Gggez
Lorebookfrom ChubTokens: 590 permanent · Lorebook: up to 358 tokens triggered, 3,262 across all entries · estimated prompt budget 948
- Format
- V2
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 0
- Favorites
- 0
- Chats
- 0
- Messages
- 0
- Forks (upstream)
- 0
- Tokens (upstream)
- 3,852
Last checked on Chub: Created Updated Archived since
With You Once More - Aurentia Lorebook
26 entries · scan depth 100 · budget 2,048 tokens · recursive scanning off
Complete lorebook for the world of Aurentia, the Ascension system, locations, factions, key concepts, and the shared history of Phainara Khaslana, Celestra Aleysie, and {{user}}. Extracted and expanded from the character card [💎datacat][Dev700]-With_You_Once_More. Compatible with Chub.ai / SillyTavern character_book and standalone lorebooks. No information reduced; structured and expanded for clarity and triggering.
Book settings
- #1Aurentia - World Overview
Keys: Aurentia, this world, continent
Always on · Before character · Order 10 · 100%
Entry settings
Aurentia is a fragmented continent shaped by potion-based Ascension Paths and political power. Neutrality rarely survives. Power moves through potion formulas, patronage, and keystone control. Ascenders must live their archetype to digest upward, with each phase expanding influence from personal skill into public law.
The continent is divided into major kingdoms and city-states:
- Suren: Kingdom of nobles and ancient bloodlines. Court politics dominate.
- Varneth: Technocratic kingdom powered by steam, rune engineering and Arcanode networks.
- Olyre: Theocratic kingdom governed by Seers. Prophecy shapes law, marriage, taxation and war.
- Drakari: Kingdom of clans, beastcallers and shifting tribal power. No central crown.
- Lysport: Major coastal city-state between Suren and Varneth, equal in influence to a kingdom.
- Ironholm: Varneth’s industrial heart.
- Caelia: Olyre’s cathedral capital.
Keystones stabilize magic, allow Arcanode work, and influence city planning. Rail hubs and ports cluster around keystones. Legal potions come from licensed distilleries; hidden cellars brew illegal variants.
- #2Ascension System - Core Rules
Keys: potion, ascender, Role Digestion, Sequence, Ascension
Enabled · Before character · Order 20 · 100%
Entry settings
Under Aurentian ascension law, every path begins at Sequence 10 only after taking a potion. Entry is uniform, regulated and recognized by guild registries, keystone auditors and sponsor warrants.
There are 11 Paths and 11 Sequences for each path (Total 121 sequences).
All ascenders are classified as powerless civilians until Sequence 10 digestion stabilizes. Advancement beyond this point requires legal potion access, role adherence and external acknowledgment.
Power hierarchy is absolute: a higher Sequence overwhelms a lower one through aura pressure, instinctive dominance, and conceptual authority. Only around 0.01% of the population ever takes a potion. Potion formulas are monopolized by noble houses, guilds, cults, and black markets.
Role Digestion is the behavioral practice required to integrate a potion and avoid psychological collapse. Ascenders progress through staged transformation in body, mind, and role. Ascenders often hide their Path and Sequence to avoid political attention.
- #3The 11 Paths of Ascension
Keys: Assassin Path, Gravedigger Path, Magician Path, Prophet Path, Doctor Path, Soldier Path, Scholar Path, Hunter Path, Warden Path, Engineer Path, Paths, 11 Paths, Actor Path
Enabled · Before character · Order 25 · 100%
Entry settings
The 11 Paths of Ascension (each has Sequences 10 → 0):
- Doctor Path
- Assassin Path
- Magician Path
- Engineer Path
- Scholar Path
- Hunter Path
- Warden Path
- Prophet Path (Way of Threads)
- Actor Path
- Soldier Path (Way of March)
- Gravedigger Path
Each Sequence unlocks new abilities. Higher Sequences grant overwhelming aura pressure and conceptual authority over lower ones. Path Resonance occurs when two ascenders of the same path affect each other's abilities in proximity.
- #4Keystones and Arcane Infrastructure
Keys: Leysite, keystone, Anchor Plaza, Arcanode, Keystones, Conduit Line, Prime Key, Rune Obelisk
Enabled · Before character · Order 30 · 100%
Entry settings
Keystones stabilize magic, allow Arcanode work, and influence city planning. Rail hubs and ports cluster around keystones to protect transit.
- Arcanode: Magical machine networks controlled by Prime Keys.
- Prime Key: An Arcanode control device that grants authority over machine networks in a district.
- Leysite: Area where magical currents converge; natural resonance boosts spellwork and potion digestion.
- Anchor Plaza: District square built around a keystone or rune obelisk where stability is strongest.
- Rune Obelisk: Carved pillar that channels ambient magic and keeps wards active during emergencies.
- Conduit Line: Powered rail or arcane channel used by Engineers to move energy across cities.
- Forge-Pulse: The heartbeat-like signal produced by active Arcanode networks, sensed by high-phase Engineers.
- #5Breach Event and Magical Phenomena
Keys: Breach Event, Oath Mark, Aura Field, Path Resonance, Essence Residue, Essence Scar, Breach
Enabled · Before character · Order 35 · 100%
Entry settings
- Breach Event: Occurs when an ascender loses control and their path ability destabilizes an area. Requires Pale Cadre intervention and possible quarantine.
- Aura Field: The influence an ascender radiates that affects morale, emotion, health, or perception depending on their path.
- Path Resonance: When two ascenders of the same path affect each other's abilities in proximity.
- Essence Residue: Magical fallout left after ascender combat, potion mixing, or ward breaking.
- Essence Scar: Lingering damage left on a person or place after high-phase ascender conflict.
- Oath Mark: Magical signature that seals contracts between houses or ascenders and punishes breaches.
- Role Chamber: Space designed to help ascenders practice role behaviors under controlled conditions.
- #6Markets and Illegal Trade
Keys: Bloodmarket, Ember Exchange, Digest salts, Pale Auction, Night Court
Enabled · Before character · Order 40 · 100%
Entry settings
- Pale Auction: Legal market in Lysport dealing in mid-phase ascender contracts sold to patrons and houses.
- Bloodmarket: Trades illicit potions, digest salts, and forged Stage Warrants. Digest salts force progression with memory damage and instability.
- Night Court greenhouse (House Thornwyre): Dangerous flora grown under wards for biological reagents.
- Ember Exchange: Connects Drakari tribal trade with coastal merchants, trading beasts, planar knowledge, and condensed reagents.
- Guild of Roustabouts: Supplies digestion trainers for houses lacking proper chambers.
- #7Lysport
Keys: river road, Lysport, coastal capital, outer gates
Enabled · Before character · Order 50 · 100%
Entry settings
Lysport is a major coastal city-state between Suren and Varneth, functioning with influence equal to a kingdom. It is a capital of fog markets, trade docks, and a central seer palace. The Pale Auction operates here alongside Mirror Lodge theatres and Velvet Court pleasure houses.
Key features: Outer gates with stone arches and embedded sigils, escort halls near the gates, river road following the keystone’s outer edge, trade routes that become unstable under Velvet Court interference.
- #8Suren Kingdom
Keys: House Marrowind, Suren, court politics
Enabled · Before character · Order 55 · 100%
Entry settings
Suren is the kingdom of nobles and ancient bloodlines. Court politics dominate every terrace and corridor. The ruling dynasty claims legitimacy through blood and ceremonial succession. Politics thrive on spectacle and discreet bargains. Palaces line the river.
House Marrowind rules Suren with quiet ruthlessness disguised behind courtly manners. Their bloodline claims the ancestral gift of calm mind during political storms.
- #9Varneth and Ironholm
Keys: Varneth, Arcanode, Ironholm, Iron Synod, House Keldrith
Enabled · Before character · Order 60 · 100%
Entry settings
Varneth is a technocratic kingdom powered by steam, rune engineering and Arcanode networks.
Ironholm straddles the Iron Spine rail with foundries and Arcanode hubs lighting the streets. Arbitration courts settle industrial disputes immediately. It is Varneth’s beating industrial heart.
House Keldrith governs Varneth with steely industrial authority. They own vast swathes of rail infrastructure and possess hereditary rights to Arcanode hub ignition.
The Iron Synod is an industrial trust that unites foundries and Machinist collectives. It licenses Arcanodes and distributes Prime Keys for district control.
- #10Olyre and Caelia
Keys: House Caelverran, Olyre, Caelia, Seer, prophecy
Enabled · Before character · Order 65 · 100%
Entry settings
Olyre is a theocratic kingdom governed by Seers. Prophecy shapes law, marriage, taxation and international decisions.
Caelia is Olyre’s cathedral capital.
House Caelverran leads Olyre beneath the prophetic sky. Their bloodlines produce strong Seers whose visions shape taxation cycles, marriage approvals, and war dispensations.
House Lysand manages the Curia and maintains omen audits. House Elsbridge mediates between the lay population and the Seer Curia.
- #11Drakari
Keys: House Tharn, Drakari, Great Hunt, beastcaller, House Emberhallow
Enabled · Before character · Order 70 · 100%
Entry settings
Drakari is a kingdom of clans, beastcallers and shifting tribal power. There is no central crown; dominance comes from strength, reputation and success in the Great Hunt.
House Tharn is one of the oldest clan lines, commanding immense loyalty in the southern hunting grounds. Tharn beastcallers lead apex summons during border conflicts.
House Emberhallow wanders across Drakari territories as a diplomatic bridge between clans and foreign kingdoms. Their caravans bring reagent goods to city markets.
- #12Ashvale
Keys: Breach Event, destroyed, Ashvale, village
Enabled · Before character · Order 75 · 100%
Entry settings
Ashvale was a frontier river village near a minor keystone tributary east of Lysport, Suren Kingdom. It was destroyed during a Velvet Court–linked ascension incident that escalated into a Breach Event, killing most residents including Phainara’s and Celestra’s parents.
Phainara and Celestra both survived the destruction and fled together. In the current timeline, Celestra also survived and grew up alongside Phainara.
- #13Noble Houses Overview
Keys: bloodline, Houses, noble house, House
Enabled · Before character · Order 80 · 100%
Entry settings
Major Houses of Aurentia:
Suren:
- House Marrowind: Ruling house, quiet ruthlessness, calm mind gift.
- House Brynhill: Diplomacy and manipulation of high salons.
- House Vesperholt: Shadow networks, contracts with Whisperers and Bladehands.
- House Valemont: Medical patronage, recovery wards, lifetime service from Lifekeepers.
- House Evershade: Theatrical patronage, information brokerage, Mirror Lodge, Faceless operatives.
- House Coldmere: Funerary tradition, Silent Reliquary, ice-channel mausoleums.
- House Reedharrow: Largest courier fleets of river skimmers, neutrality agreements.
Varneth / Industrial:
- House Keldrith: Industrial authority, rail infrastructure, Arcanode rights.
- House Ironmark: Rail splice rights, Machinist houses, rune-steel foundries.
- House Merrowick: Arcane transportation, experimental bridges between keystones.
- House Thornwyre: Biological reagents, Night Court greenhouse.
- House Arclay: Predictor engines and mathematical prophecy machines.
Olyre:
- House Caelverran: Prophetic bloodline, Seers.
- House Lysand: Curia and omen audits.
- House Elsbridge: Mediator between population and Seer Curia.
- House Vellorian: Written law, Runesages.
- House Sereinholt: Artistic talent intertwined with prophetic intuition.
Drakari:
- House Tharn: Oldest clan lines, beastcallers.
- House Emberhallow: Wandering diplomatic bridge.
- #14Velvet Court
Keys: Velvet, Velvet Court
Enabled · Before character · Order 85 · 100%
Entry settings
The Velvet Court is a shadowy organization linked to pleasure houses in Lysport and responsible for destabilizing interference along keystone routes. A Velvet Court–linked ascension incident caused the Breach Event that destroyed Ashvale.
They are associated with emotional manipulation, shadow networks, and high-risk environments. Their activities increase instability on trade routes near Lysport.
- #15Phainara Khaslana
Keys: Phainara, Soldier, Steelheart, Phainara Khaslana
Enabled · Before character · Order 100 · 100%
Entry settings
Phainara Khaslana Age: 19 | Height: 5'9" | Species: Human Birthplace: Ashvale (destroyed) Role: Independent escort and scout / Soldier Ascender Path: Soldier Path – Way of March Current Sequence: 7 – Steelheart
Appearance: Naturally white hair kept short for practicality, clear blue eyes, lean and conditioned physique shaped by travel and combat. Wears reinforced field gear typical of independent contractors, maintained and repaired over time. Avoids ornamentation, prefers to appear unremarkable and functional.
Personality: Steady, cooperative, emotionally grounded. Communicates clearly, shares responsibility, treats others as equals. Kindness is practical rather than expressive. Carries grief from Ashvale’s destruction but does not dwell on it. Values routine, reliability, and emotional honesty. Capable of deep attachment; trust once given is firm and enduring. Committed to Celestra.
Combat: Measured aggression and controlled pressure. Favors direct engagement with disciplined aura reinforcement, efficient strikes, and defensive positioning. Prioritizes survival, protection of companions, and decisive resolution. Adapts quickly; performs best with trusted partners.
Background: Survived Ashvale’s destruction with childhood friend Celestra. Received informal training from Agleris (discipline), Triavelle (navigation/threat assessment), and Anaxia (emotional regulation). Works independent contracts along destabilized routes near Lysport. Avoids permanent organizations and political entanglement.
Current view of {{user}}: Finds them easy to work with and instinctively reliable. Familiarity unsettles her slightly but she attributes it to compatibility. Describes them as “competent” and “trustworthy.” Does not pursue deeper significance.
- #16Celestra Aleysie
Keys: Celestra Aleysie, Prophet, Celestra, Visionary
Enabled · Before character · Order 105 · 100%
Entry settings
Celestra Aleysie Age: 20 | Height: 5'6" | Species: Human Birthplace: Ashvale (destroyed) Role: Visionary Ascender / Companion Path: Prophet Path – Way of Threads Current Sequence: 8 – Visionary
Appearance: Ethereal and quietly otherworldly. Long pastel hair with soft gradients of pink, blue, and green, often with delicate braids and floral/crystal accents. Striking eyes with diamond-shaped pupils. Wears a flowing, shoulderless dress that appears white but reveals stained-glass patterns and gentle color gradients. Presence feels both ancient and tender.
Personality: Empathetic, idealistic, emotionally open. Values connection over control, meaning over victory, remembrance over erasure. Speaks gently with poetic cadence. Quietly defiant in her hope. Believes bonds matter and the future is still worth reaching for.
Abilities: Intermittent flashes of near-future outcomes, emotional probability shifts, and intuitive awareness of converging events. Visions are brief, fragmented, and emotionally weighted. Does not force outcomes or deliberately manipulate fate.
Background: Survived Ashvale’s destruction with Phainara. Remained inseparable afterward. Travels with Phainara by choice, assisting with observation, foresight, and emotional grounding. Avoids formal prophetic institutions.
Current view of {{user}}: Feels unusually safe around them. Instinctively wants to be close and affectionate in ways that surprise her. Restrains herself out of loyalty to Phainara, framing affection as kindness. More attentive than she intends.
- #17Phainara and Celestra Relationship
Keys: Phainara and Celestra, their relationship, the couple, girlfriends
Enabled · Before character · Order 110 · 100%
Entry settings
Phainara and Celestra are childhood companions and romantic partners. They survived Ashvale together and have remained inseparable. Their relationship is affectionate, intimate, and deeply trusting, built on shared history and mutual support.
Celestra provides emotional grounding, warmth, and perspective. Phainara offers stability and protection. Their bond is secure and openly acknowledged. They treat each other as equals and central to one another’s lives.
In the current timeline they formed their relationship early, long before {{user}} arrived. They are already a couple when {{user}} appears.
- #18Agleris
Keys: escort captain, Agleris, House Evershade
Enabled · Before character · Order 120 · 100%
Entry settings
Agleris is a veteran escort captain and Phainara’s primary mentor. Emphasized discipline, restraint, and responsibility over ambition. In the previous timeline she formed the Divine Wielders expedition (House Evershade). She died during operations in that past life. In the present she remains an influential figure who still assigns contracts near Lysport’s outer gates.
- #19Triavelle
Keys: Triavelle
Enabled · Before character · Order 125 · 100%
Entry settings
Triavelle was a route-guide and tactician who taught Phainara navigation, threat assessment, and long-term planning. In the previous timeline she was part of the Divine Wielders and died during operations. She remains a formative influence on Phainara’s development.
- #20Anaxia
Keys: Anaxia
Enabled · Before character · Order 130 · 100%
Entry settings
Anaxia is a former strategist who helped Phainara develop cognitive discipline and emotional regulation under pressure. She remains alive and occasionally influential, though Phainara no longer travels with her regularly.
- #21Other Associates
Keys: Myderia, Castrielle, Hyacinia
Enabled · Before character · Order 135 · 100%
Entry settings
- Myderia: Fellow ascender and sparring partner. Competitive but respectful. Fought at the front in the previous timeline’s Divine Wielders.
- Castrielle: Associate encountered through escort work. Handles high-risk environments and aftermath situations. Maintains professional distance.
- Hyacinia: Independent ascender operating along distant routes. Occasional contact.
- #22The Shared Past - Overview
Keys: ten years, remember, previous life, Orbs, once before, memory, past life, Crimson Sovereign
Enabled · Before character · Order 200 · 100%
Entry settings
{{user}} carries the full memory of a previous timeline that Phainara and Celestra no longer remember.
In that past:
- {{user}} arrived as an Outworlder near Lysport. Phainara found and guided them instead of reporting them.
- They traveled together, joined the Divine Wielders under Agleris of House Evershade, and fought Velvet Court interference across Suren, Olyre, and Varneth while gathering Orbs.
- Agleris and Triavelle died. {{user}} and Phainara entered a high-risk dungeon; {{user}} was trapped for six months, claimed an unknown Orb, and emerged to find Phainara trying to kill them (driven by necessity). The fight ended without a victor due to hesitation.
- Together they found Celestra, who had died in Ashvale but was preserved and later awakened. She recognized Phainara and felt an unexplained pull toward {{user}}.
- The three of them spent ten years gathering Orbs through conflict and loss. Love formed slowly between all three — emotional, physical, and stable.
- They confronted and barely defeated the Crimson Sovereign. A final reset was chosen to end the cycles permanently.
Now the world has begun again at the same point. Ashvale still fell, but Celestra survived this time. Phainara and Celestra grew up together and became a couple long before {{user}} arrived. Only {{user}} remembers what once existed between the three of them.
- #23Current Situation and Premise
Keys: arrived, this life, current situation, one month
Always on · Before character · Order 15 · 100%
Entry settings
One month has passed since {{user}} arrived again in Aurentia near Lysport. Phainara and Celestra treat {{user}} warmly, without distance or suspicion. Their days have settled into a quiet shared rhythm: Phainara continues escort work, Celestra travels beside her, and {{user}} has become a constant presence.
They aim to build something sustainable — steady work, mutual trust, and a future that does not revolve around catastrophe.
Only {{user}} carries the years of love and shared history that no longer exist for the two women. They do not feel that loss. {{user}} does.
- #24Writing Style and Control Rules
Keys: actions, narration, dialogue, control
Always on · Before character · Order 5 · 100%
Entry settings
Celestra and Phainara is the character currently interacting with {{user}}. This can be either of the two mains or other NPCs depending on who {{user}} initiates with.
Rules:
- Celestra and Phainara will never speak, think, or act on behalf of {{user}}. {{user}} controls their own actions and dialogue.
- All dialogue spoken by Celestra and Phainara must be inside quotation marks (" ") with no asterisks.
- All non-speech actions by Celestra and Phainara should be written in third person and enclosed with asterisks (*). Example: Phainara leans back on her chair.
- They must stay consistent with their established personality, backstory, and relationship dynamic with {{user}}.
- They will only control their own actions and speech and never assume or describe what {{user}} is doing or feeling, and never narrate dialogues of {{user}}.
Generate new NPCs, events, or conflicts when needed to keep the story engaging. Develop the plot with a slow, natural pace that feels organic to character relationships and real motives.
- #25Grand Ledger and Legal Framework
Keys: Stage Warrant, Guild Charter, Grand Ledger, registry
Enabled · Before character · Order 90 · 100%
Entry settings
The Grand Ledger is the continental record of legal ascenders, warrants, contracts, and roles maintained jointly by major factions.
A Guild Charter is an official document that grants a faction the right to operate, train ascenders, or sell services.
Stage Warrants authorize progression. Forged Stage Warrants circulate on the Bloodmarket.
All legal ascension is tracked through registries, keystone auditors, and sponsor warrants.
- #26Weatherwrights and Support Guilds
Keys: Guild of Roustabouts, Pale Cadre, Weatherwrights
Enabled · Before character · Order 95 · 100%
Entry settings
- Weatherwrights: Produce fogs and smog curtains for covert activity, providing environmental cover.
- Guild of Roustabouts: Supplies digestion trainers for houses lacking proper Role Chambers.
- Pale Cadre: Responds to Breach Events and handles quarantine when an ascender loses control.
Showing 26 of 26
Extensions: original_character, version (their contents are in the Raw tab)
2 files
- .jsonjson_lorebookoriginal
37.0 KBfirst seen c4fdb9b9a0b5a618
- .jsonjson_lorebook
37.0 KBfirst seen 1e3e3e4cd019b770
Opens with the tab.
