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Fantasy World Lorebook

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Suggested Model: Fimbulvetr 10.7B
16 Prompt Tokens
Not intended to be used as a character: Lorebook Template!
This was a Lorebook Template card I created to be used for a series of characters that I have lost motivation to finish working on due to other priorities. However, a lot of work went into making this 102 item Lorebook, so I wanted to provide it to the community. It is based on a world that I have been playing in/with for over 20 years. World Map is provided in Discord Character Share page, as well, for usage. If you use this Lorebook, all I ask is that you credit @vantaloomin for it and let me know! Would love to see it.
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Fantasy World Lorebook
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Fantasy World Lorebook
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If you are reading this, you have tried to chat with a Lorebook Template. Please only use this as a resource for creating different characters, scenarios, and cards! -- Thanks, Vanta.
Lorebook (102 items)

Vallarith, World

A grimdark fantasy world with magic that comes from an invisible physical representation called the 'Ley Line.' The world is brutal, often engaged in one of many skirmishes or wars. The Old Gods are missing, the New Gods are in their infancy, the Eternal Dragons can't re-produce, and survival comes at a cost of morality.

Badlands

An arid expanse teeming with monstrous tribes, lie strained against human city Cyrel. Orc, Gnolls, and Goblins, from Unguruk, Dramogon, and Kadragar tribes, inhabit these harsh lands, protecting their territories fiercely. Borders etch a battleground between humans, equipped with Bastion, haunted by the devoured outpost Adlmyr, and the monstrous tribes - Survival, the only victor in this endless conflict.

Ikto

Ikto Isle, a secluded island jewel amidst the Sea of Kujuur and Mi Cho Rapids, hosts the magnificent Benzaiten Monastery. Cut from mainland's frenzy, it nurtures disciplined, monastic solitude, shaping minds in peaceful conviction. Its isolation births divine charm, noticed by seekers fostering transcendental quests. Here, worldly surrender shapes profound meaning under the guise of isolated dedication.

Endless Maze

Baphomet’s domain, the 600th layer, is a vast labyrinth that stretches into infinity. The Endless Maze challenges all sense of direction and sanity, populated by monstrous beings and traps. It’s a perfect hunting ground for Baphomet, symbolizing his essence of savagery and the hunt.

Infinite Layers

A term for the entire Abyss itself, highlighting its chaotic and endless nature. Yeenoghu roams these layers, spreading destruction and mayhem. His dominion is marked by barren wastelands, battlefields, and ruins, embodying the constant state of flux and conflict inherent to the Abyss.

Sa'ja'een

Sa'ja'een Bay, a bioluminescent jewel in the southeast, gracefully abuts and forms the Byrnwyr Peninsula. Celebrated for water teeming with vibrant life and phosphorescent coral towers, it's host to the enigmatic Bashrat Island, whose unique inhabitants sing praises to nature under their often mist-laden home. Every twilight, the silver mist, the moon's glance, and the sonorous symphony of fauna lull the bay into breathtaking calm.

Kujuur

The Sea of Kujuur engulfs the southern continent, hiding within it imposing islands like Bashrat and Ikto and tales of sunken wealth. The formidable waters shore the territories of the fierce Goblinoid Tribe, rendering the entire landscape a wild, untamed domain reeking of adventure. This marine expanse marries natural beauty and elements raw with danger, encapsulating an ever-lasting struggle between man and nature.

Fjallagracht

Fjallagracht Lands, an isolated, Norse-inspired, perpetually snowy realm off the Continent's northeast coast radiates fierce, unwavering survival against brutal Arctic elements. Housing the ancient, potent Gurdalur Stones - enshrined beacons marred by eons of relentless frost, but eternally resonating with the Ley, painting untamed tales of existence and endurance. Amid swirling blizzards, whispers float echoing in this inhospitable island of living legacy.

Asania

Dominating the edge of the volatile Asanian Straight, Asania stands as the effervescent capital of its namesake kingdom. Utterly vibrant and high fantasy in essence, the city is a spectacle with marble towers gleaming skywards, arcane marvels practiced on every corner, and the continuous echo of war against their historical opponent, Cyrel. With Trein's resident sorcerers as allies and a careful ambivalence towards enigmatic Wrenspire, Asania remains a captivating city—magnificent, alluring, and perpetually ready for battle—epitomizing a fearsome and kaleidoscopic world of high fantasy.

Cyrel

Cyrel, a mighty bastion amidst seething chaos, reigns atop a kingdom of three sister cities (Kingswood, Eriane, and Convila), each boasting distinct charms. Embroiled in persistent wars, a clash with land-greedy Asania and defense against rampant Badlands tribes, Cyrel remains steadfast. Marely stalemates marking the battlegrounds, Bastion reinforces its eastward face against Badland encroachments. The principal city stands indomitable, echoing the strength of its custodians whose unwavering rule abides through tempestuous times.

Adlmyr

Once a symbol of Cyrel's might, Adlmyr stood tall on The Badlands' border, ensuring the indifferent tribes' intrusion stayed at bay. Years ago, it tragically fell to these very tribes from the Badlands, its walls hammered, its confidence crumbled. The Unguruk Tribe now occupies the skeletal fortress, a ruinous outpost piercing the edge of the human kingdom of Cyrel, reflecting their defiant reversal of the power dynamic.

Bastion

Bastion, a formidable fortress, marks the final major barricade against the baleful forces of The Badlands. Its scarred walls scream resilience, standing as an emblem of human vitality. Ornate engravings of past heroes adorn its fortress, soul-charged motifs capturing the spirit of resistance. Within, soldiers tenaciously conduct drills, a perpetual human stronghold guarding Cyrel's border against The Badlands' recurrent threats.

Eriane

Lush and captivating, Eraine is Cyrellian's food capital. Snuggled by a serene lake, its sprawl of vivid farms feed the kingdom and tickle the palate with an array of gastronomy. Humans and halflings cohabit boisterously beneath bowers laden with hale crops, within sound of gushing breweries and sun-dappled vineyards that brand Eraine indelibly onto Cyrellians' gastronomy map. The bounty spills into bustling local markets, promising tantalizing food experiences unfurling blueprint of vibrant community life amid fertile acres.

Dun Aldun

The Dwarven Empire's masterpiece, resides chillingly at the continent's north. Its blacksmiths infuse magic into unparalleled armors and weapons, tapping into the otherwise elusive ley lines. Accessible through Mordun, the hybrid city by the Gulf of Aldir, Dun Aldun's true grandeur remains a privilege for select non-dwarves to enjoy. Meticulously etched into the mountains, its secrets are deeply ingrained, offering an enchanted mystery for the uninitiated.

Dramogon

Badlands' northern territory belongs to the gnoll-majority Dramogon Tribe, following a nomadic lifestyle under Yeenoghu's menacing shadow. Battle-hardened and adaptable, the tribe's survivalist culture means war, hunt, and conflicts lie frequent on their arduous journey. While seclusion is valued, territorial disputes with resident tribes occur - and skirmishes with neighboring human city Cyrel remains occasionally inevitable. They are stoic yet relentless, silent yet omnipresent.

Kingswood

A seemingly innocuous logger settlement, skirts the Brynwyr forest, a gateway to the High Elven kingdom. Small conflicts between human inhabitants and elves protectors flare amidst thicker tales of dramatic last stands like courageous Cyrel versus the relentless Badlands. This constant tempest teams from rumored Ley-line convergence beneath the village, making this dimensional hotspot a constant narrative contributor despite its humble façade.

Convila

Situated between Kingswood's lumber activity and the Elven realm of Brynwyr, the thriving town of Convila layers on the remains of a larger precursor society. Previously cloaking a crystalline fountain of Ley Magic through the historic "Convila Pact", the town teems with bustling life amidst the expended power stored beneath, a sleeping dragon of mystery hidden under ordinary days. Despite remnants and tales of its enigmatic past, life thrives in Convila, a testament to survival and adaptation.

Loch Torogh

Overlooking the land of man, Loch Torogh thrives as a Dwarven hub renowned for its bountiful lake, ringing with ballots of fishermen and monumental merchant tales. Its surrounding mountains guard a profound secret, the birthplace of all magic, the Ley Font. An unassuming junction, Loch Torogh, is where ordinary beings unearthed the Font, evolving into the New Gods, marking an epoch of divinity and power.

Mordun

The city Mordun, magnificently built by stout dwarves, curiously inhabited by humans, thrives on trade between the two races, guided via Trein or Asania. The distinctive architecture, a blend of dwarven bedrock mastery and refined human elegance, crowns it a shining beacon on coexistence. Yet, its vitality is constantly threatened by pirates lurking on the scullcrossed Islands, casting a foreboding shadow on the city's vibrant existence.

Rulan Gaan

Rulan Gaan, a swamp city distinctively placed in the frosty North, is a testament to its founder, the Eternal black dragon Vymnommyth. An enigmatic lure drew dwarves to worship him as a deity, illuminating a devout cult coagulated in his reverence. This city is an amalgam of dwarven might and Vymnommyth's mystique, marked with an aura of exclusivity and sanctity. Rulan Gaan hums in the heart of devotion, fiercely barring non-cult dwellers to ensure the sanctity of their Dragon-God.

Trien

Trein, the hub where mortal innovation marries divine essence, houses the Brotherhood of Man, a group fanatically dispersing magic from divine hands into mortals'. As a strategical trading nexus with Mordun, Trein paves the way for trade across Gulf of Aldir. With its monumental abidance to magic, shedding ethereal luminescence on cobblestone streets, it embraces magic to a complete degree. It maintains amiable connection with Asania, consciously sidestepping the dance of war with Cyrel.

Wrenspire

Sequestered between sea cliffs and the ocean, Wrenspire thrives as a steampunk city-state. Led by a highbrow council, their sights set on tech innovation without astral aid or sail-and-blimp flight. Its pulsing ingenuity marries Gnome and Halfling crafters, but embraces all curious tinkerers in its gear-laden heart. Thus, flanked by nature's defenses, Wrenspire pursues a lone path of progress in the united realm.

Benzaiten, Monastery

On Ikto Isle, amid the tumultuous Sea of Kujuur, stands the Benzaiten Monastery—a serene wilderness retreat, uniting various races under the pursuit of enlightenment. Its stern stone edifice belies an inner peace, balance achieved through meditative introspection, and martial skill. Soothing battles are waged internally while external conflicts are resolved subtly not with savagery. Astonishingly, they are able to commune with the secretive Wood Elvern kingdom, Petrakyra, an alliance rooted in their unique phenomena of peaceful co-existence, continuously nurturing their spiritual ardor.

Brynwyr

Brynwyr, the high elven stronghold on the southeast peninsula, zealously battles for land against the human kingdom of Cyrel and the Kingswood loggers. Its sprawling, sylvan splendor houses ethereal cities and warfaring sea-elves guarding the horizon. Although Brynwyr elves tend towards enclosed tranquility, a segment erupts, young and inquisitive, wandering into human territories, seeding the world with elven tales.

Mendle

Nestled between man's and dwarf's territory, Mendle has grown from an outpost to a vital diplomatic hub, with emissaries from as far as Asania cutting deals in its grand halls. A serene town among rugged landscapes, its influence far exceeds its size, bearing witness to numerous historical negotiations. Beneath its vibrant square's banners, Mendle symbolizes progressive dialogue, key agreements, and the ever-evolving alliance between two races.

Kadragar

The Goblin-dominated Tribe occupies the Badlands's southern fringes near the Sea of Kujuur. Skilled seafarers, they command trade routes across sea to Ota'at, Bashrat Island's monstrous humanoid village. Doubling as merchants and warriors, their lives are tales of survival, commerce, negotiation - a delicate weave of beach sand and seafarer stories, anchoring to the earliest days of their ancestors.

Obirykan

Isolated on the island of Etryona, the Obirykan City States denote stratified power with crystals of Ley. Here, wealth comes not from silver or gold but from these radiant magic conduits, dictating the dance of life and power. Distant Petrakyra being their closest neighbor, the city states flourish in solitude, using ley-lines for peace, crystals symbolizing status, in a society addicted to owning this precious resource. Each state thrives on controlling the wealth and distribution of Ley, seeking dominion over its mystic energy.

Otaat

Nestled within the mist-veiled, swamp-infested island of Bashrat in the bleak Sea of Kujuur, the village Ota'at teems with monstrous races. Populated by menacing Slaad, resilient Lizardfolk, and agile Grung this unassuming settlement fosters an earthy, primal culture built on strength and challenge. Its inhabitants engage in tenuous trade with the goblins of Kadragar ensconced in the inhospitable southern Badlands — their bond, not forged in friendship, but in the shared principle of relentless survival. Ota'at isn't evil, but you’d need a stout heart to call it home.

Petrakya

Hidden between the sea, forest, and mountains lies Petrakyra, the Wood Elves' home. This reclusive race trades sparingly with the Obirykan City States across the hostile Kyrana Channel. Information about their culture slips through fingers like sand but a steady rumor stokes the intrigue - an Eternal Dragon, an embodiment of massive power and age-old wisdom, reportedly lives among them.

scullcrossed, Pirate, dreadfall

In the heart of the Gulf of Aldir sit the Scullcrossed Islands, a notorious thieves' haven. Hidden within rugged landscape lives the fearsome Dreadfall Corsairs. Their cruel reputation, rare survivors, and ever-present threat casts a sinister shadow over the Gulf. This lawless place fuels an ongoing, deadly arms race among daring traders and the Corsairs themselves. While mystery and terror grip those who traverse these waters, these islands remain the dreadnought of the pirates, their unconquerable fortress.

Fey, Fae, Faerie, Fairy

The Feywild is an enchanted reflection of reality, steeped in magic. It thrums with vibrant life, its shimmering forests and mountains home to a host of fantastic beings, held together by paradoxical laws, timeless, and poised on the precipice between dream and nightmare. In the Feywild, beauty is entangled with danger, and every chuckle hides a potential snare. It is ruled by: Titania - Seelie Queen Mab - Unseelie Queen Leanansidhe Erlking - Wild Hunt

Titania, Seelie

Titania, the Seelie Queen, embodies the warmth, growth, and nurturing aspects of nature. Her court is a dazzling array of colors and lights, filled with fey creatures that epitomize beauty, art, and the wild, unfettered growth of life. Titania's power is the embodiment of summer's zenith, where her benevolence can foster life or, when scorned, unleash the fury of nature's wrath.

Mab, Unseelie

Mab, the Unseelie Queen, represents the harsher realities of nature: the cold, the dark, and the necessary decay that leads to rebirth. Her court is a stark landscape of ice and shadow, home to creatures that embody the fear and respect owed to the winter. Mab's power is immense, wielding the chill that preserves and the merciless nature of survival in the harshest conditions. Her influence extends into the mortal realm, manipulating events and people to her inscrutable ends.

Leanansidhe

Leanansidhe, as a figure of power, acts as a bridge between the two queens, embodying aspects of both creativity and destruction. A patron of artists and dreamers, she grants inspiration at a steep price, often leading to madness or an untimely demise for those who cannot withstand the intensity of her gifts. Her loyalties are fluid, and her motivations enigmatic, making her a wildcard in the fey courts' eternal chess game.

Erlking, Wild Hunt

The Erlking, lord of the Wild Hunt, commands a force outside the traditional boundaries of the Seelie and Unseelie courts. Representing the primal, untamed aspects of nature and the thrill of the hunt, the Erlking can be ally or adversary to any who draw his attention. His power resonates with the wildness in all beings, calling to the base instincts and the joy of the chase. The Wild Hunt is a force of nature itself, relentless and awe-inspiring, capable of sweeping friend and foe alike in its fervor.

New God, Baby God

The retreat of the Old Gods left the Material Plane exposed. To guard the realms from the chaotic onslaught of the Blood War, a brave group of disparate adventurers drew upon the pulsing power of the Ley Font, undergoing a divine transformation. Not content with lofty isolation, these New Gods engaged actively with their rapidly evolving environment. Their goal, forged amid grave danger and profound loss, was modest yet challenging: restore balance and protect vulnerable existence from the shadows of the turbulent Blood War. The pantheon: Nicana, Goddess of Light Aveus, God of Darkness The Arbiter Cybelia, Goddess of Ley/Magic Tidum, God of the Wild Witarr, God of the Afterlife Girione, God of Mortals

Unguruk

The Unguruk tribe-hosting Orcs, Half-Orcs, and Human exiles – stands intimidatingly, in conflict with neighboring Cyrel. This thriving, walled community, fused from human refinement and orcish strength, claims Badlands and the derelict Adlmyr outpost as its power-packed proof. Resilience resounds from its hard-baked skin to the dusty laughter, warped by lingering grudge against Cyrel, tilting the scales of these challenging confrontations.

Nicana

Originally a monk, Nicana, a beautiful entity with tan skin and sun-kissed amber hair - commanding and coveted - chose adventuring over monastic contemplation. The clear and profound intelligence mirrored in her serene aquamarine eyes is her hallmark. Following a transformation sparked by the Ley Font, she often appears swathed in ever-changing universal fibers that accentuate her form. As a god, Nicana blends elemental austerity with celestial allure, presenting a unified portrait of rooted grandeur.

Aveus

Aveus—broad of chest with night-black hair and matching eyes—wields an unparalleled strength but is transformed by constant rage. Disdainful of those he perceived as lesser, he supposes survival rests on power and strength alone. Despite internal fury and external harshness, Aveus carries a kernel of softness—a fierce, unwavering loyalty to his party, particularly Nicana. He nurtured a profound love for her from their first encounter, a fondness that bloomed even as it took Nicana years to reciprocate.

Arbiter

Arbiter, the enigma of the New Gods, holds neither male nor female identity. They wear a skin of incomparable bronzed hue, and with their bald head, stand distinct amid the pantheon. Their unexpected appearance during a decisive moment sparked suspicions of concealment and alien ambitions, but such portents never bore fruit. Arbiter's presence remains unflamboyant amongst the other gods and absolutely unknown to mortals - an arrangement everyone seems content to maintain.

Cybelia

Cybelia, motherless, but granted enormous powers from birth by her wizard mother, grew up in an orphanage, her coming of age marked by her eyes morphing into a striking shade of slate. Constantly contrasted with Nicana, she nurtured fond affection for her on-the-field sister. Her intense crimson red hair and alabaster skin echoed the duality of her life: stark, captivating, and uniquely unforgettable. Cybelia's keen intellect deciphered how to harness the Ley Font's raw force, triggering not just her own, but her entire party's divine ascension.

Tidum

Tidum, the archetype Archdruid of the Material Plane, was as much a part of the land as the land was of him. Gifted with immortality by the earth for his guardianship and communication with elementals, he'd seen countless eras come to pass. When the devils first infiltrated his world, he met Nicana's party and forged a permanent alliance involving the Ley. He tragically passed on his immortality to his apprentice, who fell to the devil hordes. Following his ascension, Tidum's body further melded with nature, becoming treant-like, marked by barky skin, verdant hair, and dazzling green eyes lending him an ethereal forest charm.

Witarr

Witarr the tiefling lived under a demonic legacy but spurned the notion that bloodline was destiny. When Nicana sought a final team member, he seized the chance to eliminate his unholy kin. Initially the Ley Font resisted him due to his demonic heritage; only after a taxing mental duel did it accept him into the sacrificial ascension. His body transformed, removing the demonic trace, leaving a pure human with sunlit-blonde hair, vivid blue eyes, and a symbol of the Abyss on his bicep - a permanent memento of his purification ordeal.

Girione

Halfing adventurer, Girione, found greatness in smallness. His hazel eyes twinkling, he prided generous heart over precious gold. With loyal comrades Nicana and Aveus, they spent their earnings on the aid of countless cities. Despite initial reluctance, the Ley Font's power enticed him. He'd realise its potential and use it, not for self-elevation, but to spread his protective shield further, sounding a hopeful anthem in the gravely symphony of the Blood War.

Old God, Missing God

Once ruling the material plane, the Old Gods ebbed away into self-fashioned realms as their powers dwindled. Gifted their strengths by the Eternal Solar and Lunar Dragons—universe architects now slumbering—they left behind stirrings of their divine presence. Echoed in druidic chants and decaying artifacts, reminders of their existence pervade the world, igniting questions of their true disappearance or possible future return. A vestige of eras past, they loom in the universe's shadowy corners. Pantheon: Gor'gel, God of War Morrigan, Goddess of Battle Hel, Goddess of the Underworld Oghma, God of Knowledge Skadi, God of Nature Hermod, God of Luck The Dagda, God of Magic Freya, Goddess of Life Odur, God of the Sun

Dragon, Eternal Dragon

Essential for the weave of creation, the Eternal Dragons, blessed by the primal Solar and Lunar ones, surpass even the mighty power of ordinary dragons. Subverting extinction, they ironically adorn mortal forms, experiencing life through mortal eyes—though there do exist those, preferring freedom and unbridled power. Despite this longevity, their dragon-line dwindles due to a foregone catastrophe that extinguished their procreation, adding a poignant punctuation to their eternal tale. Iseullaryax - Solar Dragon Tatsuyaraga - Lunar Dragon Ghondiir - God King of Dragons Zaraxas - Red Dragon Ilnezhara – Copper Dragon Icasaracht – White Dragon Forgrimmorithal – Green Dragon Saryndalaghlothtor – Crystal Dragon Vymnommyth - Black Dragon

Iseullaryax, Tatsuyaraga

Twinned cosmogonies, Iseullaryax and Tatsuyaraga ━ Solar Dragon and Lunar Dragon ━ epitomized creation's dawn and eventual dusk. After sculpting existence, they gifted their formidable power to their chosen, the Eternal Dragons, before descending into their perpetual slumber. Though veiled in oblivion, their plan echoes – to awaken at the end, reclaim their loaned force, and annihilate eternity itself. Their reality is doubted, but the power in the Eternals confirms the eternal hymn of their primordial presence and supremacy.

Bashrat

Set between Sa'ja'een Bay and the Sea of Kujuur, Bashrat Island is a muggy array of swamplands with singing critters and quite abnormal residents -- Grung, Slaads, Naga among others. Hardworn trade routes link the island to Kadragar's goblinoids and Brynwyr's Elves, each influencing the chorus within Bashrat's thriving marketplace. The alien beauty of Bashrat is unparalleled, always pulsating with unexpected melodies birthed by peculiar life forms and rustic market stalls.

Ghondiir

Ghondiir, lone fallen God King among Eternal Dragons, remains an enigma. Birth of human and orcish races is entwined with his divine essence, suggesting a confluence of life and death. His decay is said to have birthed The Badlands, as his potent life essence seeped into the world, reshaping it drastically. Some sacrifice, some desolation, Ghondiir's transience and seeming permanence significantly impacted our world's natural and anthropogenic aspects.

Zaraxas

Zaraxas, the crimson Eternal Dragon, lives among mortals as human, Melton Ilvar. His guise began within Mossrun Expedition, fabricating various merchant identities. Captivating mines triggered a grand tapestry of age-old riches, eclipsed by quieter tragedies - perpetually dying mothers and replaced patriarchs. As Zaraxas ensures his secret reign, a paramount illusion of generational curses unfold and distant offspring return only to witness dying fathers. Zaraxas creates and maintains an invisible dominion in tragically garbed human clothing, wielding both wealth and mighty dragon’s looming shadow.

Ilnezhara

Illeniana Zehara, "Lady Zee", a shape-shifted Copper Dragon who successfully runs an unusual artifact trove "A Pocketful of Zzz's" in Asania. Yearning for antiquities surviving "The Reforming", and especially those touched by the Small Gods, she explores the world for rare discoveries. When suspicious whispers about her seeming immortality reach a peak, she vanishes, resurfacing in a different city, ageless and ready to start anew.

Icasaracht

"Mistress Sara", the human facade of Powerful White Dragon Icasaracht, has founded the secret society, Brotherhood of Man within Trein's bustling life. Unsatisfied with the 'Small Gods' engulfing control over the magic pulse – the Ley, she navigates a rebellion. Her target? Unravel the secret ascension, regain her procreative faculties, and wrestle control over all magic - a resounding return to a god-like dominion. Her raging tempest births a mission emblazoned with reconciliation and power.

Forgrimmorithal

Master Grimm" or Forgrimmorithal, is an Eternal Dragon in dwarf’s guise. His green hair, emerald eyes, and ivy adorned clothing hint at his true nature. Finding home in Dun Aldun, he leads skilled smiths to produce renowned weapons and armor – with wizards on staff offering enchantments at a premium. This results in an arsenal of works known far and wide, establishing his workshop as the origin of most of the world's enchanted gear.

Saryndalaghlothtor

Saryndalaghlothtor, the Crystal Dragon or 'Lady Gemcloak, The Axemother' forms a pivotal tether to the life-giving Ley. Charming companion to humans and dwarves, she throws her vast might behind maintaining the Ley’s ‘worthiness’. Faithfully embodying true neutrality, Lady Gemcloak engages various species without bias. Fascinated by mortal companionship, she mirrors their lives, uniquely mesmerized by humanity’s poetic drama.

Vymnommyth

Vymnommyth, the Eternal Black Dragon, reigns over a self-made swamp and enclave within the Dwarven domain. His transformation sparked early animosity settled as a rebellious group of dwarves worshipped him, and his swamp ignited fanaticism within a distinctive and zealous sect in Rulan Gaan. His existence and the gradual dominance of his fanatical lapdogs rugs on the resilience principle of warriors, fabricating an internal struggle.

Devil

Devils are the embodiment of lawful evil, residing in the structured hierarchy of the Nine Hells. They are manipulative, cunning, and thrive on contracts and corruption, offering power in exchange for souls. Devils operate within a rigid command structure, each striving for promotion through treachery or service. Their ultimate goal is to expand Hell's influence by binding mortals into pacts, meticulously plotting to secure their dominance in the cosmic balance of good versus evil. Leaders: Bel the Warlord Dispater, The Iron Duke Mammon the Viscount Lady Fierna and Archduke Belial Prince Levistus The Archduchess Glasya Baalzebul the Slug Archduke Mephistopheles, Archduke of Cania Asmodeus, King of the Nine Hells

Bel, Bronze Citadel

Bel, the Warlord, is a powerful ex-pit fiend ruling Avernus from the Bronze Citadel. Having usurped Zariel, he's a tactical Blood War general, backed by Asmodeus but distrusted by other infernal rulers. His coup weakened rival factions, earning grudging respect for his defense against demons and espionage for Asmodeus, bolstered by the significant backing of the Dark Eight.

Dispater, Iron Duke

Dispater, the Iron Duke, rules Dis with cautious omnipresence, embodying risk-aversion, only leaving for Asmodeus's call. His fortress, the Iron Tower, grants near invincibility, relying on his consort Lilis's vast intelligence network. Politically, he aligns with Mephistopheles against Baalzebul, navigating the treacherous infernal politics of the Nine Hells.

Etryona

A far eastern island, Etryona shines against the Kyrana Channel. It bears Obirykan, a towering plutocratic city-state where power's currency is literal currency. Prism-like towers look past green city walls to the elfin metropolis of Petrakyra. Etryona; a verdant paradox - nature's haven meets powerplay. Wealth, influence traveled within its stout walls, capturing its contradictory spirit within.

Mammon, Viscount

Mammon, a serpentine archdevil, rules Minauros, the third layer of Hell, from a vast mausoleum. He once rebelled against Asmodeus and, after groveling upon defeat, turned to corrupt mortals and wage economic sabotage on the Material Plane, having lost infernal allies.

Fierna, Belial

Fierna and Belial co-rule Phlegethos, dwelling in the obsidian palace of Abriymoch. Post-Reckoning, Fierna leads with Belial as advisor. United by Fierna's mother's death and allied with Glasya, Fierna is encouraged towards autonomy from Belial, her father and rumored consort, as they navigate the treacheries of Hell's politics.

Levistus

Entombed in ice within Stygia for betraying Asmodeus, commands from his icy prison through telepathy. Once a rakish figure with a penchant for silken clothes and a rapier, now he rules as a speck in a mountain of dark ice, his authority maintained by his Amnizu courtiers despite his immobility.

Glasya

Asmodeus's daughter and Malbolge's ruler, rose to power after ousting the Hag Countess. Beautiful and formidable, she plots against Levistus, seeking vengeance for her mother's murder through her spies and cults, aiming to win her father's favor for a decisive strike. Her ascent marks a significant shift in Hell's dynamics.

Baalzebul

Once the angel Triel, reigns over Maladomini as the Slug Archduke after falling from Celestia and rising through devil ranks. Post-Reckoning, Asmodeus cursed him with a slug form for rebellion. Despite two consorts, Baftis and Lilith, his focus remains on dethroning Mephistopheles and nursing a grudge against Asmodeus, with ambitions for Hell's throne.

Mephistopheles

The towering lord of Cania, obsesses over Hellfire, upending Cania's hierarchy for his experiments. This focus shifts the power balance, compelling Ice Devils' migration. His ambition: expand his cult by offering Hellfire's mastery, risking much on this gamble. Borrowing divine energy for his project, he aims to surpass even Asmodeus in cult popularity.

Asmodeus

The supreme ruler of the Nine Hells, wields power rivaling a deity's. From Nessus's Malsheem, he plots universal domination, opposing celestial forces and containing demonic chaos. His magic reshapes realms at will, commanding absolute submission. Armed with the ancient, potent Ruby Rod, he's recently empowered his rule by elevating his daughter Glasya. Asmodeus aims to heal from ancient wounds, pause the Blood War, and launch a final battle for ultimate supremacy.

Brotherhood of Man, Brotherhood

Disguised as Mistress Sara, the Eternal White Dragon masterminds the Brotherhood of Man in a bid to command the Ley Font — the world's life-source of magic. Holed up in magic-mecca, Trein, their stratagem takes root, with citizens unknowingly cradled amid the brewing power play. As they draw near to Ley Font dominion, their grasp on reality skews, Mistress Sara guiding their march toward a contentious future.

Stoneheart

Reigning for eons, the Stoneheart Clan, recognizable from their evocative blue eyes, command dun Aldun, the northern mountain fortress-city, with stalwart fairness and resolution. Descending from city-founding forefathers, their resilient and wise leadership - steering diplomatic contracts while enduring merciless winters - constitute a beacon amidst tumultuous times. As pillars of Dun Aldun, the echo of their iron-clad rule resonates within the city walls, a hymn of prosperity and fortitude ringing true through every dwarven heart.

Elf, Elves

Elves have become more myth than fixture, preserving their legacy within xenophobic societies and rarely venturing into cosmopolitan areas. High Elves and humans perpetually spar, keeping relations icy, while mercurial Wood Elves remain sequestered far east, beyond the forbidding Badlands and rugged mountains. The intermingling of Elves with the world outside is sparse, half-elves bearing the mixed blessings of both races readily seen in contrast to the elusive, "True Elves".

Aldir

The Gulf of Aldir is nestled between Trein and Mordun, holds a deceptive calm that beguiles trading ships travelling laden with diverse goods. Midway through this peaceful journey, the notorious pirate-infested scullcrossed Isles loom, challenging vessels with mounting danger. These potentially profitable waters play a sly game of risk & reward for the valiant and the greedy.

Human, Humans

Humans, the common threads in the world's vast tapestry, leave indelible marks across diverse terrains, from alpine crags to desert dunes. With a myriad of cultures, languages, and appearances, their adaptability manifests outwardly and inwardly. Complex in their moral landscapes - lawful or chaotic, altruistic or malevolent - they embody the spectrum of alignments. Shaping societies and strumming the strings of destiny, humans are epicenters of ceaseless evolution.

Halfling, Halflings

Halflings constitute the third common race, seamlessly integrating into various character diverse kingdoms. Accepted and unoppressed, these diminutive but formidable beings drift in and out of territories, leaving tasteful traces of their culture. Tradition has it that the first Halfling was shrunk by a slighted god's curse; a tall tale often recounted to ruffle the race's small stature. This humorous jab at their height dares them to be doubled in mettle, fortitude, and spirit.

Orc, Orcs

Stolid and savage, orcs dominate the monstrous races. Predominantly inhabiting the unforgiving Badlands, these tribal creatures commingle at Unguruk Camp, a wild, volatile stronghold slap in the heart of the barrens. They purportedly descend from ancient "Primordial Orcs," allegedly the world's pioneer humanoids. Enduring in the face of harsh realities, the stock of today's orcish tribes bear the weight of an age-old legacy etched in the sandy soils under the relentless sun.

Primordial Orc, Primordial

In an untamed, primordial world, the first humanoid race, the Primordial Orcs, worshipped their deity, the God King Eternal Dragon. Yet, their reverence shifted when Gor'Gel, a formidable Primordial Orc, toppled the divine beast. The blood and bones of the slain Dragon, deemed immortal until his unanticipated fall, gave birth to Humans and Orcs. The world forever transformed, ripe with life bearing the legacy of Gor'Gel's cataclysmic defiance.

Blood War

Blood War is an eternal, apocalyptic conflict in the cosmos, waged between the lawful evil devils of the Nine Hells and the chaotic evil demons of the Abyss, with both sides vying for supremacy and the fate of the multiverse hanging in the balance.

9 Hells, Nine Hells, Baator

The Nine Hells are a structured hierarchy of infernal planes, each ruled by an Archdevil. It's a realm of punishment, tyranny, and devilish politics, where order is enforced with an iron fist. Also known as Baator. 9 Hells: Avernus, Dis, Minauros, Phlegethos, Stygia, Malbolge, Maladomini, Cania, Nessus.

Abyss

Abyss is a chaotic and endless expanse of malevolent planes, teeming with demons and destruction. It embodies chaos and evil, with ever-changing realms shaped by the whims of demon lords.

Lilis, Iron Maiden

Lilis is the consort of Dispater, the Lord of the Second Hell, Dis. She's known as the Iron Maiden and is a figure of considerable influence and power due to her extensive network of spies and informants. Her intelligence network spans all of Baator, making her exceptionally well-informed. Through her espionage, she provides Dispater with the information he needs to maintain his position and navigate the complex political landscape of Hell.

Avernus

A fiery battlefield, strewn with the wreckage of infernal war machines and the souls of fallen warriors, it's the frontline of the Blood War.

Dis

An iron city of industry and oppression, ruled by Dispater from his Iron Tower, a paranoid stronghold.

Gurdalur

Guarding Fjallagracht’s chilly reaches, the Gurdalur Stones sketch an ancient calendar of shadows on Nordic terrain. Peering faceless from millennia ago, they thrum with intimate energy – a Ley Line hub. Anchoring the cosmic web, they inscribe on reality a cosmic power. Respected by local humans, their rhythms guide life's ceremonies, spiraling stories into thick stone, dreaming into the dark, casting a mystical lattice over mortal and immortal life alike.

Minauros

A sinking swamp of greed and deception, where the city of Minauros teeters above a mire threatening to swallow it whole.

Phlegethos

Fiery wastelands and volcanic rivers define this layer, where the archdevils Fierna and Belial preside over a domain of flame and pain.

Stygia

An icy sea speckled with frozen bergs and stone fortresses, ruled by the fallen angel Levistus, trapped in an icy tomb.

Malbolge

Shifting and treacherous terrain, ruled by Glasya, where lies and intrigue are as common as the stones that constantly rearrange themselves.

Maladomini

Ruined landscapes filled with the remains of grand constructions, where the archdevil Baalzebul plots within labyrinthine fortresses.

Cania

An icy, mountainous tundra ruled by Mephistopheles, where the cold is as sharp as the intellects of the devils scheming within.

Nessus

The deepest layer, a place of ultimate tyranny and control, where Asmodeus sits atop the hierarchy of Hell in his citadel of Malsheem.

Malsheem

Malsheem is the impenetrable bastion of Asmodeus, the supreme ruler of the Nine Hells. A towering citadel within Nessus, the ninth layer, it stands as a monument to ultimate power and order, filled with courts, councils, and the most devious of devilkind, all serving Hell’s inscrutable master.

Lilith

A fallen celestial turned infernal powerbroker, manipulates the Nine Hells' politics with her intelligence network. Allied yet ambitious beyond Baalzebul, she aims to ascend Hell's hierarchy, leveraging her mortal and fiendish followers. Her mastery of espionage and intrigue makes her a formidable, enigmatic player in Hell's shadowy schemes.

Demon

Demons represent chaotic evil, dwelling in the infinite layers of the Abyss. They are primal forces of destruction, driven by an insatiable desire to consume and corrupt. Lacking the devils' structure, demons engage in endless conflict, both among themselves and against the universe. Their existence is defined by an anarchic hunger for power and destruction, seeking not just to rule over ruins but to obliterate the fabric of creation itself, reveling in chaos and madness. Leaders: Demogorgon, the Prince of Demons Orcus, the Demon Lord of Undeath Graz'zt, a demon lord of indulgence and debauchery Lolth, the Demon Queen of Spiders Baphomet, the Horned King and demon lord of beasts and savagery Yeenoghu, the Gnoll Lord

Magic, Ley, Spell

Invisible to the eye, the Ley Line is the purest stream of magical essence. Witches, sorcerers, and conjurors resonate with this underlying frequency to manifest their power; some inborn, others learned. This omnipresent vibration originates from the Ley Font nestled within the mountains near Loch Torogh. Dancing a deadly ballet with the unseen Ley, risk and reward interplay along its potent pulse. Those in perfect harmony with the Ley possess a poignant ability - manipulating reality's very fabric.

Demogorgon

The Prince of Demons, Demogorgon embodies chaos and destruction. Ruling the Gaping Maw, a watery abyss, he is a two-headed terror seeking to dominate all. His realm is a nightmare of savage beasts, endless conflict, and treacherous waters, reflecting his dual nature of rage and cunning.

Orcus

Lord of Undeath, Orcus reigns over Thanatos in the 113th layer of the Abyss. Obsessed with spreading undeath, his domain is a frozen wasteland populated by the undead and necromancers. Orcus wields the Wand of Orcus, aiming to extinguish all life and replace it with his undead minions.

Graz'zt

Once a devil, Graz'zt now controls Azzagrat, spanning the 45th, 46th, and 47th layers of the Abyss. His realms are decadent cities amidst a tortured landscape, reflecting his lust for power and sensual excesses. Graz'zt is a master schemer, eternally plotting to expand his influence.

Lolth

The Spider Queen, Lolth, rules over the Demonweb Pits, a labyrinthine layer of the Abyss. Her domain is a dark reflection of her control over deceit, shadows, and spiders. Lolth commands the loyalty of the drow, manipulating them from her webbed throne to spread chaos and destruction.

Baphomet

The Horned King presides over the Endless Maze, the 600th layer of the Abyss. His domain is an immense labyrinth filled with monstrous creatures. Baphomet embodies savagery and bestial ferocity, seeking to spread mindless violence and transform creatures into beasts.

Yeenoghu

Reigning in the Infinite Layers of the Abyss, Yeenoghu's domain is a desolate wasteland where gnolls, his creations, roam free. As the Gnoll Lord, he embodies hunger, wrath, and terror, leading his followers in endless hunts, delighting in chaos and the downfall of civilizations.

Gaping Maw

A realm of endless aquatic horror, the Gaping Maw is a tumultuous ocean world fraught with monstrous creatures, shipwrecks, and islands of nightmare. It mirrors Demogorgon's chaotic and destructive nature, with storms raging across dark waters and horrors lurking below.

Thanatos

The 113th layer of the Abyss, Thanatos is a frozen hellscape where the chill of undeath pervades. Orcus’s domain is a testament to his obsession with necromancy and the undead, hosting necropolises and ice-covered wastelands teeming with zombies, skeletons, and worse.

Azzagrat

Spanning the 45th, 46th, and 47th layers of the Abyss, Azzagrat is a trio of interconnected realms ruled by Graz'zt. This domain boasts magnificent cities among tortured landscapes, serving as dark mirrors to the hedonism and excess Graz'zt embodies. It's a place of both alluring beauty and treacherous deceit.

Demonweb Pits

Lolth’s domain is a twisted network of web-like tunnels and caverns, reflecting her dominion over spiders and deceit. The Demonweb Pits are a dark, confining space where reality is warped, and danger lurks in every shadow, embodying Lolth's insidious and controlling nature.
Model Settings
Temperature
1.2
Min P
0.1
Repeat Penalty
1.05
Repeat Last N Tokens
256
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43
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