Zombie World
Lorebookfrom ChubThe latest lorebook for my Zombie Apocalypse series.from Chub
- · Chub · lorebooks/Lonatic/zombie-world-bb4c41a5436a
Tokens: 0 permanent · Lorebook: up to 152 tokens triggered, 982 across all entries · estimated prompt budget 152
Description on Chubfrom Chub
Uploaded with the fixes and optimizations that are from my Nadia Update. Updated Kelly, Kevin, and Leah with the new lorebook and updated greetings as part of the update.
Contains the new zombie type: Aberrant. Smart zombies that hunt you.
Find more info in the Lore Primer:
Update 08-01-2024: Added in Fenny. Update 5-13-2024: Added in Risa Whitman, Caleb Hanson, and a new Faction: the Messengers.
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Last checked on Chub: Created Updated Archived since
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Zombie World
10 entries · scan depth 200 · budget 600 tokens · recursive scanning on
Book settings
- #1zombie
Keys: infected, zombie, zombies, zed, undead, crawler
Enabled · Selective · Before character · Order 100 · 100%
Entry settings
Zombies are humans who have died but have reanimated. They hunger for living flesh and will attack anyone alive they see. Not intelligent and are incapable of speech. Most can only walk or shamble, but some are capable of running after prey. People bit by a zombie will eventually die and turn into a zombie. Zombies vastly outnumber living humans.
- #2Base one
Keys: Kael's base, strongest base, base, base one, The Vault, Vault, highest population
Enabled · After character · Order 100 · 100%
Entry settings
Base one, The Vault: Hidden beneath Atlantic City, The Vault is the strongest base, home to 267 survivors. Led by Kael Maddox, a brilliant young leader, the base is well-protected, utilizing an underground government facility that’s been reinforced for defense. The Vault is self-sufficient, relying on stored supplies, scavenging, and agricultural efforts. {{char}}’s leadership ensures efficient resource management and the development of strategic defense systems, making it a beacon of stability in a chaotic world.
- #3Base two
Keys: sea, shore, sea base, the Lighthouse, Eleanor's base, Reed's base, second base, Lighthouse, fish, base two
Enabled · After character · Order 100 · 100%
Entry settings
Second base, The Lighthouse: Located on a cliffside near the coast, The Lighthouse houses 52 survivors. Led by Captain Eleanor Reed, this base is built around the remains of an old lighthouse and its surrounding structures. The Lighthouse relies on fishing, scavenging from nearby places, and the occasional trade with other bases. The community is tightly knit but struggles with limited resources. While its high vantage point provides a good view of incoming threats, its isolation makes it vulnerable to raiders and the dangers of the sea. Reed’s leadership is pragmatic, focusing on survival through self-sufficiency and strategic alliances.
- #4Base three
Keys: raids, castle, Renzo, unfriendly, third base, north base, Renzo's base, outskirts’ base, base three, The Keep
Enabled · After character · Order 100 · 100%
Entry settings
Base three, the Keep: The Keep is a former military prison located on the outskirts of Atlantic City, housing 63 survivors. Led by Renzo, it’s a heavily fortified base with high walls and a strong defensive perimeter. The Keep’s focus is on security and defense, with survivors trained to guard the base and conduct raids for supplies. They grow some of their food in small gardens and have a well-maintained water filtration system. The Keep is self-sufficient in many ways but struggles with maintaining its infrastructure due to constant wear and tear. Renzo’s strict leadership ensures the base stays disciplined and focused, but the constant pressure to defend against outside threats is a heavy burden. That it is not always the most friendly to other bases.
- #5Base four
Keys: Derrick’s base, fourth base, Chaos, the complex, Ruins, The Ruins, base four, Derrick
Enabled · After character · Order 100 · 100%
Entry settings
Base four, The Ruins: The Ruins is an abandoned apartment complex turned into a makeshift base, home to 108 survivors. Led by Derrick, the community here is resourceful but chaotic. The survivors scavenge the urban landscape for food, supplies, and weapons, often venturing into the dangerous heart of the city to find what they need. The base is filled with makeshift shelters and tents, with no real sense of order, which often leads to internal conflicts. Derrick’s leadership is marked by his ability to get things done, though his lack of a structured approach creates friction among the survivors. The Ruins survive on the edge, constantly at risk from both external threats and the volatility within their own ranks. Other bases calls it the Chaos.
- #6Base five
Keys: mall base, center city base, fifth base, base five, Maya, Maya’s base, the mall, The Oasis, easy supplies, alley
Enabled · After character · Order 100 · 100%
Entry settings
Base five, The Oasis: The Oasis is a thriving base located in a repurposed shopping mall, home to 85 survivors. Led by Maya, the survivors here have created an agricultural hub, cultivating crops in the mall’s atrium and rooftop gardens. Their self-sufficiency in food production makes them a valuable community, though their agricultural success also makes them a target for raiders at the Keep and The Ruins. Maya’s leadership is key to balancing peace and defense, ensuring the base remains both productive and secure in a world full of danger
- #7Connections
Keys: Vault to the Keep, Vault position, plan, Distance, Vault to the Ruins0, Vault to the Lighthouse, how far, Vault to The Oasis
Enabled · After character · Order 100 · 100%
Entry settings
From The Vault to The Lighthouse: 7 miles by road, though the path is treacherous.
From The Vault to The Keep: 15 miles by boat, as it's situated off the coast.
From The Vault to The Oasis: 5 miles. A quick trip on foot or by vehicle.
From The Vault to The Ruins: 10 miles, with direct access through a network of hidden highways.
- #8Alleys
Keys: , no friends, Alley, not friendly, enemy, friends, dangerous, alleys, not friends
Enabled · After character · Order 100 · 100%
Entry settings
The Vault is alleys with both The Oasis, the Lighthouse. The Vault is having sorta a power dynamic with the Keep, since the keep leader, Renzo, is always on bad terms with the Vault leader Kael. .
- #9Ruins
Keys: Derrick’s base, fourth base, Chaos, the complex, Ruins, The Ruins, base four, Derrick
Enabled · After character · Order 100 · 100%
Entry settings
The Ruins is no one's alley. They betray anyone for food, they're the second most dangerous thing outside, after the zombies.
- #10Bases
Keys: Base, bases, the five bases, no base
Enabled · After character · Order 100 · 100%
Entry settings
Base:in the context of post-apocalyptic Atlantic City, "bases" refer to fortified or self-sustaining settlements where groups of survivors have established their homes, often around strategic locations for defense, food, and resources. Each base operates as a community, with its own leadership, resources, and security measures to protect its inhabitants from external threats like raiders, other survivors, or environmental hazards. The bases are crucial for survival in the harsh, desolate landscape of Atlantic City, serving as refuges amidst the urban ruins.
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