FIre Emblem Elibe
Lorebookfrom ChubCanon-only era-neutral lorebook for Elibe (Fire Emblem 6 & Fire Emblem 7)from Chub
- Fantasy
- Fire Emblem: Binding Blade
- Fire Emblem
- videogame
- fire emblem: the binding blade
- Fire Emblem: Blazing Blade
- Roleplay
- Medieval Fantasy
Tokens: 0 permanent · Lorebook: up to 258 tokens triggered, 3,898 across all entries · estimated prompt budget 258
Description on Chubfrom Chub
Uses lore and canon from Fire Emblem 7, Fire Emblem 6, and the Elibe Disturbance novelization.
Separate from my fanon Elibean Days lorebook, but they are configured to run together via inclusion groups and order if you do.
Art by meziosaur
- Format
- V2
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 0
- Favorites
- 0
- Chats
- 0
- Messages
- 0
- Forks (upstream)
- 0
- Tokens (upstream)
- 3,898
Created Updated Archived since
No description.
Fire Emblem Elibe
71 entries · scan depth 50 · budget 500 tokens · recursive scanning on
Book settings
- #1The Scouring
Keys: human-dragon war, dragon-human war, scouring
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A war a thousand years ago between humans and the dragons who once ruled Elibe. To crush human resistance, the dragons stole the heart of a Divine Dragon and made her the Demon Dragon, which spawned endless war dragons. Humans answered with the Legendary Weapons, wielded by the Eight Legends. The clash of their power with the dragons' broke the natural order and caused the Ending Winter, which crippled the dragons and sealed their defeat. Hartmut killed the dragons' leader but only sealed the Demon Dragon away. The surviving dragons fled through the Dragon's Gate to another world or hid in human form. Years are counted Post-Scouring on the Elibian calendar.
- #2The Ending Winter
Keys: ending winter
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A calamity during the Scouring that changed the whole world, caused when the power of the Legendary Weapons and the dragons' power combined and the natural order began to fall apart. Afterward, dragons could barely hold their true forms. Outside battle, they took human form and sealed their power in dragonstones. The Legendary Weapons also lost half their power. Only ancient fragments describe it.
- #3The Eight Legends
Keys: eight legends, eight heroes
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The eight heroes who won the Scouring, each wielding one of the Legendary Weapons: Hartmut the Hero, Saint Elimine, Archsage Athos, Bramimond the Enigma, Hanon the Holy Horseman, Barigan the Knight of Knights, Durban the Berserker, and Roland the Little Hero. After the war, they divided Elibe among them, and most of its nations trace their founding to one of them.
- #4The Bern Uprising
Keys: war of the binding blade, bern uprising, disturbance of bern
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A continental war twenty years after the Nergal crisis. Bern conquered Sacae and Ilia, invaded Lycia, and turned Etruria through its pro-Bern nobles, aiming to end human rule by awakening the Demon Dragon. Lycia's army under the young heir of Pherae, joined by Etrurian loyalists and Ilian, Sacaen, and Western Isles allies, recovered the Binding Blade and other Legendary Weapons, retook Etruria, and defeated Bern. Bern's king fell, Bern surrendered, and the Demon Dragon was put back to sleep in the Dragons' Shrine.
- #5Bern
Keys: bern, bernese
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A militaristic kingdom in eastern Elibe founded by Hartmut, whose royal line descends from him. It is famed for its wyvern knights and its disciplined army. Its royal treasure, the Fire Emblem, marks the heir, and its court is notorious for succession intrigue.
- #6Etruria
Keys: etruria, etrurian
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The largest and richest kingdom of western Elibe, founded by Saint Elimine and ruled by King Mordred. A land of arts, scholarship, and magic, with its capital at Aquileia and the Church of St. Elimine at its heart. Its army is led by its generals, chief among them the Mage General, the Knight General, and the Great General. Its court nobles are powerful and factional.
- #7Lycia
Keys: lycian league, lycia
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A league of marches in central Elibe, between Bern and Etruria, each ruled by a marquess descended from or sworn to Roland. Ostia leads the league. Other marches include Pherae, Caelin, Laus, Araphen, Thria, Santaruz, Kathelet, Tania, Tuscana, and Worde, plus the port town of Badon. The league keeps its own peace, but its houses scheme against each other.
- #8Sacae
Keys: sacaean, sacaen, sacae
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Vast plains in north-central Elibe where nomadic tribes live on horseback under the Mother Earth and the Father Sky, honoring Hanon. Its largest city is Bulgar. Major tribes include the Kutolah, Lorca, and Djute. Bandits from Taliver Mountain plague its border with Bern.
- #9Ilia
Keys: ilian, ilia
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A frozen northern land, homeland of Barigan, where poor soil pushes its people to sell their service as mercenaries. Its pegasus knights and mercenary knights are hired across Elibe, and it honors contracts above all, so Ilians may meet each other on opposite sides. Castle Edessa is a major hold.
- #10Western Isles
Keys: isle of dia, fibernia, caledonia, western isles
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Islands off western Elibe where Durban and his warriors settled. They are an Etrurian colony, rich in mines and harshly governed. Its islands include Dia, Fibernia, and Caledonia, and its seas are full of pirates.
- #11Nabata
Keys: nabata, nabata desert
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A vast desert covering most of the Missur peninsula in southwestern Elibe, where Athos withdrew after the Scouring. The hidden village of Arcadia lies within it, protected by illusions. The desert is lethal to travelers, and treasure-hunters chase legends of lost riches there.
- #12Arcadia
Keys: arcadia
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A hidden village in the Nabata Desert where humans, dragons in human form, and half-dragons live together in peace, governed by an elder and guarded by illusions. Athos and Nergal once studied there. The outside world does not know it exists.
- #13Valor / The Dread Isle
Keys: dragon gate, dread isle, dragon's gate, valor isle, isle of valor
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Valor, commonly called the Dread Isle, is a forested island south of Lycia, reached by ship from the Lycian port of Badon. It is rumored to be cursed, and few who visit return. The Dragon's Gate stands among its ancient ruins, a portal to another world that only dragons can open, through which the surviving dragons fled after the Scouring.
- #14Shrine of Seals
Keys: shrine of seals
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A heavily guarded shrine in the rugged mountains of southern Bern. The Binding Blade rests in its altar, Apocalypse lies in a hidden passage below, and the Fire Emblem is kept there. Bern forbids all entry.
- #15Dragons' Shrine
Keys: dragons' shrine, dragon temple, dragon's shrine
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The colossal shrine that served as the dragons' main base during the Scouring. It was built for dragons and is larger than any other building in Elibe.
- #16Church of St. Elimine
Keys: saint elimine, st. elimine, church of saint elimine, church of st. elimine, church of elimine
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The dominant faith of Elibe, centered in Etruria and devoted to Saint Elimine of the Eight Legends. Its clergy serve as healers, and its churches are found across the continent, including in Bern. Its bishops hold political influence in Etruria.
- #17The Black Fang
Keys: black fang
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A Bern-based assassin guild that claimed to kill only the corrupt rich. Under Nergal's influence, it became a tool for his plots and killed anyone it was paid or ordered to. Its elite were the Four Fangs, and lesser members carried nicknames. It was destroyed during the Nergal crisis.
- #18Morphs
Keys: morphs, morph
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Artificial humans Nergal made from quintessence. They are flawless in appearance, have golden eyes, and lack true emotion. They served and infiltrated for Nergal, and most perished with him.
- #19Quintessence
Keys: quintessence
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The life force within every living being. It can be drained and turned into magic power, and draining it kills. Nergal harvested it from victims to fuel his strength and create morphs.
- #20Lycia: Ostia
Keys: ostia, ostian
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The leading march of the Lycian League, with a powerful army of armored knights. Its marquess heads the league.
- #21Lycia: Pherae
Keys: pherae
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A southern Lycian march known for its gentle rule and loyal knights. House Pherae is a close ally of House Ostia.
- #22Lycia: Caelin
Keys: caelin
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A western Lycian march bordering Sacae. Its ruling house has ties to the Lorca tribe of Sacae through marriage.
- #23Lycia: Laus
Keys: laus
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A Lycian march neighboring Ostia. Its house has long resented Ostia's leadership of the league.
- #24Lycia: Araphen
Keys: araphen
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A powerful march in western Lycia, the nearest to Sacae and second only to Ostia. Its central position makes it a natural place for the league to gather, and it has long been a friend of Caelin.
- #25Lycia: Thria
Keys: thria
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A Lycian march whose ruling house is related by blood to House Ostia.
- #26Lycia: Badon
Keys: badon
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A Lycian port town on the southern coast, the departure point for the Dread Isle and home to rough sailors and pirates.
- #27Fire Emblem (Bern's treasure)
Keys: fire emblem
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Bern's most precious royal treasure, kept in the Shrine of Seals and essential to the crown prince's coming-of-age ceremony. Few know it is the key that awakens the Binding Blade.
- #28The Legendary Weapons
Keys: divine weapon, legendary weapons, legendary weapon, divine weapons
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The weapons forged to fight the Demon Dragon, each wielded by one of the Eight Legends: the Binding Blade, Durandal, Armads, Forblaze, Aureola, Mulagir, Maltet, and Apocalypse. They lost half their power in the Ending Winter, yet each still dwarfs any ordinary weapon, and only a Legendary Weapon can match another. They are hidden, sealed, or guarded across Elibe.
- #29Eckesachs
Keys: eckesachs
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Hartmut's other sword, a divine weapon passed down through Bern's royal line and wielded by its kings. Only a Legendary Weapon can match it.
- #30Sol Katti / Mani Katti
Keys: mani katti, sol katti
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Two paired Sacaen swords, not Legendary Weapons but powerful and deadly to dragons. Mani Katti is enshrined in Lycia and chooses its own wielder from among the people of the plains. Sol Katti holds the spirit opposite to Mani Katti.
- #31Vulnerary
Keys: vulnerary, vulneraries
Enabled · Selective · After character · Order 10 · 100%
Entry settings
A common medicinal draught for minor wounds, stored in flasks and sold by merchants and armories everywhere. Soldiers, mercenaries, and travelers carry a few as a matter of course. One flask holds several doses.
- #32Elixir
Keys: elixir, elixirs
Enabled · Selective · After character · Order 10 · 100%
Entry settings
A rare, costly restorative far stronger than a vulnerary, able to close serious wounds almost at once.
- #33Antitoxin and Pure Water
Keys: antitoxin, pure water, holy water
Enabled · Selective · After character · Order 10 · 100%
Entry settings
Antitoxin is a common remedy that neutralizes poison. Pure Water is blessed water that briefly strengthens the drinker's resistance to hostile magic.
- #34Anima Magic
Keys: anima magic, elfire, anima, bolting
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Magic that calls on the forces of nature: fire, thunder, and wind. It is the most widely studied school, centered in Etruria, home to most mages and sages and to the Mage General's corps. Casters channel it through tomes, spellbooks that wear out with use, such as Fire, Thunder, Elfire, and Bolting. Forblaze is its pinnacle.
- #35Light Magic
Keys: light magic, holy magic
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Holy magic of divine light, tied to the Church of St. Elimine and practiced by monks, priests, and bishops. Spells such as Lightning, Shine, and Divine are cast from tomes, and the faithful hold it especially potent against darkness and the unholy. Aureola is its pinnacle. Many of its users also heal with staves.
- #36Dark Magic
Keys: elder magic, dark magic
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Also called elder magic, it draws power from darkness and the unknown. Shamans and druids practice it. It is potent but perilous: those who delve too deep can lose themselves to it, so many fear and distrust its users. Spells include Flux, Luna, and Nosferatu, which drains the target's life. Apocalypse is its pinnacle.
- #37Staves
Keys: staves, heal staff, healing staff, sleep staff, silence staff, warp staff, physic, fortify
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Magical staves channel healing and support spells. Clerics, priests, troubadours, bishops, and sages use them. Heal, Mend, and Recover close wounds by touch. Physic heals at a distance, and Fortify heals many at once. Restore cures ailments, and Barrier wards against magic. Silence, Sleep, and Berserk hinder foes. Rarer staves include Warp, which teleports an ally, and Hammerne, which restores worn weapons. Staves wear out with use.
- #38Dragons and Dragonstones
Keys: manakete, fire dragon, divine dragon, dragonstone, manaketes, divine dragons, dragonstones, war dragon, ice dragons, war dragons, ice dragon, fire dragons
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Since the Ending Winter, dragons cannot hold their true forms for long. They live in human form and seal their power in dragonstones, transforming only when needed. Divine Dragons were the most powerful and revered kind. Fire dragons were the most numerous and warlike. Ice dragons are gentler. War dragons, spawned by the Demon Dragon, are mindless. Most dragons left Elibe through the Dragon's Gate. The few who remain hide in Arcadia or live in secret, and most humans think dragons are legend. Half-dragons, born to dragons and humans, exist too.
- #39Wyverns
Keys: wyvern lord, wyverns, wyvern rider, wyvern, wyvern riders, wyvern knight
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Large winged reptiles tamed and bred in Bern, where wyvern riders and wyvern lords form the elite of its army. Fierce, strong, and hardy in the mountains, they carry riders in heavy armor. They are often feared as lesser kin of dragons, though they are only beasts.
- #40Pegasi
Keys: pegasus knights, pegasus, pegasi, falcon knight, pegasus knight
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Winged horses native to Ilia. They are gentle and intelligent but notoriously shy, and Ilian tradition holds that they will bond only with women, so pegasus knights are almost always women. Ilian pegasus knights are prized as mercenary scouts and lancers across Elibe. The most experienced become falcon knights.
- #41Arenas
Keys: arenas, arena
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Fighting pits found in larger towns, where combatants stake gold on bouts and win more on victory. Mercenaries and hard-up warriors fight there for coin. Bouts can end in a forfeit, but they can also be deadly.
- #42Ballistae
Keys: ballistae, ballista
Enabled · Selective · After character · Order 10 · 100%
Entry settings
Heavy mounted crossbows used to defend forts and castles, especially against pegasus and wyvern riders.
- #43Weapon Quality
Keys: silver sword, silver axe, brave sword, steel axe, steel lance, brave bow, brave axe, steel sword, killing edge, silver lance, brave lance
Enabled · Selective · After character · Order 10 · 100%
Entry settings
Iron is the standard for soldiers' arms. Steel is heavier and hits harder. Silver weapons are costly, finely made, and the mark of a seasoned warrior. Killer weapons like the Killing Edge are crafted for lethal precision. Brave weapons carry an enchantment that lets the wielder strike twice in a single blink. All weapons dull and break with use.
- #44Missur
Keys: missur, missur peninsula
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A peninsula in southwestern Elibe, almost entirely covered by the Nabata Desert. It is sparsely settled, hard to travel, and home to desert bandits, and it lies largely outside the control of the major kingdoms.
- #45Kafti
Keys: kafti
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
An island off the western edge of Missur, linked to the mainland by two bridges.
- #46Hartmut
Keys: hartmut
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Hartmut the Hero, leader of the Eight Legends and wielder of the Binding Blade. He founded Bern, whose royal line descends from him. He killed the dragons' leader but chose to seal the Demon Dragon rather than kill her. Bern reveres him above all.
- #47Saint Elimine
Keys: elimine
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Saint Elimine of the Eight Legends, wielder of the holy tome Aureola. Her teachings became the Church of St. Elimine, and Etruria was founded in her name. She is revered as a saint across Elibe.
- #48Athos
Keys: athos, archsage
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Archsage Athos of the Eight Legends, wielder of Forblaze and master of every school of magic. After the Scouring, he withdrew to the Nabata Desert and is said to have lived on for a thousand years.
- #49Bramimond
Keys: bramimond
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Bramimond the Enigma of the Eight Legends, wielder of the dark tome Apocalypse. No record tells Bramimond's face, voice, or sex, and no one knows where Bramimond went after the war.
- #50Hanon
Keys: hanon
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Hanon the Holy Horseman of the Eight Legends, wielder of the bow Mulagir. A hero of the plains, beloved by Sacae's nomads, who still honor the plains as Hanon's land.
Showing 50 of 71
2 files
- .jsonjson_lorebookoriginal
61.5 KBfirst seen cb12dafe4851f372
- .jsonjson_lorebook
61.5 KBfirst seen 2a0060652d5551b5
Opens with the tab.
