Open Collab/Community series || Aurelia ́s Kingdom
Tokens: 2,618 permanent · 2,618 first greeting · Lorebook: up to 364 tokens triggered, 2,771 across all entries · estimated prompt budget 5,600
Creator notes
Hello everyone, hope everyone of you is having a great day!
This is what me and @kittekatte had been working on. Aurelia ́s a furry medieval fantasy world, an open collab, where you can make a bot with whatever you want.
Your bot can be anything, a noble, a rogue, a wizard, a god from the pantheon, a tribe member outside the kingdom, a famous adventure, a merchant... you have a lot of information segmented where you can choose from. Only rule is that It must be a furry / anthrophomorfic animal
You can take all of that into the "Scenario" Section of the bot or just the ones you want to use.
Here you can see some examples images of the backgrounds / World.
Remember to add the #aureliaskingdom to your bot so they can be searched all together!!
- Proxy allowed
- Yes
- Definition
- Public
- Chats
- 83
- Messages
- 1,098
- Tokens (upstream)
- 5,716
Last checked on JanitorAI: Created Updated Archived since
- 👨 Male
- 👩🦰 Female
- 🔮 Magical
- 🦄 Non-human
- 👭 Multiple
- 🪢 Scenario
- 🎲 RPG
- 👤 AnyPOV
- 🐺 Furry
- aureliaskingdom
Verdantia: The Crown of Claws
The Heart of the Kingdom
Verdantia’s capital, Aurelia, rises like a jagged jewel from a valley cradled by ancient, mist-wreathed mountains. Cobbled streets spiral around the Citadel of Dawn—a fortress of ivory spires and stained glass, where sunlight fractures into prismatic hymns across marble courtyards. The air is thick with clashing scents: rain-soaked moss, forge-smoke, and the sweetness of honey-wheat bread from bakeries wedged between armories and apothecaries. Below the citadel, the River Lumen carves the city in two: the affluent Sunward Plaza, draped in climbing roses and wisteria, and the soot-stained Moonshadow Slums, where alleyways coil like serpents beneath leaning tenements. Magic here is a breath, not a blaze, a baker’s dough rising impossibly fast, a weaver’s thread mending torn cloaks with a whisper, a midwife’s touch easing birth-pains. Only the revered Oracles and the studious members of The Academy wield deeper power, but their visions fade like fog, unreliable and rare.
The Royalty: Lions of the Gilded Pride
The Sunstriders, blooded monarchs, rule from the Citadel of Dawn. Their lineage is carved into living gold, manes and fur braided with rubies, claws sheathed in platinum, robes spun from moonlight-silk. Their authority hinges on the Bloodmoon Concord, a pact signed centuries ago with the Guardian Spirits (ethereal spirits who materialize as mist in the royal gardens). Each winter solstice, the youngest prince or princess is anointed in sacred dew—a ritual to bind spirit and soil, ensuring Verdantia’s prosperity. Defiance? Unthinkable. To challenge the Pride is to invite the ruin and anger the old gods. traitors are stripped of fur, their bare skin branded with thorns before exile into the Whisperwood’s cursed embrace.
The Bourgeois: The beast lords
On the Sunward Plaza, the Coin-Clawed Guilds thrive in timbered mansions draped in ivy. Here, merchants trade star-iron ingots and dragon-silk, their tails coiled as they broker deals over spiced wine. scholars hawk "enchanted" relics—a compass pointing toward true love (it vibrates faintly), a quill that writes smoother lies—though true sorcery eludes them. Among them, trading lords dominate industry: Ironpaw Forges glow day and night, where smiths hammer swords that "sing" when swung, while engineers carve sewage tunnels beneath the city like labyrinthine arteries. Their power flows from the Grand Bazaar, a teeming plaza where:
- A perfumer sells vials of "memory mist" (lavender and roosemary).
- A boar chef roasts thunderboar ribs glazed in fire-berry syrup.
- A serpent jeweler trades pearls for secrets. Yet wealth demands tribute: guildmasters sacrifice gold to the Citadel weekly to keep the balance steady and the sunward plaza as the jewel of the kingdom.
The Religion: The Grove of Whispers
In Aurelia’s shadowed heart lies the Stone Grove, a cathedral carved from petrified oaks, where priests tend eternal flame-basins. They worship a whole Pantheon of different gods yet, in the city, the main deities are the Silent Watchers—twin deities: Aeluna (goddess of growth, ) and Vorlag (god of decay). Peasants leave turnips and frayed ribbons at their altars; nobles offer gem-studded daggers. The high ritual? The Harvest Veil, held when autumn moons align. A chosen peasant is draped in wheat-crowns and mushroom-cap robes. They dance blindfolded between bonfires while priestesses chant:
"Roots to sky, ash to ember— Lend thy strength, lest we surrender." Afterwards, dancers vanish into the Grove’s inner sanctum. They return always changed: fur turned silver-tinged, maybe eyes vacant, some with even magic abilities. Some whisper they become vessels for the gods’ will. Those who resist? You don ́t wanna know.
The Peasants: Furrowed Backs and Broken Hope
In the Moonshadow Slums, life is a grindstone. farmers haul radish-carts through streets choked in sewage-river sludge. children pick pockets near the*Gutter Market, where butchers sell gristle-pies and fermented milk. At dawn, laborers march to the Stone-song Quarries, hewing rock for citadel expansions until their claws crack. Their only respite: Swill Ale, a bitter brew sipped in taverns like the Rusted Claw, where brawlers bleed for copper coins and the drinks taste like a soft rest. The lowest? The Chaff-Scourged : barren beast shunned even here. They clean plague-hovels or duel in the Pit of the Dawned, a blood-soaked arena where winners earn a day’s bread and losers become training dummies for royal guards. When the Citadel’s bells toll, all peasants kneel—foreheads pressed to cobblestones—as paladins ride past on armored stags. To meet their gaze is to invite the lash.
Guilds and The Academy
Verdantia Academy: The Whispering Athenaeum
Perched atop Moonlace Hill, the Academy’s towers pierce Aurelia’s skyline—a fusion of petrified wood and living crystal. Ivy smothers limestone walls, pulsing faintly with trapped starlight. The air thrums with the scent of ozone and decaying parchment, while fractured rainbows dance across courtyards from prism-windows. Here, magic isn’t wielded; it’s cultivated—a slow, precise art where a misplaced syllable can unravel a soul. This sanctuary is where Scholars shape knowledge into tangible magic.
-
The Canopy Libraries: Shelves spiral like ancient oaks, holding grimoires bound in bark. Pages flutter like leaves if secrets are spoken too loudly.
-
The Root Chambers: Underground labs where alchemists stir cauldrons of liquid moonlight, coaxing minor sorceries: tea that sharpens memory, ink that shifts color with lies, seeds that bloom into temporary maps.
-
Marrow Trials:Students duel with whispered hexes in silent courtyards.
"Magic is a root, not a thunderclap," warns the Headmaster. "Dig deep or wither."
Thief Guild: The Shadow Weavers
Beneath Moonshadow Slums, in a sewer-turned-lair dripping with glowing lichen, the Weavers operate. Entrance requires a blood oath at the Ratap Tavern’s false cellar—or knowing which mossy brick disables poison-dart traps. They congregate in shifting safehouses—today a perfumer’s attic reeking of jasmine and treason, tomorrow a fishmonger’s cellar vibrating with coded knocks. Entrances marked by a knot of frayed burgundy thread tossed in gutters.
Guild Law
- Mark of the Web: A scarred paw-print behind the ear (magically hidden).
- The Unspoken Code:
"Never steal from another Weaver." "Blind the righteous; deafen the law." "Lady Venom’s word is final—her fangs are quicker."
Lady Venom’s Domain
A serpent matriarch draped in stolen moon-pelts, she lurks behind a curtain of living shadows. Her throne is carved from a petrified thief, eternally screaming. Contracts seal with venom-kisses. Disappointment and failure is unacceptable, unless you want everyone forgetting that you even exist in the first place.
"Bring me the Crown Prince’s dream journal... or become another statue supporting my tail."
The Adventurers Guild: Steel and Swagger
Headquarters: The Gilded Hydra Tavern
A converted brewery in the slums, reeking of stale ale and griffin dung. Guildmaster Borin Ironmane—a scarred boar missing one tusk—presides over a chaos of bloodstained maps and monster skulls. Warbands of wolves, bears, and battle-scarred hares guzzle Swill Ale while comparing wounds and laughing outloud. The walls display "trophies": a manticore stinger, a ghost-wolf’s frozen howl in a jar, a Cyclops eye...
Guildmaster Borin Ironmane assigns ranks via trials.
Copper Claws newcomers, usually doing hard work and errands. Silver Manes usually take care of hunting missions or trouble makers. Gold Fangs the elite, taking care of the high rank missions that are a danger to the kingdom.
Payment? Half upfront, half in survival. Betray the guild? Your likeness appears on the "Wall of Broken Wings"—a mosaic of shattered guild badges from the exiled adventurers.
"See that hare weeping in the corner? Her party dueled a cave-troll yesterday. She’s the only one who returned—and brought her brother’s paw as proof of death."
The Frostmantle Tribes: Ice against the crown
Where Breath Freezes and Blood is the Only Warmth
Land of Shattered Silence: The Icetusk Expanse
Beyond Verdantia's mountains, the world cracks open into a merciless void of ice and iron wind. Jagged glaciers claw at a sky bruised purple and green by the Shiverghost's Veil—an aurora that whispers prophecies to those with affinity to magic and mad enough to listen. The tundra is a mosaic of frozen plains, forests encased in glassy ice (the Frostwoods), and geothermal vents where tribes thaw their souls. Blizzards scream like scorned gods, sculpting dunes of snow that bury the unwary in minutes. Life here isn’t nurtured—it’s wrestled from the frost’s teeth.
Tribal Structure
The Frostmantle tribes roam atop Ice-Hoof Caravans: shaggy, horned beasts whose breath melts paths through glaciers. Each clan is defined by the mammoth-tusk totem lashed to their sleds:
Snow-Song: Shamans & Spirit-Walkers, Wear Glowing frost tattoos on his fur and skin. Stone-Tusk: Hunters & Warriors ,Wear Necklaces of frost-worm fangs. Deep-Root: Gatherers & Crafters ,Wear Braided hair threaded with frozen-pine needles.
Law of the Expanse: "The weak feed the strong. The strong feed the clan."
The Hierarchy
Storm-Speakers (Snow-Song):
- Read the Shiverghost’s Veil. Brew vein-tea (hallucinogenic ice-moss stew) to commune with She Who Sings the Blizzard.
Ice-Renders (Stone-Tusk):
- Hunt frost-wyrms (Giant Ice Worms) using spears tipped with Heat Stones.
Marrow-Grinders (Deep-Root):
- Grind glacier-ore into tools. Cook with volcanic heartstones in icy pits.
Against Verdantia:
-
Tactics: Snow-Song shamans shatter steel with his owon forbidden magic. Stone-Tusk warriors ride ice-striders (flightless raptors) to raid southern villages. Deep-Root distics treasure and valuables from scrap and trash on the loot.
-
Trophies: Frozen skulls of Verdantian nobles adorn clan sleds. Stolen jewels adorm the chief and priest boddies.
Mythology: The Glacier’s Lullaby
They worship She Who Sings the Blizzard, a goddess imprisoned in ice:
"We are Her Children" rasps a shaman, gripping a bore-worm as it dies. "When She escapes... we’ll melt like tears."
created by Atusito 2026© on janitorai.com
Aurelia´s Kingdom
14 entries · scan depth 1
Lorabook for the world of Aurelia´s Kingdom
Book settings
- #1
Keys: Aurelia´s Kingdom, aurelia, kingdom, verdantia, Aurelia
Enabled · Order 100
Entry settings
Verdantia’s capital, Aurelia, rises like a jagged jewel from a valley cradled by ancient, mist-wreathed mountains. Cobbled streets spiral around the Citadel of Dawn—a fortress of ivory spires and stained glass, where sunlight fractures into prismatic hymns across marble courtyards. The air is thick with clashing scents: rain-soaked moss, forge-smoke, and the sweetness of honey-wheat bread from bakeries wedged between armories and apothecaries. Below the citadel, the River Lumen carves the city in two: the affluent Sunward Plaza, draped in climbing roses and wisteria, and the soot-stained Moonshadow Slums, where alleyways coil like serpents beneath leaning tenements. Magic here is a breath, not a blaze, a baker’s dough rising impossibly fast, a weaver’s thread mending torn cloaks with a whisper, a midwife’s touch easing birth-pains. Only the revered Oracles and the studious members of The Academy wield deeper power, but their visions fade like fog, unreliable and rare.
- #2
Keys: Royalty, Sunstriders, citadel of dawn, Bloodmoon Concord, Guardian Spirits, royal knight, city guard, guard
Enabled · Order 200
Entry settings
The Sunstriders, blooded monarchs, rule from the Citadel of Dawn. Their lineage is carved into living gold, manes and fur braided with rubies, claws sheathed in platinum, robes spun from moonlight-silk. Their authority hinges on the Bloodmoon Concord, a pact signed centuries ago with the Guardian Spirits (ethereal spirits who materialize as mist in the royal gardens). Each winter solstice, the youngest prince or princess is anointed in sacred dew—a ritual to bind spirit and soil, ensuring Verdantia’s prosperity. Defiance? Unthinkable. To challenge the Pride is to invite the ruin and anger the old gods. traitors are stripped of fur, their bare skin branded with thorns before exile into the Whisperwood’s cursed embrace.
- #3
Keys: The Bourgeois, bourges, grand plaza, Coin-Clawed Guild, Sunward Plaza, merchants
Enabled · Order 300
Entry settings
On the Sunward Plaza, the Coin-Clawed Guilds thrive in timbered mansions draped in ivy. Here, merchants trade star-iron ingots and dragon-silk, their tails coiled as they broker deals over spiced wine. scholars hawk "enchanted" relics—a compass pointing toward true love (it vibrates faintly), a quill that writes smoother lies—though true sorcery eludes them. Among them, trading lords dominate industry: Ironpaw Forges glow day and night, where smiths hammer swords that "sing" when swung, while engineers carve sewage tunnels beneath the city like labyrinthine arteries. Their power flows from the Grand Bazaar, a teeming plaza where:
- A perfumer sells vials of "memory mist" (lavender and roosemary).
- A boar chef roasts thunderboar ribs glazed in fire-berry syrup.
- A serpent jeweler trades pearls for secrets. Yet wealth demands tribute: guildmasters sacrifice gold to the Citadel weekly to keep the balance steady and the sunward plaza as the jewel of the kingdom.
- #4
Keys: Religion, Grove of whispers, Stone Grove, Aeluna, deity, deities, god, gods, Vorlag
Enabled · Order 400
Entry settings
In Aurelia’s shadowed heart lies the Stone Grove, a cathedral carved from petrified oaks, where priests tend eternal flame-basins. They worship a whole Pantheon of different gods yet, in the city, the main deities are the Silent Watchers—twin deities: Aeluna (goddess of growth, ) and Vorlag (god of decay). Peasants leave turnips and frayed ribbons at their altars; nobles offer gem-studded daggers. The high ritual? The Harvest Veil, held when autumn moons align. A chosen peasant is draped in wheat-crowns and mushroom-cap robes. They dance blindfolded between bonfires while priestesses chant:
"Roots to sky, ash to ember— Lend thy strength, lest we surrender." Afterwards, dancers vanish into the Grove’s inner sanctum. They return always changed: fur turned silver-tinged, maybe eyes vacant, some with even magic abilities. Some whisper they become vessels for the gods’ will. Those who resist? You don´t wanna know.
- #5
Keys: Slums, Moonshadow, farmers, peasants, gutter market, pit, laborers, guarries, tavern, Rusted claw, dawned
Enabled · Order 500
Entry settings
In the Moonshadow Slums, life is a grindstone. farmers haul radish-carts through streets choked in sewage-river sludge. children pick pockets near the*Gutter Market, where butchers sell gristle-pies and fermented milk. At dawn, laborers march to the Stone-song Quarries, hewing rock for citadel expansions until their claws crack. Their only respite: Swill Ale, a bitter brew sipped in taverns like the Rusted Claw, where brawlers bleed for copper coins and the drinks taste like a soft rest. The lowest? The Chaff-Scourged : barren beast shunned even here. They clean plague-hovels or duel in the Pit of the Dawned, a blood-soaked arena where winners earn a day’s bread and losers become training dummies for royal guards. When the Citadel’s bells toll, all peasants kneel—foreheads pressed to cobblestones—as paladins ride past on armored stags. To meet their gaze is to invite the lash.
- #6
Keys: Verdantia Academy, magic, magic school, academy, college
Enabled · Order 600
Entry settings
Perched atop Moonlace Hill, the Academy’s towers pierce Aurelia’s skyline—a fusion of petrified wood and living crystal. Ivy smothers limestone walls, pulsing faintly with trapped starlight. The air thrums with the scent of ozone and decaying parchment, while fractured rainbows dance across courtyards from prism-windows. Here, magic isn’t wielded; it’s cultivated—a slow, precise art where a misplaced syllable can unravel a soul. This sanctuary is where Scholars shape knowledge into tangible magic.
-
The Canopy Libraries: Shelves spiral like ancient oaks, holding grimoires bound in bark. Pages flutter like leaves if secrets are spoken too loudly.
-
The Root Chambers: Underground labs where alchemists stir cauldrons of liquid moonlight, coaxing minor sorceries: tea that sharpens memory, ink that shifts color with lies, seeds that bloom into temporary maps.
-
Marrow Trials:Students duel with whispered hexes in silent courtyards.
"Magic is a root, not a thunderclap," warns the Headmaster. "Dig deep or wither."
-
- #7
Keys: Thief guild, thief, criminal, rogue, weavers, weaver, Ratap Tavern, Lady Venom
Enabled · Order 700
Entry settings
Beneath Moonshadow Slums, in a sewer-turned-lair dripping with glowing lichen, the Weavers operate. Entrance requires a blood oath at the Ratap Tavern’s false cellar—or knowing which mossy brick disables poison-dart traps. They congregate in shifting safehouses—today a perfumer’s attic reeking of jasmine and treason, tomorrow a fishmonger’s cellar vibrating with coded knocks. Entrances marked by a knot of frayed burgundy thread tossed in gutters.
Guild Law
- Mark of the Web: A scarred paw-print behind the ear (magically hidden).
- The Unspoken Code:
"Never steal from another Weaver." "Blind the righteous; deafen the law." "Lady Venom’s word is final—her fangs are quicker."
Lady Venom’s Domain
A serpent matriarch draped in stolen moon-pelts, she lurks behind a curtain of living shadows. Her throne is carved from a petrified thief, eternally screaming. Contracts seal with venom-kisses. Disappointment and failure is unacceptable, unless you want everyone forgetting that you even exist in the first place.
"Bring me the Crown Prince’s dream journal… or become another statue supporting my tail."
- #8
Keys: Adventurer, adventure guild, brewery, Copper Claws, Silver Manes, Gold Fangs, Gilded Hydra, Gilded Hydra tavern
Enabled · Order 800
Entry settings
Headquarters: The Gilded Hydra Tavern
A converted brewery in the slums, reeking of stale ale and griffin dung. Guildmaster Borin Ironmane—a scarred boar missing one tusk—presides over a chaos of bloodstained maps and monster skulls. Warbands of wolves, bears, and battle-scarred hares guzzle Swill Ale while comparing wounds and laughing outloud. The walls display "trophies": a manticore stinger, a ghost-wolf’s frozen howl in a jar, a Cyclops eye...
Guildmaster Borin Ironmane assigns ranks via trials.
Copper Claws newcomers, usually doing hard work and errands. Silver Manes usually take care of hunting missions or trouble makers. Gold Fangs the elite, taking care of the high rank missions that are a danger to the kingdom.
Payment? Half upfront, half in survival. Betray the guild? Your likeness appears on the "Wall of Broken Wings"—a mosaic of shattered guild badges from the exiled adventurers.
"See that hare weeping in the corner? Her party dueled a cave-troll yesterday. She’s the only one who returned—and brought her brother’s paw as proof of death."
- #9
Keys: The Icetusk Expanse, Shattered Silence, Tribes, Shiverghost's Veil, Frostmantle Tribes
Enabled · Order 900
Entry settings
The Frostmantle Tribes: Ice against the crown
Where Breath Freezes and Blood is the Only Warmth
Land of Shattered Silence: The Icetusk Expanse
Beyond Verdantia's mountains, the world cracks open into a merciless void of ice and iron wind. Jagged glaciers claw at a sky bruised purple and green by the Shiverghost's Veil—an aurora that whispers prophecies to those with affinity to magic and mad enough to listen. The tundra is a mosaic of frozen plains, forests encased in glassy ice (the Frostwoods), and geothermal vents where tribes thaw their souls. Blizzards scream like scorned gods, sculpting dunes of snow that bury the unwary in minutes. Life here isn’t nurtured—it’s wrestled from the frost’s teeth.
- #10
Keys: Tribe, tribe structure, Deep-Root, Stone-Tusk, Snow-Song, tribe shaman, tribe hunter, tribe warrior, tribe gatherer
Enabled · Order 1000
Entry settings
The Frostmantle tribes roam atop Ice-Hoof Caravans: shaggy, horned beasts whose breath melts paths through glaciers. Each clan is defined by the mammoth-tusk totem lashed to their sleds:
Snow-Song: Shamans & Spirit-Walkers, Wear Glowing frost tattoos on his fur and skin. Stone-Tusk: Hunters & Warriors ,Wear Necklaces of frost-worm fangs. Deep-Root: Gatherers & Crafters ,Wear Braided hair threaded with frozen-pine needles.
Law of the Expanse: "The weak feed the strong. The strong feed the clan."
The Hierarchy
Storm-Speakers (Snow-Song):
- Read the Shiverghost’s Veil. Brew vein-tea (hallucinogenic ice-moss stew) to commune with She Who Sings the Blizzard.
Against Verdantia:
-
Tactics: Snow-Song shamans shatter steel with his owon forbidden magic. Stone-Tusk warriors ride ice-striders (flightless raptors) to raid southern villages. Deep-Root distics treasure and valuables from scrap and trash on the loot.
-
Trophies: Frozen skulls of Verdantian nobles adorn clan sleds. Stolen jewels adorm the chief and priest boddies.
Ice-Renders (Stone-Tusk):
- Hunt frost-wyrms (Giant Ice Worms) using spears tipped with Heat Stones.
Marrow-Grinders (Deep-Root):
- Grind glacier-ore into tools. Cook with volcanic heartstones in icy pits.
- #11
Keys: The Glacier’s Lullaby, She Who Sings the Blizzard, icetusk goddess
Enabled · Order 1100
Entry settings
Mythology: The Glacier’s Lullaby
They worship She Who Sings the Blizzard, a goddess with the form of a white artic wolf imprisoned in ice:
"We are Her Children" rasps a shaman, gripping a bore-worm as it dies. "When She escapes... we’ll melt like tears."
- #12The Blackiron Keep
Keys: The Blackiron Keep, Venecia
Enabled · After character · Order 1200
Entry settings
The Blackiron Keep rises from the marsh-veined lowlands of Venecia like a clenched fist of stone and smoke. The upper tiers house magistrates, merchant-princes, and foreign envoys behind narrow lancet windows and iron-latticed balconies. Oil lamps burn low and steady there, light measured and deliberate. Below, however, the city deepens. Streets slope downward into vaulted underways and stone-cut corridors where sound carries strangely—bootsteps echo too long, whispers seem to follow.
- #13
Keys: The Enchanted Glades, Verdantia’s mountains, Forest
Enabled · After character · Order 1300
Entry settings
The Enchanted Glades.The forest is ancient beyond record, older than Verdantia’s mountains, older perhaps than memory itself. The air is heavy with green life—wet earth, crushed fern, nectar-thick blossoms that open only at twilight. Pools lie mirror-still between the trees, reflecting not the canopy above but constellations no scholar has charted. Mushrooms glow in soft clusters along fallen logs, and fireflies drift in patterns that resemble script to those patient enough to study them.
- #14
Keys: The War-Torn Vale, Vale, Valley, field, fields
Enabled · After character · Order 1400
Entry settings
The War-Torn Vale was not always broken. Once, it was a fertile basin cradled between three mountain chains, its soil black and generous, its rivers slow and silver. Now it is a scar carved into the land—a vast, wind-scoured expanse where banners rot faster than bones and peace is treated as a rumor. The mountains that ring the Vale stand like silent witnesses, their peaks jagged as shattered spears. Below them stretch trampled fields that never fully recover.
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