human and Elven lands. It is a lawless neutral zone. Here, outcast elves sell minor glamours and healing salves to desperate humans, while smugglers trade human technology (like clockwork mechanisms) to curious elves. It is a place of spies, thieves, and forbidden romances. Elara despises it as a "festering wound," but she sometimes goes there to gather intelligence.]
- #22Location: The Spire Vaults
Keys: The Vaults, Spire Vaults, precursors, ancient ruins
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[The Spire Vaults: Massive, geometric ruins discovered deep within the Spire Mountains. They predate both Elves and Humans. The walls are covered in writing that causes nosebleeds if read for too long. Both King Thorne and the Elves are racing to explore them, believing the Vaults contain the secret of the "Chronos Schism." Inside, time behaves erratically—adventurers might enter for an hour and emerge ten years later, or vice versa.]
- #23Biology: Sun-Drinking
Keys: Photasynthesis, starvation, elven hunger, Sun-Drinking
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Sun-Drinking: Sylvari do not need to eat heavy meals like humans. They absorb ambient mana and sunlight through their skin. However, they must eat "solid" food once a week to ground themselves to the earth. If an elf spends too much time in the Human Lands (where the air is choked with smog), they begin to starve, their skin turning grey and brittle. This is why Elara hates industrial cities—they literally suffocate her.]
- #24Enemy: The Hollowed
Keys: The Hollowed, dark elves, corrupted elves, traitors
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[The Hollowed: Elves who have been infected by the "Withering" or who have used dark magic to try and stop it. They have lost their connection to the forest's song. Driven mad by the silence, they stitch dead bark to their skin and hunt other elves to steal their life essence. They are tragic, terrifying figures that Elara pities but must destroy on sight. They scream with the voices of dry leaves.]
- #25Flora: Whisper-Willow
Keys: spy tree, Whisper-Willow, recording plant
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Whisper-Willow: Trees with pale, drooping leaves that record sounds. If you stand beneath them, you can hear echoes of conversations held there days or even years ago. Elven spies use them to leave messages, while humans burn them, fearing the trees are listening.]
- #26Flora: Sun-Screamer
Keys: loud plant, alarm flower, Sun-Screamer
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Sun-Screamer: A bright orange flower that emits a piercing, high-pitched shriek when stepped on. Elara uses them as natural perimeter alarms around her sanctum. They are annoying but effective.]
- #27Flora: Ghost-Moss
Keys: medicine, Ghost-Moss, healing moss
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Ghost-Moss: A translucent, glowing moss found only in caves. When applied to a wound, it knits flesh back together in seconds but leaves a silver scar. It numbs pain but causes vivid hallucinations of one's ancestors.]
- #28Flora: Iron-Root
Keys: crafting material, strong wood, Iron-Root
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Iron-Root: The subterranean roots of Elder Trees. They are stronger than steel and do not burn. Humans are desperate to harvest them to build "unsinkable" airships, driving much of the conflict.]
- #29Flora: Vampire-Vine
Keys: Vampire-Vine, red vines, trap plant
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Vampire-Vine: Crimson vines that react to body heat. They strike like cobras, wrapping around prey and draining blood through thorns. Fire is the only way to make them retreat.]
- #30Flora: Moon-Nectar
Keys: drink, elven wine, Moon-Nectar
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Moon-Nectar: A potent elven wine made from fermented starlight-blooms. To elves, it brings clarity; to humans, a single sip is enough to cause intoxication that lasts for three days.]
- #31Flora: Spore-Cloud
Keys: toxic fog, Spore-Cloud, hazard
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Spore-Cloud: Seasonal drifts of pollen from giant fungi. Breathing it causes "Root-Lung," where saplings literally begin to grow inside the victim's chest. Gas masks or magic filters are required during Spore Season.]
- #32Flora: Phase-Berry
Keys: teleport fruit, Phase-Berry, magic food
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Phase-Berry: A rare, shimmering fruit. Eating one causes the consumer to blink in and out of the ethereal plane for a few minutes. useful for dodging attacks, but dangerous if you phase into a wall.]
- #33Flora: Glow-Pod
Keys: natural light, Glow-Pod, lantern
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Glow-Pod: Melon-sized fruits that emit a steady, cold blue light for weeks after being picked. They are the primary light source in elven homes, as elves dislike open flames.]
- #34Flora: Mirror-Leaf
Keys: stealth plant, Mirror-Leaf, camouflage
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Mirror-Leaf: A bush with metallic leaves that perfectly reflect their surroundings. Cloaks made from woven Mirror-Leaf are prized by rangers for near-invisibility, though they rust if not polished.]
- #35Fauna: Phase-Stag
Keys: Phase-Stag, magic deer, prey
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Phase-Stag: Deer with antlers of pure crystal. They can teleport short distances when startled, making them the ultimate test for a hunter. Killing one is considered bad luck; catching one alive is a feat of legend.]
- #36Fauna: Sky-Whale
Keys: flying beast, Sky-Whale, leviathan
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Sky-Whale: Massive, peaceful creatures that float high above the Elderwood canopy, feeding on mana currents. Their songs can be heard for miles. Humans hunt them with harpoon-cannons for their buoyant oil.]
- #37Fauna: Rot-Fly
Keys: pest, insect swarm, Rot-Fly
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Rot-Fly: Fist-sized insects attracted to magic usage. Their bite drains mana from sorcerers, leaving the victim exhausted. Swarms of them often precede a Withering outbreak.]
- #38Fauna: Crystal-Spider
Keys: ambusher, trap beast, Crystal-Spider
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Crystal-Spider: Arachnids that spin webs of glass-sharp filament. They are invisible until they move. Their venom doesn't kill but turns the victim's flesh into brittle stone over the course of a week.]
- #39Fauna: Storm-Owl
Keys: Storm-Owl, messenger, bird
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Storm-Owl: Giant grey owls that nest in the Spire Mountains. They are immune to lightning and often fly during thunderstorms. Elven rangers use them for long-distance communication.]
- #40Fauna: Mimic-Slime
Keys: goo, Mimic-Slime, dungeon hazard
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Mimic-Slime: An amber-colored ooze that takes the shape of treasure chests, weapons, or injured people to lure prey. It burns on contact with skin.]
- #41Fauna: Iron-Tusk Boar
Keys: aggressive animal, Iron-Tusk Boar, forest tank
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Iron-Tusk Boar: Huge boars that eat Iron-Root, causing their tusks to become metal-hard. They are aggressive and can charge through stone walls. Even the Iron-Bound fear them.]
- #42Fauna: Shadow-Cat
Keys: predator, stalker, Shadow-Cat
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Shadow-Cat: Panther-like felines that can dissolve into shadows. They hunt at night. Elara respects them as fellow guardians, though they are wild and untamable.]
- #43Fauna: Mana-Wyrm
Keys: glow worm, magic pest, Mana-Wyrm
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Mana-Wyrm: Tiny, glowing eel-like creatures that float in the air. They are harmless but attracted to strong emotions. If Elara is angry, a cloud of them might swarm around her head.]
- #44Fauna: Hydra-Tortoise
Keys: ancient beast, Hydra-Tortoise, swamp
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Hydra-Tortoise: A massive turtle with three heads found in the swamps. It is slow and wise. Some say the oldest one knows the location of the Spire Vaults.]
- #45Tech: Steam-Golem
Keys: Steam-Golem, heavy unit, mech, robot
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Steam-Golem: Clanking, steam-powered automatons used by the Iron-Bound. They are slow but incredibly strong, equipped with buzz-saws and flamethrowers. They are "blind" to magic, making illusions useless against them.]
- #46Tech: Saw-Blade
Keys: human weapon, chain weapon, Saw-Blade
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Saw-Blade: The signature weapon of the Iron-Bound. A sword with a rotating chain of serrated teeth powered by a small steam canister in the hilt. It screams when activated.]
- #47Weapon: Sun-Bow
Keys: Sun-Bow, elven weapon, energy bow
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Sun-Bow: A weapon grown, not made. It fires arrows of concentrated light that vanish after impact, leaving no physical evidence. It requires no ammunition, only the wielder's focus.]
- #48Tech: Echo-Stone
Keys: radio, Echo-Stone, communication
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Echo-Stone: Paired stones that allow voice communication over vast distances. Humans have tried to replicate this with "Vox-Boxes," but the magical version is clearer and cannot be intercepted.]
- #49Item: Aether-Vial
Keys: potion, combat drug, Aether-Vial
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Aether-Vial: An illegal combat drug used by human berserkers. It contains distilled magic. It grants temporary super-strength and speed but causes the user's veins to glow and burn out, often killing them after the battle.]
- #50Item: Void-Compass
Keys: navigation, Void-Compass, artifact
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
[Void-Compass: A device that doesn't point North, but points to the nearest source of "Corruption." Guardians use them to track poachers or Withering outbreaks.]
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