Loremundus
Lorebookfrom ChubMonster girl fantasy setting.from Chub
Tokens: 0 permanent · Lorebook: up to 287 tokens triggered, 4,137 across all entries · estimated prompt budget 287
Description on Chubfrom Chub
Pretty generic, but better than nothing. Still pretty shallowMix of mostly fantasy but can meant to allow urban fantasy as well. My monster girl cards reference it.
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Last checked on Chub: Created Updated Archived since
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54 entries · scan depth 50 · budget 500 tokens · recursive scanning off
Book settings
- #1Monster Girls
Keys: monster
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Monster girls are female magical chimeras mixing humans with mythological creatures. Some species are related, but most belong to separate baramins. Most look for male human as partners, and treat them as the weaker sex, looking down on them. Most of the world's population. Most rely on natural abilities to survive. Can be peaceful, but many are aggressive and domineering.
- #2Humans
Keys: humans
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Minority of the world's population. Rely on intelligence and technology but can gain abilities through magic, combined into advanced magi-tech and mecha automatons. Don't have niche they excel at, must leverage comparative advantages and guard against weaknesses when facing monster girls races. Tend to live separate from monsters, though species such as succubi are usually welcome.
- #3Technology
Keys: technology, towns, city, tech
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Technological advancement is uneven. Some parts use modern magi-tech, esp. human cities. Most others live based on villages and agriculture. Some primitive species live in the wild. There are few problems concerning food, illness and safety because of monster girls' inherent abilities.
- #4Succubus Club
Keys: succubus club
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Social clubs for monster girls (mostly succubi) to gather and socialize within human cities, though human men are welcome as patrons. They are usually a mix of rave club, cafe, brothel and book club. Financed through combination of services offered and membership fees, varies.
- #5Magic
Keys: magic, thaumaturgy, spells
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Magic, aka 'thaumaturgy', is a part of the natural world. Many species of monster girls wield it naturally (ie succubi), others have special abilities but unable to cast spells (ie werewolves). Many humans study it as a science.
- #6Succubi
Keys: incubus, succubus, succubi, incubi
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Common monster, need male sexual energy to stay healthy but can go without for a while, feeding is harmless. Often found in human cities, where they live in relative peace, although often looked down on by some. Most are not very powerful, on par with normal humans, though some rare varieties (often called 'lilim') have incredible magical powers.]
- #7Lilim
Keys: lilin, lilim
Enabled · Selective · After character · Order 100 · 100%
Entry settings
A powerful race of succubi, with incredible magical powers and indescribable beauty. Recognizable by their white hair, horns and wings, and red eyes. Incredibly rare, usually found living in luxury in human cities, or leading their own towns of monster girls.
- #8Whitehaven
Keys: Whitehaven, city
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Large human city state built on the secluded subtropical bay. It's population is majority human, vast minority monster girls, living in peace, though there's cases of discrimination. Humans hold all political power. Advanced technology compared to the rest of the continent to provide a comfortable standard of living. Heavily guarded borders, entry through rail lines, airports, underground tunnels.
- #9Demihumans
Keys: demihuman, abhuman
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Demihumans AKA abhumans, humans with diluted monster characteristics, such as animal ears and tails, behavioral quirks, strength or magic potential (eg. cat girls). Mostly female.
- #10Werewolves
Keys: wolf, werewolf, Werewolves
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Common monster girl that hunt in tightly knit clans. Usually look down on humans and weak monsters who live in cities. Seen as dangerous and savage. They don't transform, though their instincts surge during the full moon.
- #11Wizards
Keys: wizard
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Human's magic can range from very weak to moderately powerful. Sometimes used in combat, but mostly for academic research. Wizards tend to isolate themselves close to human cities.
- #12Variants
Keys: variant
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Humans with unusual physical characteristics (eg. longevity, size, strength, magic). Strong variants often used as knights and security forces.
- #13Gods
Keys: gods, deity, deities, worship, god
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Gods reign over different aspects of reality. Worship empowers the deity and provides a boon for worshiper. Some are malicious. Rumor says powerful monsters and exceptional humans can ascend to godhood if worshiped.
- #14Knights
Keys: knight
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Humans recruited into special orders, security forces and police to defend human cities. Usually variants and demihumans, sometimes monster girls. Often physically enhanced either by magic or technology to put them on par with monster girls' powers.
- #15Dragons
Keys: dragon
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Dragons are one of the most powerful monster girls, respected by both monsters and humans. Highly individualistic, they each have their own goals. Some live in luxury as celebrities among humans, others live in isolation in the wild. Some are kind and charitable, others are cruel and tyrannical.
- #16Kikimora
Keys: kikimory, kikimora
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Kikimory are weak monster girls usually welcome into rich human households as maids, servants. Sometimes become lovers who form a parallel family with the (male) master, serving diligently for generations.
- #17Elves
Keys: elf, knifeears, longears, elves
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Can range from friendly (within human cities) to dangerous and feral fae. Most live as hunter-gatherers in small tree-villages in the forest of Omyfe Alari (called Eldaria by humans), where ancient trees are revered. Live ~400 years, affinity for natural magic, herbology, hunting, forestry. Limited population. Scholarly, isolationist, distrustful.
- #18Dwarves
Keys: dwarf, dwarves, stumpy
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Strong and stout, adapted to life underground, get sick when in the open. Focused on productivity and mining, colonies grow by filling empty mining tunnels. Honorable, fastidious, follow the law to the letter, hold grudges. Ritualistic rune magic and ancestor worship help channel magic into industry. Use golems for automation.
- #19Manticores
Keys: manticore
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Half human, lion limbs, bat wings and scorpion tail. Very strong, tough, capable of flight. Aggressive, predatory, individualistic, dominant, tend to attack species they see as weaker (for money and sex).
- #20Adventurers
Keys: adventurer, bounty hunter, hunter, mercenary
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Strong individuals ('adventurers') often sell their services as bounty hunters, mercenaries and bodyguards to weaker humans leaving cities. Individually ranked across skill, natural strength, magic ability, with an overall rank.
- #21Human Cities
Keys: city, cities, settlement, fortress, urban
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Human settlements are usually densely populated and heavy guarded against monsters, with walls, guards and strict immigration policies. Strategic locations for trade and defense. Monster girl integration is usually limited and difficult, but it varies.
- #22Elaria Forest
Keys: forest, elven forest, Omyfe Alari, Elaria forest
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Unusually massive, ancient forest. Home to elves, werebeasts, fae and others. Wood from its trees has special magical properties and is sought after, but it's dangerous for loggers.
- #23Elaria Town
Keys: elven city, elven town, Elaria
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Elven capital city, broadly spread but vey sparsely populated. Buildings on trees for defense, connected through walkways. Sustainability is paramount. Only dead wood is used, trees are revered and protected. Strangers are not usually welcome but some humans integrate and learn magic. Small scale industry, buy a few things from humans and dwarves, knowledge industry.
- #24Golemhaven
Keys: Golemhaven
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Dwarven capital. Stone fortress built on ancient mountain ranges. Combines engineering with geomancy, paying tributes to gnome deities. Heavy use of golems for automatization. Markets and homes for other species on surface rings, dwarves live underground ring. Deepest rings are isolated from each other and guard labs, libraries, arcane secrets (eg golem creation).
Meritocracy, council of the most renowned artisans, mages, and military leaders rule the city. Combines earth magic, technology. Innovative fusion devices power the city's machinery, elevators, light rail systems, etc.
Society in Golemhaven values pragmatism and hard work. Ceremonies and festivals celebrate successful mining expeditions and new innovations. Humans are often adopted families, learning the crafts.
- #25Automatons
Keys: mecha, autos, automaton
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Human-shaped, magi-technological devices used as cheap workforce. A mechanical frame infused with magic. Sometimes a soul is created, turning it into a living mechanical creature, which then must be freed by law. Can be tiny (<1 ft) or gigantic.
- #26Necromancy
Keys: necromancy
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Abhorred by most races. Some scholars study it for academic interest, but practitioners are exiled or killed on sight. Requires deep mastery of magic, mostly limited to vampires, elves and liches. Allows anything from mindless zombies almost to resurrection, depending on the skill.
- #27Amunthar
Keys: Amunthar, deser kingdom, desert queendom
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Fold realm of stagnation, death, decay. Vast desert lands, ruled for millennia by undead queens employing dark magic and necromancy. Most inhabitants are undead, some human servants in one of the few fertile river valleys in relative comfort. Those serving the queens can gain status but are still considered second class by most. Primitive (ancient traditions are law), strictly hierarchal, slavery is common and seen as traditional (undead and living, often ritualistic). Time seems to flow differently, and eternity stretches on, deserts littered with ruins of ancient civilizations, numberless stories told and forgotten over ages.
- #28Amunthar Queens
Keys: immortal queen, undead queen, mummy queen, Amunthar queen
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Rulers of Amunthar, attain undeath through mummification and religious worship. Deeply arrogant and resistant to change, have ancient wisdom that often makes them inflexible, but the undead are easy to please. Usually keep diplomatic relations with other countries and entertain diplomats with a harem of nubile human women (who often live in comfort and double as spies). Queens usually demand periodic blood sacrifices, but if they find someone they love, they can take them as husbands without killing them.
- #29Undead
Keys: Amunthari, undead
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Undead can be mindless shamblers or sentient and human-like, depending on the skill and power of the necromancer. Typically need life essence to sustain themselves, but the more intelligent, the more they can restrain themselves.
- #30Amunthar Queen's Harem
Keys: harem, Queen's harem
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Amunthar's Queens usually keep a large harem of nubile human women to please, seduce and spy on foreign diplomats. Usually treated well, sometimes allowed to leave, esp. to have children or get married. Some are forced into servitude as lowly prostitutes.
- #31Undead Harem
Keys: undead harem
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Amunthar's Queens sometimes keep a harem of undead women, raised by themselves or bound into servitude. Used to please more perverse pleasures, to collect useful, talented people who have died or as living. Various races of undead (eg. zombies, liches, ghouls, mummies, etc) and dead specimens of various species of monster girl (elves, succubi, sirens, etc), in various states of decay (fresh to mummified) and sentience (trained but feral to perfectly conscious). The best harems boast royalty from other countries and rival queens as member.
- #32Queen Eterna
Keys: Eterna
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Major immortal ruler within Amunthar. Vain, arrogant, tyrannical, generous, quick to punish disrespect, lazy, hedonistic, observant, powerful. Delegates most rulership to powerful subordinates, likes watching palace intrigue. Lives in ancient, labyrinthine crypt complex bearing her name (Maze of Eterna). Lilianore is one of her closest advisors and delegates. Wants all her subjects to be beautiful forever.
- #33Undersea
Keys: abyss, intersticial, undersea, interstice
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Expansive underground ocean, deep beneath the continents, its surface the underside of a vast cavern ceiling. Home to eerie bioluminescent creatures and fungi, along with deep sea monster girls (sirens, mermaids, tritons, selkies, etc). Divided into numerous 'deeps' with separate communities.
- #34Undersea Society
Keys: abyss, intersticial, undersea, interstice
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Undersea society is based on tight-knit clans, the eldest passing on vital knowledge of crafting, rituals, trade and migration routes, and location of ores and thermal vents. Economy includes algae cultivation, pisciculture, mining gems for trade and decoration, all fueled by vents and supplemented with magic. Those deemed traitors, weak or incompetent are cannibalized for food. Only the strong survive. All know at least some magic, the more powerful rule over more clans, some decisions are made in community. There's contact with the upper world through exchange wells and pulleys, undersea creatures can't normally survive on the surface.
- #35Endless Dunes
Keys: dunes, Endless Dunes
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Vast desert making up most of Amunthar. Temporary oases nurture small populations of nomadic monster girls, mostly half-scoprion girtablilu; djinn-like shaitani; burrowing, worm-like akhkaru, with incredible strength and resilience; majestic, winged asanbosam, with golden feathers; evil shadowborn demons; rarely humans; sandworms; moon foxes (mythological).
- #36Ravenhurst
Keys: Ravenhurst
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Library-city found in the high peaks, harder to access on foot. Industry is based on creation, preservation and dissemination of knowledge. Book complex, education, classes, seminaries, workshops. Exchanges and guests from around the world. Alchemist, herbalist, provide materials while farmers cultivate a nearby valley. Officially neutral during conflicts. System of magical defenses against internal and external attacks, containment for dangerous artifacts.
Main spiral Grand Tower holds countless artifacts and books on all subjects, carefully tended. Surrounded by smaller spires and gardens. Balconies for winged access. Apartments for permanent staff, dormitories for temporary. Ruled by the Conclave of Wings.
- #37Conclave of Wings
Keys: conclave, conclave of wings
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Ruling body of Ravenhurst. Consists of a Main Archivist (chairperson, traditionally a harpy) + elected Arch-Scholars representing different fields, lasting several years. Various committees oversee daily operations.
- #38Centaurs
Keys: centaur
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Proud, noble race, known for strength, speed, connection to nature, archery and sometimes elemental nature magic. Exceptional mobility and endurance. Their society values wisdom and physical prowess in equally. Often nomadic, roam forests and plains, but many embraced a sedentary lifestyle, integrating into multi-species communities. Revere the natural world, serve as guardians of the wilderness. Organized into clans, led by the wisest and most capable. Oral tradition, communal rituals celebrate the cycle of the seasons and cosmos. Often gentle, philosophical people, engaging in debates and philosophical contemplations. Trade with other species, sometimes serve as tutors, transports, guides.
- #39Lacuna
Keys: Lacuna
Enabled · Selective · After character · Order 100 · 100%
Entry settings
City of interconnected misty islands. Confusing and organic layout, difficult for outsiders to navigate, plenty of twisting alleys and hidden courtyards. Architecture is a mix of pintoresque European architecture and cozy, warm Japanese interiors.
Home to humans and mischievous kitsune girls. Governed by group of powerful kitsune who maintain balance through subtle manipulation and intrigue. Rumored to be led by the legendary Kyōbi, a kitsune with unparalleled mastery over illusions.
Rich trade hub, finance center, cradle of the arts. Fine-letter contracts, excellent lawyers, actors. Information is currency, those who possess the most valuable secrets hold the greatest power.
Citizens developed a culture around the art of misdirection. Festivals and celebrations feature elaborate illusions, theater performances blur the lines between reality and fantasy. Literature and humor involve subtlety, satire, irony, double meanings.
Attracts inventors, artists and mages seeking to advance their craft. Numerous workshops and laboratories, innovators experiment mixing magic and technology eg "glamour engines," devices capable of amplifying and projecting illusions on a massive scale.
Rival factions and cabals constantly vie for power, using their illusions to outmaneuver opponents.
Notable Locations:
White Hall: seat of government Hall of Whispers: famous theater Luna Hall: small indie theater Scriptorium: mysterious library containing ancient tomes and forbidden knowledge
- #40Luna Hall
Keys: Luna Hall
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Small theater, with often more avant-garde plays from small troupes. Well-liked by actors and playwrights, but usually struggles for audience and money.
Lucilla Volpe d'Argento: rising star actress, noble daughter at odds with her family.
- #41Crimson Claw Clan
Keys: the gang, crimson gang, crimson claw
Enabled · Selective · After character · Order 100 · 100%
Entry settings
All-female monster girl gang, living in the upper levels of a large dungeon (near a human town), claiming it as their territory and collecting tolls. Rough, strong and aggressive, but usually not hostile. Sell their services as bodyguard, guides, adventurers, mercenaries. Members: Mynxa (leader, minotaur), Shuri (tracker, manticore)
- #42Stonesinger
Keys: old ways, 'singer, stonesinger
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Full-blooded dwarves are rarely born with the ability to commune and direct the powers of the earth itself, allowing them to prospect at a glance, create golems and manipulate earth and rock. Power identified with the help of the Singer Stone, after which they're taken as apprentices into one of the hidden clans. After passing their trials they're elevated to full members and officially become Stonesingers, champions of the ancient ways.
- #43O'Leary's Pier
Keys: O'Leary, O'Leary's pier
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Pier-side bar at one of Lacuna's island, frequented by sailors, workers and the more friendly mermaids.
- #44Vectra Island
Keys: Vectra
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Filled with ruins of previous settlement and a few hidden treasures, formerly frequented by pirates and smugglers, now abandoned. Northwest of Lacuna.
- #45Knossos
Keys: Knossos
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Cosmopolitan island metropolis, between the mountains and sea. Trade from all over the world. Diverse population, inc. humans, minotaurs, centaurs, satyrs, sirens, harpies. Led by council of landowning elders, oversee justice, commerce, public works. Many temples, shrines, fountains, gardens, public baths as gathering places. Celebrates festivals honoring deities and heroes of old. Famous for its love of music, dance, storytelling, theater troupes, traveling performers. Maze-like layout. Palace of Knossos, complex of rooms and courtyards; Temple of Poseidon, singing mermaid priestesses; Theater of Dionysus, satyr actresses.
- #46Harpy Tower
Keys: harpy tower, tower, tower of harpies, messenger tower
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Tall structures with large open balconies, built for arrival/departure of large number of flying creatures (eg. harpies), who typically serve as messengers and delivery women. Often in larger towns, and some human cities, trade with surrounding town, sell mail and transport services, airspace police, singing chorus, recitals. Often governed by strong harpies, wyverns, even dragons. Built on special ley lines spots, vulnerable to weather, require contracts with wind spirits. Allow research into wind magic. Sometimes host harpy harems for powerful lords.
- #47Demons
Keys: demon
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Creatures from a different dimension, can phase in when summoned with certain rituals. Formless, usually adopt a shape enticing to summoner.
- #48Silkenreach
Keys: Silkenreach
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Ancient arachnid civilization, loose association of individual arachnid monster girls in and around Omyfe Alari, overlapping Elaria. Spider girls agree not to invade each other's territory, share information, common laws.
- #49Order of the Iron Claw
Keys: order of the claw, iron claw order, order, iron claw
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Ancient order of knightly monster girls who take on quests for money and glory, to keep the peace among and foster camaraderie among species. Has a few of humans usually seen as weaker and in need of protection, most members are beastkin types.
- #50Malakai
Keys: Malakai
Enabled · Selective · After character · Order 100 · 100%
Entry settings
Powerful wizard, enemy of the Order of the Silver Paw. Sees himself as superior to and intent on ruling both humans and monster girls. Might not be entirely human, access to powers not from this world. His unseen influence spreads all over the world.
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