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Eldoria, Light Against the Darkness

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Tokens: 191 permanent · Lorebook: up to 192 tokens triggered, 5,127 across all entries · estimated prompt budget 383

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My fork of an Anonymous Lorebook that I really took a shine to. Would have just forked it but I used an LLM's assistance to refine basically the whole thing top to bottom so its way easier to just upload the JSON than to copy and paste So Many Entries

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World of Eldoria

82 entries · scan depth 6 · budget 1,200 tokens · recursive scanning off

Setting: Eldoria, a high-fantasy world shaped by magic, technology, and ancient artifacts. Divided by the ocean Aquum Noctis into two main continents:

  • Luxara (Light Continent): Civilized hub where humans, elves, demons, and orcs coexist in an uneasy balance; rich in ancient forests, metropolises, magi-tech, and ruins explored by adventurers and scholars.
  • Nyxareth (Dark Continent): Lethal, mostly uncharted frontier (~10% mapped) of toxic jungles and barren wastelands, harboring rare resources, ancient artifacts, and hostile eldritch anomalies braved only by elite adventurers.
Book settings
  1. #1[Geopolitics Category]

    Enabled · After character · Order 10 · 100%

    Entry settings
  2. #20>Eldoria

    Keys: Eldoria

    Always on · After character · Order 10 · 100%

    Entry settings

    Eldoria is a high-fantasy world where magic functions as an everyday utility fueling technology, domestic life, and warfare. Its continents are split by Aquum Noctis, an expansive, treacherous ocean. Luxara (Light Continent) is a thriving land where diverse fantasy races coexist under a fragile diplomatic balance. Nyxareth (Dark Continent) is an uncharted, hostile wilderness of toxic jungles and anomalous wastelands braved only by the elite and powerful

  3. #31>Aquum Noctis

    Keys: Sea, Ocean, Aquum Noctis

    Enabled · After character · Order 10 · 100%

    Entry settings

    Aquum Noctis is a colossal, tempestuous ocean separating Luxara and Nyxareth: Luxara's protective buffer and a lethal transit trial, marked by mana-storms, erratic currents, and aquatic beasts that have claimed countless expeditions.

  4. #41>Nyxareth

    Keys: Dark continent, Nyxareth

    Enabled · After character · Order 10 · 100%

    Entry settings

    Nyxareth is a perilous, uncharted frontier across Aquum Noctis featuring volatile biomes of toxic jungles and magic-scarred wastelands. The land harbors extinct civilization ruins, cosmic resources, cataclysmic artifacts, and undocumented lethal fauna. Entry is legally prohibited below A rank Lumination, as expeditions face catastrophic casualties and abyssal corruption

  5. #51>Luxara

    Keys: Luxara, Light continent

    Enabled · After character · Order 10 · 100%

    Entry settings

    Luxara is the civilized heart of Eldoria, featuring magi-medieval metropolises and realms where magic powers daily technology. It is co-inhabited by humans and myriad fantasy races, though only ~30% possess some capacity to learn magic. This Pax Luxara remains severely strained by historic tensions

  6. #62>Lumen

    Keys: Lumen, united kingdoms, united kingdoms of Lumen

    Enabled · After character · Order 10 · 100%

    Entry settings

    United Kingdoms of Lumen: Most developed human kingdom on Luxara, founded a millennium ago by five noble houses. Center of commerce and high living standards. Smaller protectorate states pay annual tribute for military defense and legal protections; non-paying states forfeit all treaty privileges.

  7. #73>Aethelgard

    Keys: Aethelgard, holy church, church

    Enabled · After character · Order 10 · 100%

    Entry settings

    Holy Church of Aethelgard: Dominant religious authority in Luxara preaching devotion to the Primordial Goddess and Purity. Primary healthcare provider utilizing Holy Mana for physical and spiritual restoration. Maintains a militant inquisitorial branch to suppress heretical magic.

  8. #84>Aethel

    Keys: god, primordial goddess, Aethel, goddess, deity

    Enabled · After character · Order 10 · 100%

    Entry settings

    Aethel (The Goddess)

    • Profile: Age/Race Unknown | Ascended mortal archmage.
    • Appearance: Radiant figure veiled in starlight robes and soft luminescence; ancient statues reveal refined elven features.
    • Personality: Enigmatic, benevolent, detached cosmic guide championing mortal knowledge and collective evolution.
    • Legacy: Created modern magic circles and sigils, converting chaotic primordial magic into structured spellcraft for civilization. Venerated as a divinity by the Church; original reality-altering grimoires are mostly lost.
    • Magic: Supreme mastery over the fundamental root of all arcana.
  9. #93>Lumen Noblility

    Keys: Clan, House, Great House, Royal, Noble

    Enabled · After character · Order 10 · 100%

    Entry settings

    Five Great Families consists of the Lumiere, Eichmann, Cavendish, Valori, and Alcalde bloodlines, forming an oligarchic council bound by an ancient oath enforcing equal authority and shared governance

  10. #104>House Alcalde

    Keys: Alcalde

    Enabled · After character · Order 10 · 100%

    Entry settings

    House Alcalde directs internal justice, covert operations, espionage, and counter-terrorism. Lineage traits feature dense mana pools radiating physically oppressive, freezing-cold pressure

  11. #115>Eclipse Chapter

    Keys: Eclipse, contagion, containment failure, Alcalde Operative, black ops, secret agent, cult, cultist, corrupt mana, assassin, mana rot, Abyssal

    Enabled · After character · Order 10 · 100%

    Entry settings

    Eclipse Chapter: Highly classified, need-to-know black-ops intelligence and counter-terrorism agency secretly operated by House Alcalde. Operating outside standard military bureaucracy and judicial oversight, its handlers deploy deniable operatives to investigate and assassinate to ruthlessly dismantle heretical cults, preempt Abyssal contagion, and neutralize unconventional geopolitical crises before they erupt

  12. #124>House Cavendish

    Keys: Cavendish

    Enabled · After character · Order 10 · 100%

    Entry settings

    House Cavendish manages civil politics, finance, trade, diplomacy, and international alliances. Lineage traits feature flawless, absolute eidetic memory

  13. #135>Lumen Gendarmerie

    Keys: national security, Gendarmerie, Gendarmes, city guard, garrison, lockdown, sheriff, checkpoint, town watch, town guard, smuggling, contraband, cop, cops, Police, constable, martial law

    Enabled · After character · Order 10 · 100%

    Entry settings

    Lumen Gendarmerie: internal security force and standing national guard directed by House Cavendish. Tasked with urban pacification, trade-route protection, and contract enforcement, they operate as a highly disciplined, bureaucratic police apparatus to secure domestic stability and asset protection across the domains

  14. #144>House Eichmann

    Keys: Eichmann

    Enabled · After character · Order 10 · 100%

    Entry settings

    House Eichmann controls magitech academic development, and research laboratories. Lineage traits feature hereditary "Star Eyes" granting exceptional perception and powers of analysis

  15. #155>Arcane Council

    Keys: Arcane Council

    Enabled · After character · Order 10 · 100%

    Entry settings

    Arcane Council: Independent regulatory body of elite mages founded by Merlin Vhaldaris, based in floating spires.

    • Mandate: Enforces global magical law, monitors spellcasters, neutralizes rogue casters, and manages artificial training dungeons.
    • Policy: Secretive and paternalistic; hoards cataclysmic spells and ancient artifacts to protect public stability.
  16. #166>Merlin Vhaldaris

    Keys: Archmagister, Vhaldaris, Merlin Vhaldaris, Merlin

    Enabled · After character · Order 10 · 100%

    Entry settings

    Archmagister Merlin Vhaldaris

    • Profile: Age 520 | Half-Elf | Leader of the Arcane Council.
    • Appearance: Ageless porcelain features, waist-length silver hair, amethyst eyes; starlight-woven azure/gold robes; humming crystal staff.
    • Personality: Calculating, emotionless pragmatist in governance; deeply demanding of students while harboring protective devotion for worthy proteges.
    • Influence: Supreme authority on magical law; author of global bans on forbidden arcana.
    • Magic: Tactical intellect computing thousands of arcane outcomes instantaneously; rare triple elemental affinity: Fire Magic, Ice Magic, and Lightning Magic.
  17. #175>Morningstar Academy

    Keys: school, academy, Morningstar

    Enabled · After character · Order 10 · 100%

    Entry settings

    Morningstar Academy: Luxara's premier arcane and tactical martial institute located in Lumen.

    • Admissions & Culture: Hyper-competitive international entry; founded on ideals of interspecies unity and meritocracy, though noble nepotism and racial prejudices persist.
    • Curriculum: Rigorous 4–5 year program spanning academic theory, combat drills, magical research, and hazardous field experience; low graduation rate.
    • Campus: Autonomous city-scale campus comprising grand lecture halls, ancient libraries, combat arenas, alchemy labs, enchanted biomes, and student districts.
  18. #186>Morningstar courses

    Keys: class, Morningstar, major, course, subject

    Enabled · After character · Order 10 · 100%

    Entry settings

    Morningstar Academy Course Catalog:

    • General: Mana-Reinforced Physical Education, Mana Control Fundamentals, Magical Theory, Arcane Mathematics, History of World and Magic, Magic Tool Studies, Tactical Strategy, Monster Ecology, Floral Ecology, Magical Ethics & Law, Dark Arts Recognition & Defense.
    • Specialized Majors: Stealth and Infiltration, Elementalist, Defensive Arts, Magical Engineering, Weapon Mastery, Curse and Seal Research, Contracts and Summoning, Yang Healing Arts, Yang Reversal Arts, Alchemy and Magical Chemistry, Attribute Evolution Studies, Enchantment Arts, Dungeon Exploration, Celestial Observation.
  19. #196>Solomon Bina

    Enabled · After character · Order 10 · 100%

    Entry settings

    Solomon Bina is the Grand Overseer and Headmaster of Morningstar Academy. A peer to Merlin, Solomon oversees the continent's premier talent pipeline for the Eichmann Family, while Merlin leads the Arcane Council

  20. #204>House Lumiere

    Keys: Lumiere

    Enabled · After character · Order 10 · 100%

    Entry settings

    House Lumiere commands Lumen’s national defense, military doctrine, officer corps, and the Astral Knights. Lineage traits feature radiant light magic, white hair, and purple eyes

  21. #215>Astral Knights

    Keys: astral knights, knights, magical knights

    Enabled · After character · Order 10 · 100%

    Entry settings

    Astral Knights form Lumen’s elite military defense force, answering directly to the High Council to protect the nation and Luxara. The order consists of twelve distinct Legions, each led by an S-rank Legatus operating under the supreme command of the Grand Master. This force represents the planet's highest concentration of unified S-rank military assets

  22. #226>Aurelius Dawnshield

    Keys: Dawnshield, Grand captain, Aurelius

    Enabled · After character · Order 10 · 100%

    Entry settings

    Aurelius Dawnshield is the Grand Master of the Astral Knights; human, age 42; S-Rank (strongest known warrior of Lumen). Towering and muscular with golden hair and beard he wears weathered sacred fullplate. Boisterous, heroic, humble, and approachable, he despises bureaucracy. Currently leading an elite expedition deep into Nyxareth, Dawnshield is a master martial vanguard and inspirational leader bearing a Triple-Attribute affinity (Gravity, Steel, Undisclosed Third)

  23. #234>House Valori

    Keys: Valori

    Enabled · After character · Order 10 · 100%

    Entry settings

    House Valori leads cartography, archaeology, and Nyxareth expeditions while archiving map and cosmic anomaly logs. Lineage traits feature peak muscle and bone density alongside an instinctual sense of direction

  24. #245>Survey Corps

    Keys: Technology, Appliances, Gadgets, Inventions, Magi-tech

    Enabled · After character · Order 10 · 100%

    Entry settings

    Magitech utilizes bound arcana and electrical engineering to power infrastructure without fossil fuels. Cities rely on lightning-crystal plants and elemental generators for grid power, factories, and residences. Standardized rechargeable battery cells operate conveniences like fire-rune stoves, core-slate coolers, and projection mirrors. High end equipment including sentry automatons, elemental firearms, and barrier projectors, draw directly from deep arcane wells

  25. #25Revy Namrecka

    Enabled · After character · Order 10 · 100%

    Entry settings
  26. #262>Izanami

    Keys: Izanami

    Enabled · After character · Order 10 · 100%

    Entry settings

    Izanami: Eastern archipelago of eternal cherry blossoms and active volcanoes.

    • Demographics & Culture: Humans, Yokai, and Kitsune united by a strict honor code and sacred martial arts.
    • Combat Arcana: Employs 'blade-weaving'—infusing raw magical energy directly into weapon steel rather than casting through staves.
    • Military: Powerful spirit-guided naval armada that commands and defends the eastern waters of Aquum Noctis.
  27. #273>Shinjuro Kazamatsuri

    Keys: Kazamatsuri, shogun, Shinjuro

    Enabled · After character · Order 10 · 100%

    Entry settings

    Shinjuro Kazamatsuri

    • Profile: Age 80 | Tengu (Crow-Yokai) | Supreme Shogun of Izanami.
    • Appearance: Lean build, black feathered wings, hawk-like golden eyes; azure haori over light armor; dual-wields twin Star-Steel katanas.
    • Personality: Whimsical, eccentric, theatrical thrill-seeker; fiercely protective of his people and lethal when his nation is threatened.
    • Feats: Single-handedly wiped out an entire rogue sea-monster fleet on Aquum Noctis.
    • Combat: Eldoria's fastest swordsman; channels dual attributes exclusively through blades:
      • Gale-Force Magic: Near-teleportation burst speed.
      • Vacuum Magic: Pressurized air blades capable of cleaving magical barriers.
  28. #283>Star-steel weapons

    Keys: steel, star, Weapon, weapons, star-steel

    Enabled · After character · Order 10 · 100%

    Entry settings

    Star-Steel Weapons: 50 legendary sentient weapons forged in Izanami from coveted Star-Steel.

    • Traits: Innately shear through magical barriers; each weapon possesses its own consciousness and unique spellcraft, bonding only with wielders meeting its standards of honor.
    • Status: Scattered globally.
  29. #292>Noctyra

    Keys: Demon, Noctyra

    Enabled · After character · Order 10 · 100%

    Entry settings

    Noctyra: Subterranean demon realm beneath Luxara sealed by ancient divine wards.

    • Geography: Hollow cavern with inverted outward gravity; cities hang from massive stalactites and descending obsidian spires.
    • Politics: Internal cold war between traditionalists seeking surface conquest and progressives pursuing peaceful integration.
    • Surface Relations: Normalized through peace treaties; trade and academic exchanges operate under lingering surface suspicion.
  30. #303>Selene Astarina

    Keys: Selene, Demon queen, Demon lord, Astarina

    Enabled · After character · Order 10 · 100%

    Entry settings

    Selene Astarina

    • Profile: Age 240 (young-adult tier) | High Demon | Queen of Noctyra.
    • Appearance: Midnight-blue skin, framing obsidian horns, glowing crimson eyes; wears practical regal dark-silk plate armor.
    • Personality: Pragmatic, fierce, benevolent; zero tolerance for injustice; displays dry teasing humor when relaxed. Mourns late husband Atlas, adopting his optimism to endure the crown's burdens.
    • Legacy: Former general who led the rebellion against Demon Lord Zura, executed him, and established peace accords with Luxara.
    • Abilities: Triple-attribute master and tactical genius:
      • Hellfire Magic: High-destruction demonic flames.
      • Shadow Creation Magic: Inherited via Atlas's sacrifice; shapes darkness into constructs and barriers.
      • Sealing Chain Magic: Binds and neutralizes powerful entities.
  31. #314>Atlas Astarina

    Keys: Atlas, demon, Astarina

    Enabled · After character · Order 10 · 100%

    Entry settings

    Atlas Astarina

    • Profile: Deceased | High Demon | Late husband of Selene Astarina.
    • Appearance: Flame-like crimson hair, warm golden eyes, confident smile; heavy crimson-trimmed battle plate.
    • Personality: Boisterous, passionately optimistic hero; believed the strong must protect the weak; faced death without fear.
    • Sacrifice: Shielded Selene from a fatal blow during the rebellion against Zura. Before dying, enacted a forbidden ritual granting his heart and powers to Selene to ensure Zura's defeat.
    • Magic: Original wielder of Shadow Creation Magic (manifesting impenetrable shadow defenses and lethal strikes), subsequently inherited by Selene.
  32. #324>Zura Vorak

    Keys: Demon, Demon king, demon lord, Vorak, Zura

    Enabled · After character · Order 10 · 100%

    Entry settings

    Zura Vorak

    • Profile: Deceased | High Demon | Deposed Demon King of Noctyra.
    • Appearance: Colossal, battle-scarred demon in heavy obsidian armor, with paralyzing blood-red eyes.
    • Personality: Cruel, megalomaniacal tyrant and warmongering supremacist who viewed peace as contemptible weakness.
    • Downfall: Ruined Noctyra with unending wars; overthrown and executed by Selene's rebel forces.
    • Calamity Bloom Magic: Apocalyptic decay attribute:
      • Constructs: Erupts giant obsidian centipedes and skeletal flora to crush and devour foes.
      • Field Hazards: Spreads permanent necrotic blight, dark-mana blinding phantom butterflies, and constant life-drain.
  33. #332>Shen-Zhu

    Keys: Shen-Zhu

    Enabled · After character · Order 10 · 100%

    Entry settings

    Shen-Zhu is a sprawling mountainous realm of floating islands and waterfalls, populated by humans and winged Cloud-Kin. It serves as Luxara's center for Eastern Alchemy. Rather than conventional magic, Shen-Zhu practices 'Qi Cultivation'—refining internal mana to increase longevity and mana density

  34. #342>Aztlán

    Keys: Aztlán

    Enabled · After character · Order 10 · 100%

    Entry settings

    Aztlán: Southern tropical federation of city-states built on gold-plated pyramids, populated by Wood-Elves and Halflings. Features sun-worship, advanced astrology, and botanical magic. Cities are linked by 'Sun-Gates' enabling instantaneous teleportation.

  35. #352>Dragesheim

    Keys: Dragesheim

    Enabled · After character · Order 10 · 100%

    Entry settings

    Dragesheim: Northwest Luxaran federation of seafaring clans inhabiting subarctic fjords and mountains.

    • Culture: Martial meritocracy ('might makes right') exalting hardship; views Nyxareth as a holy trial to weed out the weak.
    • Navy & Trade: Crafts frost-woven, ice-breaking longships; primary exporter of elite mercenaries, beast-tamers, and deep-sea navigators seeking glory or death.
  36. #362>Volkovia

    Keys: Volkovia, Tsar

    Enabled · After character · Order 10 · 100%

    Entry settings

    Volkovia: Northern frozen empire isolated by mountain ranges, ruled autocratically by the Tsar. Populated by human frontiersmen and wild Fae.

    • Culture & Magic: Shaped by harsh multi-year winters; relies on nature folklore, rustic witchcraft, spirit-binding, and enchanted crafts rather than southern magi-tech.
    • Military: Fortified enchanted wooden citadels and shock vanguards mounted on armored dire-wolves and polar war-bears.
  37. #372>Tiakrong

    Keys: Tiakrong

    Enabled · After character · Order 10 · 100%

    Entry settings

    Tiakrong: Tropical riverine kingdom of misty mountains, jungles, fertile plains, and ancient temple cities.

    • Culture & Faith: Centered on ancestor worship, nature spirit veneration, and ecological balance.
    • Magic: Practiced through warding charms, nature blessings, and spiritual rituals.
    • Society: Connected by extensive river trade networks sustaining diverse regional traditions.
  38. #382>Heliophilia

    Keys: Heliophilia

    Enabled · After character · Order 10 · 100%

    Entry settings

    Heliophilia: Western coastal and island nation populated by humans, high elves, and celestial 'Aetherborn'.

    • Faith & Ideology: Pursues physical and spiritual perfection; worships the Twelve Luminaries pantheon, with legendary heroes ascending to minor divinity.
    • Magic (Logarchs): Geometric, formulaic reality alteration using mathematical equations, sigils, and axioms; amphitheater debates physically reshape local terrain.
    • Military: Hoplon Guard wielding spears infused with radiant mana constructs.
  39. #39Indraprastha

    Keys: Indraprastha

    Enabled · After character · Order 10 · 100%

    Entry settings

    Indraprastha: Vast spiritual superstate spanning river valleys, sacred mountains, and deserts; populated by humans, Naga, Devas, and reformed Asura clans.

    • Society & Faith: Governed by Dharma (cosmic duty), karma, and reincarnation; adepts frequently access past-life knowledge and skills.
    • Magic (Rishikas / Mantraveers): Reality manipulation through vocal mantras, hand mudras, and chakra alignment.
  40. #40Nerropolis

    Keys: Nerropolis

    Enabled · After character · Order 10 · 100%

    Entry settings

    Nerropolis: Deep-sea kingdom in Aquum Noctis comprising submerged city-states and oceanic trenches operating at depths past 5,000 meters.

    • Role: Wealthy, isolationist empire controlling sub-surface trade routes between Luxara and Nyxareth's borders.
    • Defense: Neutral in surface politics, but swiftly drags violating surface vessels into the abyss.
  41. #41Al'Miraj

    Keys: desert, Al'Miraj, Sultanate, Miraj

    Enabled · After character · Order 10 · 100%

    Entry settings

    Al'Miraj Sultanate: Southern arid empire of sandstone spires, oases, and ancient ruins governed by sultanates and caliphates.

    • Inhabitants: Humans, djinn-bloods, sand elves, and scarab-folk.
    • Society & Trade: Renowned for hospitality, wit, and scholarship; souks trade spices, enchanted silks, and relics.
    • Arcane Arts: Academies specialize in illusion, spirit-binding, and sand-shaping.
  42. #42Transportation

    Keys: Airship, Transportation, Travel, Ships, Vehicles, Carriages

    Enabled · After character · Order 10 · 100%

    Entry settings

    Transportation:

    • Common: Walking, draft animals, wooden wagons.
    • Affluent/Magitech: Mana-powered land-striders and self-propelled mana-carriages.
    • Mass/Transit: Heavy mana-turbine airships connecting city skyways; ocean mana-ships used for rare trepidous crossings of Aquum Noctis. Space flight remains an unreached ambition.
  43. #43Elves

    Keys: Elven, Elf, Elves

    Enabled · After character · Order 10 · 100%

    Entry settings

    Elves live up to 1,000 years, inhabiting secluded forest sanctuaries in communion with nature. Renowned for beauty, profound wisdom, and historical archiving, their extreme longevity and sluggish fertility breed cultural complacency and stagnation, leaving them detached from modern innovation

  44. #44Dwarves

    Keys: dwarven, dwarves, Dwarf

    Enabled · After character · Order 10 · 100%

    Entry settings

    Dwarves: Stout humanoid race (~4 feet tall) with a love for alcohol. Renowned master smiths and loyal allies; amicable with most races and strictly governed by personal and clan honor

  45. #45Humans

    Keys: Humans, mankind, human

    Enabled · After character · Order 10 · 100%

    Entry settings

    Humans are the dominant race of Luxara and the driving engine of its technological and magical progress. Short lifespans with rapid generational turnover, fuel relentless ambition and volatile expansionism, driving constant innovation

  46. #46Demi-humans

    Keys: Animalkin, Demi-Humans, Beastkin, Demi-Human

    Enabled · After character · Order 10 · 100%

    Entry settings

    Beastkin descend from ancient illicit bio-magical hybridization. They are fundamentally human with minor animal traits such as ears, tails, slit eyes, or scales, and innate perks like superior senses or balance. Their genetics are highly recessive, reappearing unpredictably across generations. Historically ostracized, they are now a legitimized branch of humanity

  47. #47Adventurer's Guild

    Keys: Adventurer's guild, Adventure, Guild

    Enabled · After character · Order 10 · 100%

    Entry settings

    Adventurers' Guild: Transnational mercenary organization with branches across Luxara dispatching hazardous contracts. High ranks grant vast fortunes, unrestricted global travel, and partial legal immunity, a privilege occasionally exploited by criminals.

  48. #48Demons

    Keys: devil, Demons, demon, demonic

    Enabled · After character · Order 10 · 100%

    Entry settings

    No longer brutal warmongers, Demons facing annihilation forged a truce and integrated into modern society where they remain divided between traditionalists who reject change and progressives seeking a better future.

    Demons are not inherently evil. Intensely emotional by nature, they can channel hatred and despair into destruction—or love and empathy into extraordinary devotion.

  49. #49Vampires

    Keys: vampires, Vampire

    Enabled · After character · Order 10 · 100%

    Entry settings

    Vampires are Nocturnal humanoids harmed by sunlight who can coexist peacefully in modern Luxara by subsisting on donated blood

  50. #50Goblins

    Keys: Goblin, goblins

    Enabled · After character · Order 10 · 100%

    Entry settings

    Short, green, vicious and cruel pack hunting creatures with the intelligence of children. They kill men for food and capture women to rape for reproduction

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