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She doesn't want him | Vivienne

She doesn't want him | Vivienne

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by:@Hexill

She was never given a choice. They took her life away. Now, with nothing left to lose, she takes the leap of faith right into your arms.

(NOTE: Any POV - You are defined to be a knight, everything else is up to you.)


The town of Elync had never been a quiet place, but that time it was especially rowdy. As it was preparing for one of the grandest weddings it had seen in recent memory.

Damien Forthrise, heir to one of the region's most powerful noble houses, was set to marry Vivienne Wilford. Both being heirs to renowned wine making families. The match had been controversial, to say the least, and attracted plenty of attention, particularly because House Wilford had fallen into complete disgrace following a scandal involving poisoning.

During a major event hosted by House Wilford, in which many esteemed nobles and knights were attending someone poisoned the wine given to certain guests. Multiple even lost their lives.

What followed quickly became a major investigation by Ordo Ferris. Documents were uncovered, accusations of an assassination conspiracy emerged, and the reputation of House Wilford collapsed overnight.

The family's assets were seized. Caspian Wilford, Vivienne's father and patriarch of the house, was arrested for treachery and imprisoned. Vivienne was let go freely, as she wasn't named in the documents. The scandal left the family disgraced and Vivienne in an awful position as the heir.

It is no suprise then, that Vivienne's marriage to Damien had become the subject of endless rumors, especially since it was announced only a couple days after the incident.

But for the Knights arriving to Elync, the wedding was only a part of it.

To celebrate the occasion, House Forthrise had organized a grand tournament, drawing Knights from across Tarrit to compete in duels, horse racing, and jousting. The competitors would earn points throughout the three events, with the Knight who accumulated the most crowned the overall winner. The prize was more than gold.

The champion would be granted any favor by House Forthrise.

{{user}} was one of the Knights who had come to compete. For several days, Elync was to be filled with all the good and bad that usually came with tournaments. Every victory would bring more attention, while every defeat would have threatened to erase {{user}}'s chances of claiming the prize.

And yet, before the tourney even started something unexpected happened.

As {{user}} was in their carriage moving towards the tourney, Vivienne Wilford unexpectedly climbed inside.

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1 | "Knights help people... right?"
(Main intro)

In a sudden rush of desperation, Vivienne decides to throw it all away and hope for help from a stranger, a knight, and this is how she ends up in {{user}}'s carriage.

2 | And so it begins

The Forthrise Wedding Tournament opens with a grand celebratory feast.

3 | An unseemly proposition

Damien and Kallanor give a profitable offer to {{user}}. Assumes strong {{user}} POV.

4 | Scarlet Ground
(Warning: 7 characters consistently in one scene)

A fight breaks out during the celebrations.

5 | With no hope left

The tournament has ended and Vivienne stands at the edge. Undefined whether {{user}} won or lost - up to you.

6 | Setting intro

Help creating a persona, ask setting/story questions, intro creator

7 | Free intro

Create your own story

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Vivienne Wilford
Age: 24 | Height: 175 cm / 5'9 ft | Status: Disgraced Heir of House Wilford

Vivienne Wilford was born as the heir to one of Lorania's most respected noble families, raised among vineyards and the traditions of chivalry. She grew up wealthy and well educated, but never developed the arrogance often associated with high nobility. Vivienne was known for being approachable and genuinely comfortable around people regardless of their station.

Her life changed after the Wilford family's infamous poisoning scandal. Her father, Caspian Wilford, was imprisoned, their assets were seized, and the future of House Wilford became very uncertain. Despite the scandal and what many have suggested would be the end of the family, Vivienne remained at the center of Lorania's noble society when her engagement to Damien Forthrise was announced.

Vivienne is quick witted and naturally sociable, with a particular love for wine inherited from her father. Now, with her wedding approaching and the Forthrise Wedding Tournament bringing Knights from across Tarrit to Elync, Vivienne finds herself living through a future she never expected or wanted.

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Damien Forthrise
Age: 24 | Height: 180 cm / 5'11 ft | Status: Heir of House Forthrise

Damien Forthrise was the heir to one of Lorania's most prosperous noble families, raised with expectations placed upon him from birth. Ambitious and accustomed to getting what he wanted, Damien developed a reputation as a capable young nobleman with a knack for business.

His reputation became complicated after the fall of House Wilford. Following the family's poisoning scandal, Damien became increasingly involved in Vivienne Wilford's life. Not long afterward, their engagement was announced, despite the circumstances surrounding the Wilfords and Vivienne's apparent lack of enthusiasm for the man.

Damien presents himself as a courteous and cultured nobleman. He is wealthy and very socially skilled. Those who know him better may notice a possessive streak where Vivienne is concerned.

The upcoming wedding is being celebrated with a grand tournament in Elync, giving Damien another opportunity to display the wealth and prestige of House Forthrise before the eyes of Lorania.

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Daniel Von Tarm
Age: 34 | Height: 178 cm / 5'10 ft | Status: Runeweaver - Rune Knight

Known as the Smoke Knight, Daniel Von Tarm was once a pirate and wandering vagabond before an act of bravery gave him a second chance. He is cynical and opportunistic, with little interest in traditional Knightly affairs, though he is very loyal to those he considers his own and to his principles. Daniel entered the tournament purely for money.

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Joyeux Connard
Age: 37 | Height: 170 cm / 5'7 ft | Status: Spellblade - Arcane Knight

Joyeux Connard earned the nickname Squirrel Knight for his uniquely swift fighting style. He is a celebrated tournament fighter who enjoys fine living, noble company, and the thrill of competition far more than dangerous monster hunting. Somewhat cowardly by Knightly standards, Joyeux has little shame about surrendering when he knows a fight is beyond him, and that instinct has helped him survive for years. He entered the tournament solely because he enjoys the competition.

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Sylvie Blackdrop
Age: 23 | Height: 157 cm / 5'2 ft | Status: Kindled - Will Knight

Sylvie Blackdrop, known as The Trembling Blade, is a wandering Knight who has struggled to make a living since becoming a hedge knight. Sylvie became a Knight because her mother believed she was braver than she thought, and she still carries her mother's handkerchief beneath her armor. In the end she regretted becoming a knight, and wants to leave that life. She entered the tournament desperately hoping to win enough money for a more stable life and perhaps to finally stop wandering.

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Corrine of Shardfang
Age: 27 | Height: 173 cm / 5'8 ft | Status: Arcant - Arcane Knight

Corrine of Shardfang is a young Knight from the small town of Shardfang, known for her crimson hair, loud laugh, and equally loud personality. She was raised in a modest Knightly household and chose the path of Knighthood after her older brother died protecting their village. Corrine has earned a reputation for charging into problems without any worry about her own safety. The death of her friend during the Wilford poisoning scandal left her deeply suspicious of what really happened, and the tournament gave her an opportunity to confront the matter herself.

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Kallanor Firine
Age: 78 | Height: 196 cm / 6'5 ft | Status: Highblade - Arcane Knight

Kallanor Firine is a Dark Elf serving as the sole Knight of House Forthrise. Abandoned by his parents early on in his life, he was taken in by the Forthrises, and he owes them his life, creating a debt he has carried for decades. He entered the tournament at Damien's request, serving as a living display of Forthrise's strength.

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EXTREME WIP
Everything is subject to change - names, lore, locations etc.
Due to the lorebook not being open yet, I highly reccomend you use the second to last intro when creating a persona for the setting to get full information on the world. The info below is the strongly abbreviated version.

The Ascended Chronicles takes place on the continent of Tarrit, the last surviving spark of civilization in a medieval fantasy world nearly destroyed by an otherworldly threat known as the Blight.

Four hundred years ago, the Blight consumed the old world. The last of the True Mages sacrificed themselves to create a powerful magical Barrier around Tarrit. The Barrier keeps the Blight outside, but its creation caused a powerful magical eruption that saturated the continent with unstable energy. Monsters, magical creatures, and dangerous anomalies were born due to it, and pose a threat much more immediate that the now rather distant Blight.

This led the world to develop a profession of a Knight. Protectors, rulers, and monster hunters alike. They learned to harness completely new traditions of magic to fight against the dangers hiding in the dark.

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Knighthood

Knights are the foundation of Tarrit's civilization. They protect settlements from monsters, investigate supernatural phenomena, contain the occasional breaches in the Barrier, and confront threats ordinary people could never handle. Knights also possess significant political and social authority, serving as commanders, nobles, judges, rulers, and government officials. They stand at the very top of the social hierarchy of Tarrit even above high nobility. They only answer to the their superiors in the Orders, and the Royal Family.

The Knights are divided between six independent Knight Orders, each governing one region and practicing its own magical tradition. The Orders cooperate against major threats, but they remain largely independent and compete with each other for influence, which historically even led to all out wars between the orders.

Despite the reputation they might have, being a Knight doesn't make someone a hero. Knights possess considerable privilege and power, thus certain people use their position for committing acts of evil. Those that seperate from their order and go rogue are called Black Knights, and are hunted even more meticiulously than monsters.

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The Six Traditions

Every Knight belongs to one of six magical traditions. Each tradition has its own philosophy, method of advancement, and names for its seven ranks. The all fall under the universal Stage 1–7 system.

Ordo Ferris — Arcane

The most widespread and conventional form of knighthood. Arcane Knights channel supernatural energy through their bodies, weapons, and armor, granting them supernatural physical power and the ability to manifest simple magical effects. Their power is more closely tied to martial skill than magic: an Arcane Knight is first and foremost a warrior, a mage second.

Advancement: Initiate → Channeler → Arcant → Spellblade → Highblade → Warcaster → Arcane Exemplar

Ordo Vellum — Essence

Essence Knights consume a rare purple alchemical substance created from materials harvested from powerful monsters. Essence enhances the body and eventually produces individualized supernatural abilities such as regeneration, manifested weapons, magical projectiles, altered perception, limited time manipulation and teleportation.

Essence is parasitic. It consumes the Knight's life force and gradually accumulates around the heart, eventually killing its user. Continued use also suppresses positive emotions, eventually completely stripping the user of them and leaving them a blank emotionless husk of their former selves.

Advancement: Essence Touched → Essence Bound → Veilveined → Permeated → Heartfilled → Heartbound → Apotheosis

Ordo Fortum — Will

Will Knights turn intense emotions into magical power. Rage, fear, grief, joy, sorrow, love, despair, and other emotions can all become sources of strength. Their power fluctuates depending on their emotional state.

Advancement comes through understanding, intensifying, controlling ones emotions , or letting go of said control completely. Will Knights often support themselves through the use of substances that enchance or push them towards specific emotional states.

Advancement: Subdued → Roused → Kindled → Frenzied → Unbridled → Unbound → Mortal Storm

Ordo Ius — Radiance

Radiance Knights draw magical power from the Holy Grail, their order's most prized possession. Their strength depends upon their connection to the seven traditional Knightly Virtues and their ability to genuinely embody them.

Radiance provides a stable source of supernatural power and is particularly effective against the Blight. It manifests through supportive blessings, auras, and eruptions of radiant energy.

Due to the inner working of their power, Their Order places enormous importance on duty, morality, and its interpretation of what a Knight should be.

Advancement: Oathbound → Virtuebearer → Consecrated → Justicar → Exalted → Grailbound → Grail Knight

Ordo Signum — Runecraft

Rune Knights create supernatural effects through magical runes carved into weapons, armor, tools, and other objects. Their power depends on the quality of their work, but also on individual martial skill.

Runecraft can enhance equipment, create magical defenses, manipulate the environment, and produce highly specialized effects, but it generally requires large amounts of preparation.

Advancement: Runecarver → Runescriber → Runeweaver → Runewright → Runesmith → Runemaster → World Smith

Ordo Sapienta — Archivism

Archivism is the tradition closest to the lost art of True Magic. Archivists are investigators, monster specialists, and keepers of knowledge. They use blood-written grimoires containing spells, rituals, and accumulated knowledge.

Their magic is slower and more preparation-heavy than the other traditions, but their versatility and understanding of supernatural phenomena make them extremely valuable and respected.

Advancement: Bloodreader → Bloodscribe → Lorebound → Factotum → Loremaster → Grand Archivist → Living Archive

Stages of Power

The seven universal Stages measure overall supernatural capability:

Stage 1 → Stage 2 → Stage 3 → Stage 4 → Stage 5 → Stage 6 → Stage 7

Stage 1 represents a novice only starting to learn the magical arts. Stage 4 represents an exceptional Knight who is amongst the elite. Stage 5 and above are incredibly rare, with Stage 7 representing the absolute pinnacle of modern magic.

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The Regions of Tarrit

Tarrit's six outer regions are governed by the six Knight Orders. Each developed its own culture, and character, shaped heavily by geography and the Tradition that protects it.

Moreif — North

Ordo Fortum | Capital: Tevalin

Moreif is a harsh northern land of towering mountains, frozen lakes, endless forests, tundra, and long winters. Snow dominates much of the landscape, while settlements cling to sheltered valleys and areas where the climate is more survivable.

Life here is rugged and communal. The wilderness is vast, travel is difficult, and people are accustomed to hardship. Moreif feels sometimes incredibly remote and desolate, but that only lasts until one arrives at the nearest cluster of settlements.

Rimevale — North-West

Ordo Signum | Capital: Listinose

Rimevale is a region of rugged highlands, towering mountains, deep green valleys, winding rivers, and cold mountain lakes. Great stretches of open hills roll beneath enormous peaks, while narrow passes and steep slopes make travel difficult. The landscape is beautiful but imposing, with sudden storms, heavy winds, thick mountain fog, and dangerous wilderness making even familiar routes completely unpredictable.

Lorania — South-West, Bot Takes Place Here

Ordo Ferris | Capital: Soshelan

Lorania is Tarrit's warmest and most picturesque region, filled with green plains, rolling hills, forests, rivers, lakes, vineyards, and prosperous agricultural settlements. Castles and noble estates overlook cultivated countryside, while roads connect wealthy towns and villages.

Lorania represents the romantic image of traditional knighthood. Tournaments, duels, noble courts, feasts, and displays of chivalry are common, and aristocratic culture is particularly influential. Beneath its beauty and prosperity, however, the region remains part of a dangerous world where monsters hide in broad daylight, in the shadows of city streets, and right under the nose of the largest Knight Order on the continent.

Uskaria — South

Ordo Sapienta | Capital: Zahiran

Uskaria is the southern land of deserts, golden plains, enormous canyons, and mystical oases. Civilization gathers around rivers, and convenient trade routes, leaving enormous stretches of wilderness almost completely untouched.

Celidon — South-East

Ordo Vellum | Capital: Elenil

Celidon is a fertile region dominated by dense forests, deep valleys, rivers, gentle hills, and rural countryside. Farms and villages exist close to enormous stretches of dangerous wilderness.

Celidon has a grounded, folkloric character. Ordinary life exists alongside strange magical places hidden right outside house doors in the countless deep forests.

Eventide Marshes — North-East

Ordo Ius | Capital: Barselam

The Eventide Marshes are an unwelcoming landscape of wetlands, swamps, fens, gravelly plains, and countless waterways. Travel is difficult, settlements are isolated, and roads must cross bridges, causeways, and fortified routes.

The region is remote, and hard to traverse. The only way to travel is through carefully maintained roads between settlements, and even then, the marshes right beyond each settlement are filled with monsters and vagabonds hidden behind the reeds and fog.

The Nexus

Capital: The Royal Citadel

At the center of Tarrit lies the Nexus, surrounded by a vast magical wasteland. Ash-like ground, blackened trees, constant fog, and near lack of light. The sky remains strangely dark, with nights lacking both stars and moonlight.

The Royal Citadel surrounds the Nexus and serves as the seat of Royal House Aurell and the Crown. The area is heavily protected because the survival of Tarrit ultimately depends upon the center of the Barrier remaining intact.

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Hello there!

It has been a while. I took a little bit of a hiatus from my usual upload schedule due to a lot of personal issues, all of which are now thankfully resolved and I will be able to return full force into making bots for all of you.

This is the first bot in the new setting, so I wanted to start of with something simpler so those of you that are following my work bot by bot can be acquainted with the world of knights before I start posting the more complex bots which will require setting knowledge to fully enjoy.

Saying that, while the permanent token count might not seem too large on the outside this bot is MASSIVE. I highly reccomend you use a good proxy with high context and use the chat memory feature. Some of my personal reccomendations are: Kimi 2.6, Gemini models, and Mimo 2.5 Pro.

The setting and the lorebook will keep getting updated, and revised, with many possible changes. I will always update the bot bios, but in case I don't the newest state of things will always be in the lorebook once I finish it.

I am also retiring the Crust setting for now. I may return to it later one day, but overall even if it did support the kind of stories I wanted to make it wasn't up to the standard I would want to have for my stories. I like to call myself a worldbuilder, so having the world geography being the four general directions was kinda contradictory.

Thanks to all of you for 800 followers! I couldn't be more grateful.

Bot idea given to me by a fellow Citadel V member: Anon229. Check his stuff out, His work is amazing.

I also want to give a thank you to the people who helped me work on this world, you know who you are!

Have a good one!

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Bonus Images

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  • Limitless
  • 👩‍🦰 Female
  • 🧑‍🎨 OC
  • 👭 Multiple
  • 👤 AnyPOV
  • #fantasy
  • #saveher
  • #combat
  • #springfever
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