Hogaan(1)
NSFWLorebookby Anonymous· on Chub· added
- Prostheses
- dungeon
- Fantasy
- NSFW
- OC
- Tentacles
- Dark fantasy
- Scenario
- gender bender
- Roleplay
- amputee
- Tentacle monster
Tokens: 88 permanent · up to 253 lorebook · budget 341
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All my stuff I think is cool. Shared setting for several of my bots.
Listed as “Hogaan”
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Hogaan(1)
34 entries · scan depth 50 · budget 500 tokens
- #1Psychic Powersselective
Keys: psychic, psycho, mental · Secondary: repertoire, spell, powers, list, spells, lists, power
Psychic powers are used with purely mental components (although it's still clear that the user is doing something supernatural).
- #2Hogaanconstantselective
Keys: where are we, continent, where am i, Country
Hogaan is the name of the country, a land of danger and adventure. The level of technology is roughly 18th century Europe. Adventurers risk life and limb for gold, glory, treasure, and power. Most adventurers are women. Nonhuman races are exceptionally rare. Firearms exist at the level of revolvers and lever-action rifles. The currency is the CH (Crown Hogaan). The tone is heroic fantasy.
- #3Dungeonselective
Keys: Dungeon, dungeon
A common quest for adventurers. Dungeons consist of several common encounters, few rare encounters, few trap encounters, one final boss, and treasure. The common encounter fights in groups. The rare encounter fights alone, sometimes alongside a common encounter. The final boss fights alone.
- #4The knackersselective
Keys: knackered, knackers, knacker's, knacker, surgeon, transplant, knackering, surgery
The knackers is a body-part marketplace that extends the monster materials trade to adventurers. Breasts, genitals, and intact bodies command high prices from aristocratic upgraders and veterans seeking replacement parts. The guild liquidates indebted adventurers here; others sell limbs to raise cash or replace wrecked parts rather than fund healing. Thanks to the EoLP, survival as just a head is possible. While some purchase silver prosthetic bodies to preserve their autonomy, most retirees prefer luxurious leisure as a tended head. To graft a purchased part, sew it on and drink a Knacker's Elixir—it bonds the limb over one week, even enabling cross-species transplantation.
- #5Apotheosisselective
Keys: True Immortality, Apotheosis, Enlightenment
An Apotheosis is a kind of enlightenment one achieves through total mastery of the magical or martial arts. Unlike any other living or undead creature, someone who has attained an apotheosis is able to live as a soul without a body indefinitely, and is capable of creating a new material body for themselves if they ever die or are killed. In contrast, even immortal undead die if their bodies are totally destroyed.
The undead are incapable of achieving apotheosis, as their souls are essentially frozen, incapable of the necessary growth. For this reason, Requiem seeks eternal apotheosis such that she may totally surpass her master.
- #6Notes on prostheticsselective
Keys: replacement arm, prosthetics, prosthesis, prosthetic, replacement leg, prostheses
The limb types in increasing order of value: primitive, wood, steel, silver, mithral. More exotic prosthetics, such as torsos or heads, are possible but rare. Prosthetic limbs are usually removed for sex, sleeping, and bathing for comfort and to reduce wear.
- #7Primitive prostheticsselective
Keys: replacement arm, prosthetics, prosthesis, prosthetic, replacement leg, prostheses · Secondary: peg-leg, basic, primitive, poseable, cosmetic
Primitive limbs (approx. 3 CH ea.) have no functional joints, either like a peg-leg (jointless), or a doll's limb (purely cosmetic).
- #8Wood prostheticsselective
Keys: replacement arm, prosthetics, prosthesis, prosthetic, replacement leg, prostheses · Secondary: rowan, elm, wooden, pine, juniper, oak, sycamore, wood, birch
Wood limbs (approx. 30 CH ea.) use springs to create functional major joints, but can't make functional hands or fingers. Instead, wooden arms usually end in a socket to screw in a tool such as a weapon, shield, staff, multitool, or hook. They're slightly weaker and more fragile than meat limbs. Cheap and functional. The minimum standard for adventuring.
- #9Steel prostheticsselective
Keys: replacement arm, prosthetics, prosthesis, prosthetic, replacement leg, prostheses · Secondary: iron, steel
Steel limbs (approx. 100 CH ea.) use springs to create functional major joints, but can't make functional hands or fingers. Instead, steel arms usually end in a socket to screw in a tool such as a weapon, shield, staff, multitool, or hook. They're about as strong as meat limbs, and very durable. The preferred choice for most active adventurers.
- #10Dungeon: Tomb of the Desert Princessselective
Keys: Desert, Tomb, Temple, Catacomb · Secondary: Princess
Dungeon rank: A Common encounter: Mummies armed with swords and shields. Resilient. Wounds inflict Mummy Rot, a deadly disease. Common field treatment is immediate amputation of afflicted limb. Rare encounter: Steel Golem. Extremely magic resistant. Deadly poison breath attack. Healed by fire. Weak to electricity. Trap encounter: Chamber of Blades. Knives rain from the ceiling, aiming to blind and distract. Large blades spring from the walls and floor, aiming to remove arms, legs, and heads Final Boss: Desert Princess. Necromancer. Bound her soul to an animate statue of herself. Fights with negative energy and summoned mummies. Treasure: The Lost Library of the Desert Kingdom, an archive of ancient magic.
- #11Dungeon: Dragon's Denselective
Keys: Dragon, Dragon's · Secondary: Den
Dungeon rank: B Common encounter: Kobolds armed with spears and bows. Cunning. Tries to lure enemies into trap encounters. Rare encounter: Half-Dragon Lion. Flies. Breathes fire. Prefers hit and run tactics. Trap encounter: Burning crucible. All exits seal as temperature rapidly rises, until spontaneous combustion occurs. Powered by a gemstone hidden somewhere inside the room. Final Boss: Fire-breathing dragon. Huge. Skilled fire mage. Fire breath capable of melting rock, forming lava. Treasure: The Dragon's horde of gold, gemstones, and priceless artworks.
- #12Dungeon: Pit of Vipersselective
Keys: Pit, Nest, Den · Secondary: Snakes, Vipers, Cobras
Dungeon rank: C Common encounter: Goblins armed with knives and fireworks. Reckless. Willing to inflict friendly fire. Rare encounter: Lamia. Attacks from stealth. Tries to constrict foes to death. Trap encounter: Pit of Vipers. Hidden pit trap full of angry venomous snakes. Final Boss: Two-headed Basalisk. Petrifying gaze, curable with basalisk blood. Treasure: Treasure chests containing gold, potions, and modest equipment.
- #13List of Dungeonsselective
Keys: dungeons, Dungeons · Secondary: available, list, menu, other
A rank: Tomb of the Desert Princess, Eclipse Spire B rank: Dragon's Den, Hive of the Glass Queen, Clockwork Labyrinth C rank: Pit of Vipers, Frozen Catacombs D rank: Rat King's Warren, Bog of Rot
- #14Guildselective
Keys: power levels, Guild, power level, Rank, guilds, ranks
The guild is the organization responsible for ranking adventurers and quests from D to A. See guild rank exam for details. A B+ rank is considered high. High rank adventurers are expected to be able to work solo on C- ranked quests. Guild adventurers are given a service revolver and an elixir of life preservation upon initiation, and have to repay it within their first year. D: Amateurs and rookies. C: Journeymen adventurers. Most common rank. B: Skilled and Veteran adventurers. A: Exceptional adventurers.
- #15Magical combatselective
Keys: outfighter, blaster, infighter, combat style, magical combat
Magical combat draws from much of the same terminology as boxing. The four fundamental styles are infighting, outfighting, blasting, and all-rounders.
Infighters use their mobility to approach, then use a combination of attacks to overwhelm defences. Infighting has an advantage against outfighters, and a disadvantage against blasters.
Outfighters use their mobility to maintain distance, wearing down opponents with ranged attacks. Outfighting has an advantage against blasters, and a disadvantage against infighters.
Blasters focus on raw magical strength and resilience, aiming to break guards and crush their opponents with their powerful techniques. Sluggers have an advantage against infighters, and a disadvantage against outfighters.
- #16Silver prostheticsselective
Keys: replacement arm, prosthetics, prosthesis, prosthetic, replacement leg, prostheses · Secondary: silver, sterling, platinum, gold
Silver limbs (approx. 10000 CH ea.) are minor magical items, and are fully functional replacements for the original limb (including functional hands). Silver limbs are a common choice for retiring high-rank adventurers (since their flesh limbs are more valuable than the prosthetic, sometimes called "silvering out"), but they're too delicate to be used while adventuring.
- #17Mithral prostheticsselective
Keys: replacement arm, prosthetics, prosthesis, prosthetic, replacement leg, prostheses · Secondary: adamantine, mithral
Mithral limbs are minor magical items, and are fully functional replacements for the original limb (including functional hands). Mithral limbs are also lightweight, durable, and generally outperform even meat limbs. Very expensive (approx. 100000 CH ea.), the Rolls-Royce of prosthetics.
- #18Tentacle monsterselective
Keys: tentacle monsters, tentacle monster
Tentacle monsters are shambling piles of phallic tentacles that feed by raping women with their tentacles and filling them with aphrodisiac cum. If it attacks a man, it secretes a special slime that transforms the victim's penis into a vagina. The transformation is temporary, lasting about a week. Tentacle monsters are basically plants. Although humiliating, tentacle monsters are ultimately harmless.
- #19Dungeon: Rat King's Warrenselective
Keys: King, Rat · Secondary: Nest, Warren, Den
Dungeon Rank: D Common Encounter: Swarms of giant rats (pack tactics) and diseased vermin Rare Encounter: Mutated Rat Ogre (slow but hits hard) Trap Encounter: Collapsing tunnels triggered by pressure plates Final Boss: The Rat King (intelligent rodent commanding swarms) Treasure: Stolen food supplies and crude jewelry
- #20Dungeon: Bog of Rotselective
Keys: Swamp, Bog, Mire · Secondary: Miasma, Stench, Rot
Dungeon Rank: D Common Encounters: Diseased rats (swarm tactics), zombie villagers (slow but relentless) Rare Encounter: Plague Wight (emits toxic mist, throws infected organs) Trap Encounter: Collapsing tunnels rigged with rabies-infected spike traps Final Boss: Necrotic Troll (regenerates unless burned, vomits acidic bile) Treasure: Sacrificial silver offerings in central shrine
- #21Dungeon: Frozen Catacombsselective
Keys: Tomb, Catacombs, Catacomb · Secondary: Ice, Frozen, Cold, Freeze
Dungeon Rank: C Common Encounters: Diseased rats (swarm tactics), zombie villagers (slow but relentless) Rare Encounter: Plague Wight (emits toxic mist, throws infected organs) Trap Encounter: Collapsing tunnels rigged with rabies-infected spike traps Final Boss: Necrotic Troll (regenerates unless burned, vomits acidic bile) Treasure: Sacrificial silver offerings in central shrine
- #22Dungeon: Hive of the Glass Queenselective
Keys: Nest, Hive, Swarm, Insect · Secondary: Crystal, Obsidian, Glass
Dungeon Rank: B Common Encounters: Obsidian-armored termites (acid spit), crystal scorpions (reflective carapaces deflect spells) Rare Encounter: Phoenix Mantis (blinding wing flashes, self-immolates when near death) Trap Encounter: Laser grid created by strategically placed prisms Final Boss: Chrysalis Monarch (shards explode on contact, mind-control pheromones) Treasure: Fossilized royal jelly with alchemical properties
- #23Dungeon: Clockwork Labyrinthselective
Keys: Clockwork, Golem, Construct · Secondary: Maze, Labyrinth
Dungeon Rank: B Common Encounter: Automaton sentries (precision attacks) and gear mimics Rare Encounter: Steam Golem (overheats periodically) Trap Encounter: Shifting rooms with crushing walls Final Boss: The Architect (mad artificer with mechanical wings) Treasure: Blueprints for lost technology and clockwork cores
- #24Dungeon: Eclipse Spireselective
Keys: Eclipse · Secondary: Spire, Tower
Dungeon Rank: A Common Encounter: Shadow demons (copies appearance of enemies) and gravity-warping cultists Rare Encounter: Swarm of Phase Spiders (teleports unpredictably) Trap Encounter: Rooms where light sources get progressively dimmer until complete darkness Final Boss: Herald of the Eclipse (an occult-themed outsider with gravity-based powers) Treasure: Celestial orrery and star-metal weapons
- #25Tentacle terrorselective
Keys: Tentacle terror, tentacle terrors, super tentacle monster, super tentacle monsters
Tentacle terrors are an extremely dangerous kind of predator. They are a cross between a giant squid and a komodo dragon, the size of an elephant. A tentacle terror's tentacles are laced with a paralyzing venom, and their main goal is to eat adventurers alive and whole, both for sustenance and to reproduce.
The tentacle terror's belly is a hell of tentacle rape that permanently transforms the victim into a parasitic broodmare. First, an aphrodisiac acid dissolves all clothing, equipment, and other nonliving material. Next, if the victim is a man/male, the tentacles secrete a sex-changing ooze as it needs a female victim to reproduce. Next, the internal tentacles pin the victim's arms and legs, and start raping every hole they can find. As this happens, the victim's arms and legs are slowly dissolved for nutrition. The monster's semen corrupts the victim's womb, making them permanently pregnant with tentacle terror larvae. The victim is finally excreted, limbless, hypersensitive skin, belly distended with larvae, addicted to their aphrodisiac lactation. The victim gives birth to a new tentacle terror about once a week.
- #26Chop Shop crimeselective
Keys: limb thief, chop shop, limb theft
Chop Shop thieves usually prey on on anyone passed out in a public place. Rarely, they attack people in broad daylight. They steal the victim's clothes, weapons, money, arms, and legs. They fence their ill-gotten gains to a black market knackers.
- #27Guild pamphletsselective
Keys: flyers, pamphlets, pamphlet, flyer · Secondary: guild
Miscellaneous flyers and pamphlets made by the guild for the benefit of its members. Titles include {{random: "So you've been seeded by a Tentacle Monster", "Everything you need to know about Tentacle Terrors", "How to protect yourself from chop shop attacks", "So you're going to the knackers", "So you've ruined your life - what to do when you run out of limbs", "So you've had your sex changed against your will", "Underwear of holding: the latest craze in comfort", "Don't lose your head! The elixir of life preservation and you", "The Adventurer's multitool - the new general purpose prosthetic!", "Everything you need to know about the guild rank examinations (but are too afraid to ask)"}. They're surprisingly detailed and informative despite their silly covers.
- #28Underwear of holdingselective
Keys: panties of holding, underwear of holding, underpants of holding, bra of holding
Underwear of holding (approx. 30 CH/set) are used by people who want to minimise the size of their "assets", for practicality, modesty, or comfort. The insides of the underwear are connected to a weightless, numbing extradimensional space, allowing the exterior to present as perfectly flat. They're extremely comfortable.
- #29Adventurer's multitoolselective
Keys: multitool
An adventurer's multitool (300 CH) is a popular choice of tool to attach to a wood or steel prosthetic arm. It's a minor magical item that can swap instantly between a prosthetic hook, longsword, shield, thieves' tools, or wand/staff mount.
- #30Elixir of life preservationselective
Keys: elixirs of life preservation, eolp, elixir of life preservation
Adventurers usually drink an elixir of life preservation (EoLP, approx. 3000 CH ea.) as part of their initiation. It almost instantly halts blood loss from injury, and prevents loss of consciousness due to shock. It also prevents death as long as the brain is intact, even in the case of decapitation. The elixir does not bestow regenerative properties. The effect is permanent. Half of all male drinkers become female as a side effect. This can be reversed with an EoSS. (OOC: Don't mention the EoLP where possible.)
- #31Elixir of sex shiftingselective
Keys: eoss, change sex, elixir of sex shifting, changed sex, elixirs of sex shifting, sex change potion, sex changed, sex change
The elixir of sex shifting (EoSS, approx. 300 CH ea.) allows the drinker to permanently change their sex. First, the drinker loses all sexual characteristics and returns to a sexless state. Then, they gain the sexual characteristics of their new sex. The enhanced elixir allows the drinker to become a true hermaphrodite/futanari, with highly exaggerated male and female features and both sets of genitals. Cursed elixirs leave the drinker in their sexless state.
- #32Elixir of Venus/Marsselective
Keys: elixirs of mars, eom, elixir of mars, eov, elixirs of venus, elixir of venus
The elixir of Venus/Mars (EoV/EoM, approx. 100 CH ea.) permanently enhances the femininity/masculinity of the drinker's body. They can't change the drinker's sex, but do affect primary and secondary sexual characteristics including breasts and genitals.
- #33Rank examinationsselective
Keys: d rank, adventurer rank, a rank, c rank, d-rank, c-rank, b-rank, a-rank, b rank, guild rank · Secondary: examination, EXAM, examinations, tests, exams, trials, trial, test
The adventurer rank exam is a standard dungeon that must be cleared solo to pass. The guild won't let adventurers attempt any exam above C-rank without the benefit of the elixir of life preservation. The D-rank exam is a glorified fitness test, with traps and monsters intended to inconvenience more than incapacitate. The C-rank exam is dangerous, but unlikely to cause permanent injury. The B-rank exam has a reputation for traps that claim the limbs of unprepared candidates, and has a 5% mortality rate. The A-rank exam has a 30% mortality rate, and most survivors that fail are forced to retire from their injuries.
- #34Adventurersselective
Keys: adventurers, adventurer
Adventurers usually work in small groups, typically covering the archetypes of warrior, thief, and mage. They're employed for tasks that are ill-suited for the military and other government-run institutions. Due to the elixir of life preservation's sex change side effect, a significant minority of women adventurers used to be men.
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