List of all relevant things in Hukka's world
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List of all relevant things in Hukka's world
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Here they are.
Book settings
- #1Rumineth
Keys: Rumineth, frontier city
Enabled · After character · Order 1 · 100%
Entry settings
Rumineth is a frontier city fallen to goblin raiders from the Crescent of Hatred. Flames consume human structures, scarring the city's stone walls and collapsing ramparts into rubble. Goblins loot various buildings. Destruction and bonfires mark the chaos. The few remaining human survivors hide or suffer as captives to the goblins. Rumineth's human soldiers have been defeated; none remain alive.
The story begins in Rumineth, with {user} as a stranded captive imprisoned during Rumineth's fall. It is feasible to escape the raided city of Rumineth alive. However, a human would need to be exceptionally strong, clever or have a goblin ally.
- #2Rumineth Sewers
Keys: zombies, Rumineth Sewers, sewers, zombie
Enabled · After character · Order 1 · 100%
Entry settings
Beneath Rumineth lies a sprawling network of sewers, a dank and decaying labyrinth. The sewers’ stone arches and tunnels, carved with faded insignias of the Kingdom of Vaul, are crumbling, their walls slick with moss, algae, and a foul, black sludge that reeks of rot. Narrow walkways flank sluggish channels of murky, refuse-filled water, while rusted grates and collapsed passages create a maze of dead ends and hidden routes. The air is thick with the stench of decay, damp stone, and something unnervingly—like rotting flesh. The constant drip of water and the occasional skitter of rats or distant groan of a Zombie punctuate the oppressive silence, making the sewers a place of dread and desperation.
The sewers are a complex network of interconnected tunnels, ranging from tight, claustrophobic passages to cavernous chambers where wastewater once pooled. Some areas are flooded, forcing waders to navigate waist-deep, frigid water filled with debris and unseen hazards like jagged metal or submerged bones. Collapsed sections create bottlenecks, requiring climbing or squeezing through tight gaps.
The sewers are treacherous. Slippery walkways risk plunging travelers into toxic water, which can cause infection or disease. Poisonous fungi, sprouting in damp corners, release spores that irritate lungs or induce disorientation. Unstable ceilings occasionally drop stones, and rusted iron grates may give way underfoot.
If someone makes it through the decaying labyrinth of Rumineth's sewers, they will end up in Western Vaul.
Possible monsters: Zombie, Cave Worm, Lagul, Mockeri, Living Doll, Faker. Cave Worm and Lagul may futily latch onto Zombies, struggling to siphon them for semen. Soul-Takers lurk the sewers, easily dispatching other monsters through the use of unholy magic and their common minion, the Bulbus.
- #3Rumineth Prison
Keys: rumineth prison cell, my cell, prison cell, rumineth prison
Enabled · After character · Order 1 · 100%
Entry settings
{user}'s prison cell is a dank, claustrophobic chamber carved into the city’s ancient stone foundations. The air is heavy with the stench of mildew, blood, and smoke. The cell’s walls, slick with condensation, bear crude scratches. Dim orange light filters through a single, tiny window within the cell, the result of nearby burning buildings.
On the wall across from {user}, there lies slumped the corpse of a dead guard. His body covers a grate likely leading to Rumineth's sewers.
Prisons in Rumineth were known to be privatized. This series of prison cells (including the one {user} is trapped in) likely belonged to a wealthy benefactor.
- #4Crescent of Hatred
Keys: wilderness, Crescent of Hatred, goblin homeland
Enabled · After character · Order 1 · 100%
Entry settings
The homeland of the goblins, the Crescent of Hatred is a vast, arid, unforgiving crescent-shaped desert. It is known for its scorching environment and harsh extremes, where the sun beats relentlessly upon the sand, and life is a constant struggle for survival. On a map, the Crescent of Hatred is located far west.
At the center of this desolate expanse lies a large saltwater bay, an anomaly in the midst of such arid terrain. This bay, however, is no safe haven—it is teeming with dangerous creatures such as sharks, pliosaurs and other creatures of ancient terror lurking beneath its surface. Human pirates occasionally frequent the bay, though the danger of its vicious inhabitants keep most away.
The Crescent of Hatred is sparsely populated, with only a few resilient species able to thrive in the extreme conditions. The land is dotted with scattered cacti, venomous cobras, and carrion birds that prey on the few animals that manage to survive. Despite these harsh conditions, the goblins continue to exist here, their small and wiry bodies adapted to the brutal environment.
The dominant predator of the Crescent of Hatred is the Blade Lizard, a towering, hyper-aggressive saurian that strikes terror into the hearts of goblins. These terrifying beasts stalk the land in eerie silence, and their presence is a constant threat to any goblin brave—or desperate—enough to venture into their territory.
Possible monsters: Blade Lizards, Lower Dragons, Garoozi, Parrot Dragons, Centaurs, Amazonians, Mega-Whites. All life in the desert is sparse and rare.
- #5Kingdom of Vaul
Keys: human homeland, Vaul, Kingdom of Vaul
Enabled · After character · Order 1 · 100%
Entry settings
The Kingdom of Vaul is an immense, powerful kingdom that stands as the pinnacle of human civilization, spanning much of the known world. It is considered the "crown jewel" of human society, embodying both the height of human achievement and the heart of their religious devotion. Every human village, settlement, and city is a subject of Vaul. On a map, the Kingdom of Vaul is located far east.
The kingdom of Vaul is ruled by the Holy Council, a group of revered leaders who serve as divine intermediaries for the Holy Pantheon—a set of gods and deities worshipped fervently by the people. The Holy Council holds immense power, governing not just the political but also the spiritual matters of the kingdom. Their decisions are considered sacred, and the will of the Holy Pantheon is seen as directly guiding the kingdom’s laws, morality, and actions. Religion is deeply ingrained in every facet of Vaul, with temples, shrines, and ceremonies dedicated to honoring the Holy Pantheon. Life in Vaul demands servitude to the Holy Pantheon, the Holy Council and the fabric of human society.
Vaul is a sprawling, well-guarded metropolis that stands as both a center of governance and a fortress. Known for its towering walls, impressive fortifications, and elite military forces, Vaul's capital is impervious to invasion. Vaul's defenses are unmatched.
While the human settlements outside the capital vary in size and wealth, all fall under Vaul's protection and are expected to pay tribute to the kingdom. The influence of Vaul is vast, and its reach extends across continents, exerting political, military, and religious pressure on neighboring lands. As the most powerful human kingdom, it is both revered and feared by many, with its might ensuring dominance in much of the known world.
It's known that monsters are not permitted in Vaul and are slain on sight.
- #6Western Vaul
Keys: badlands, badland, Western Vaul, wilderness
Enabled · After character · Order 1 · 100%
Entry settings
Western Vaul stretches west from the Kingdom of Vaul toward the arid Crescent of Hatred. Vital but but perilous caravan routes cuts through this rugged, ash-strewn badland.
The badland is scarred by volcanic fissures, abandoned villages and crumbling watchtowers, remnants of Vaul’s early attempts to inhabit the region. It is a harsh, rocky expanse with dark ash clouds, sudden sandstorms, and geothermal vents that spew toxic fumes. Sparse oases provide water but are fiercely contested. The road itself is littered with abandoned wagons and skeletons of beasts and men.
North of Western Vaul is a very large active volcano known as Drake's Mouth.
Despite how perilous Western Vaul is, it's rich in resources that the Kingdom of Vaul declares vital. Small mining towns populated by humans continue to exist in this territory, better-protected from threats than Rumineth. Western Vaul is located between Rumineth and the Kingdom of Vaul.
Possible monsters: Underman, Shadow Fiend, Mockeri, Creeping Gumo, Big Needle, Lagul, Modi, tribes of Garoozi and tribes of Mojikocy. Soul-Takers lurk in the ruins of human civilization, using Bulbus and Doomfiends as minions. Living Dolls inhabit some of the ruins. Sparse goblin war bands may reside here, seeking ore to create thunder sticks.
- #7The Holy Fields
Keys: human homeland, villages, The Holy Fields, farms
Enabled · After character · Order 1 · 100%
Entry settings
South of the Kingdom of Vaul sprawls the Holy Fields, a vast, fertile meadow of rolling fields and golden wheat, stretching as far as the eye can see. This breadbasket of the Kingdom of Vaul, dotted with thriving human villages, farmsteads, and windmills, all under Vaul’s vigilant protection. The Expanse is a vision of pastoral beauty, with wildflowers swaying in the breeze and streams crisscrossing the land.
The Holy Fields are home to hardworking human farmers, blacksmiths, millers and other peasants, self-organized into tight-knit villages. Highly capable soldiers of Vaul's military maintain a presence within each of these small towns, limiting the presence of monsters.
In this place, humans live incredibly safe lives. Monsters are slain on sight.
Possible monsters: Very few. Hadrosaurs are kept by humans as livestock. Occasionally one may stumble upon a Lower Dragon, Rockman, Mockeri, Megaprowler or Faker. Obvious, threatening monsters do not reside in this particular region due to human soldiers preventing their presence.
- #8Blackwood Bosque
Keys: forest, Blackwood Bosque, wilderness
Enabled · After character · Order 1 · 100%
Entry settings
Blackwood Bosque is a dense, ancient forest of towering pines and blackened oaks. The forest is a wild, untamed place, largely avoided by Vaul’s human citizens due to its reputation as a haven for monsters. Shadowed paths wind through gnarled roots and misty clearings, where old stone idols, defaced by time, hint at old forgotten human faiths.
The forest is dark and humid, with a thick canopy frequently blocking sunlight while permitting sporadic rain. Tangled undergrowth and sudden ravines make travel treacherous.
The Blackwood Bosque is south of the Kingdom of Vaul. If one keeps traveling south through Blackwood Bosque, they will arrive at the Peaks.
Possible monsters: Underman, Lower Dragon, Cave Worm, Garoozi, Rockman, Mojikocy, Creeping Gumo, Big Needle, Megaprowler, Parrot Dragon, Center, Shadow Fiend, Amazonian, Living Doll, Lagul, Mockeri, Modi, Faker. Monsters frequently interact with one another due to their large population. Soul-Takers occasionally wander the woods with their minions, the Bulbus or Doomfiend.
- #9Flow of the Pantheon
Keys: waterway, wilderness, flow of the pantheon, large river, river
Enabled · After character · Order 1 · 100%
Entry settings
Flow of the Pantheon is a very large river. It flows through West Vaul badlands, through the pastoral Holy Fields, and touches the Untamed Lands savannah. The river's source is the Peaks, a very cold mountain range with frequent snowfall.
Human villages dot the east side of the river, closest to the Holy Fields. These villages receive ample protection from human soldiers. The west side of the river leads into the Untamed Lands savannah, which are full of monsters that humans wish to avoid. A few abandoned villages exist on the west side of the river touching the Untamed Lands.
Flow of the Pantheon is responsible for providing fresh water to the Holy Fields, assisting in their crops.
Possible monsters: Underman, Lower Dragon, Garoozi, Mojikocy, Creeping Gumo, Big Needle, Megaprowler, Parrot Dragon, Centaur, Amazonian, Lagul, Faker, Modi, Hadrosaur. Abandoned villages may contain Zombie, Living Doll, Shadow Fiend, Mockeri.
- #10Drake's Mouth Volcano
Keys: drake's mouth volcano, western vaul, volcano, west vaul, drake's mouth
Enabled · After character · Order 1 · 100%
Entry settings
Drake's Mouth Volcano is a menacing, solitary peak in Western Vaul. The volcano's craggy silhouette dominates a horizon of scorched earth. Its flanks are a brutal mosaic of blackened basalt and jagged pumice, fractured by deep fissures that glow with an eerie, molten light. It is the entity most responsible for Western Vaul's ashy badlands being so inhospitable.
At night, the peak pulses with a faint red glow, as if the mountain itself breathes, ready to unleash its fiery wrath and reshape Western Vaul.
It is a common source of materials for alchemy, such as Blasting Powder.
- #11The Untamed Lands
Keys: savannah, the untamed lands, wilderness, untamed lands
Enabled · After character · Order 1 · 100%
Entry settings
The Untamed Lands is a vast, sprawling savannah filled with golden grasses swaying beneath a seemingly-endless sky. The savannah is very flat, dotted with acacia trees that cast jagged shadows across the earth. Jagged outcrops of granite pierce the plain. Food and water is scarce here. The temperature is often very warm.
The Untamed Lands are not settled by any humans, instead serving as a large wilderness inhabited by monsters. Monsters rely upon the Flow of the Pantheon river. Occasionally, monsters cross the river into Blackwood Bosque.
Possible monsters: Underman, Lower Dragon, Cave Worm, Garoozi, Rockman, Mojikocy, Creeping Gumo, Big Needle, Megaprowler, Parrot Dragon, Center, Shadow Fiend, Amazonian, Living Doll, Lagul, Mockeri, Modi, Faker. Monsters frequently interact with one another due to their large population.
- #12The Peaks
Keys: cliffs, The Peaks, wilderness, mountains
Enabled · After character · Order 1 · 100%
Entry settings
South of Blackwood Bosque lies the Peaks, a formidable range of snow-capped peaks and icy valleys that form a natural barrier against an unusually frigid ocean. Jagged cliffs and frozen passes deter all but the boldest explorers.
The mountains are bitterly cold, with ice-slick paths, deep snowdrifts, and sudden crevasses. Caves offer shelter but are often lairs for wandering monsters. There is no civilization anywhere in the Peaks.
Possible monsters: Underman, Rockman, Mojikocy, Megaprowler, Amazonian. Caves are often inhabited by Creeping Gumo, Cave Worm, Mockeri. Mega-Whites explore the frigid shorelines beneath the cliffs and mountains.
- #13Map
Keys: globe, directions, world map, map
Enabled · After character · Order 1 · 100%
Entry settings
A map is a human invention, laying out all known locations in the world. A map will reveal the following:
Rumineth lies between 'Western Vaul' and 'the Crescent of Hatred' (which is even further west). Rumineth seems to have a subterranean sewer system.
'Western Vaul' is comprised of ash-filled badlands. It features a large volcano known as 'Drakes Mouth Volcano' to the north.
A vast savannah known as the 'Untamed Lands' lies south of 'Western Vaul'. A massive river seems to separate it from human territory. This large river is known as the 'Flow of the Pantheon'.
If one travels through 'Western Vaul' and goes east, they will arrive in 'the Kingdom of Vaul'.
'The Kingdom of Vaul' is the secure home of humans. South of the Kingdom of Vaul, one may find the pastoral 'Holy Fields'. The Holy Fields touch the Flow of the Pantheon river.
Traveling south through the Holy Fields, one will eventually find the 'Blackwood Bosque'. Further south of the Blackwood Boque is are 'the Peaks'.
'The Crescent of Hatred' is a large, crescent-shaped desert with a saltwater bay. Further west beyond this bay lies the 'Mystery Atoll'.
- #14Goblin
Keys: goblins, Goblin
Enabled · After character · Order 1 · 100%
Entry settings
A goblin is a small, fierce scavengers, averaging 106 cm in height with lean, wiry bodies adapted to survive in harsh deserts. Their leathery skin, suntanned orange or ochre, is mostly hairless, save for dark green, yellow, or black hair on their heads. Goblins possess long, powerful arms with strong, clawed hands, and slightly shorter legs. Their sharp, angular faces feature pointy noses, fan-shaped ears, and dark eyes with tapetum lucidum that see in low light. A goblin's durable, sharp teeth are perfect for tearing through tough desert foods like cacti or scavenged meat. Goblins do not have tails. Often adorned with scars and ritualistic markings, goblins wear minimal clothing suited to the heat—tattered loincloths, cactus fiber wraps, animal hides, and occasionally raided human fabrics. They favor bone jewelry, such as bracelets and necklaces made from their prey, and prize stolen headscarves, cloaks, and hats. Though ragged and menacing in appearance, goblins are highly cunning and resilient. In battle, goblins fight with skittish ferocity, often retreating when the tide turns against them, but their savagery is relentless when they gain the upper hand. Goblins loot fallen enemies for trinkets or clothing and have been known to roast and eat humans.
It’s not impossible for a human and goblin to have sexual relations. However, sex between a human and goblin is terribly unlikely. Humans and goblins have wildly different beauty standards. Most goblins would rather eat a human.
- #15Blade Lizard
Keys: wilderness, desert, predator, monster, Blade Lizard, blade lizards, crescent of hate, wildlife, apex predator
Enabled · After character · Order 1 · 100%
Entry settings
A terrifying apex predator, Blade Lizards are massive, carnivorous saurians standing 12 feet tall when fully reared. With a sleek, mottled, scaly hide comprised of dusty grays and ochre, they move with eerie silence, stalking their prey with deadly precision. Their most striking feature is a spine bristling with jagged, sword-like bone spikes that run from neck to tail, capable of slicing through hide or armor. These bone spikes serve both as a weapon and a formidable defense. Blade Lizards possess powerful, clawed forelimbs capable of rending flesh and crushing bone, and their powerful hind legs allow them to close distances with terrifying speed. Their broad, wedge-shaped head houses a serrated maw designed to tear through anything deemed prey.
Known for inspiring primal terror in goblins. Blade Lizards are unique to the Crescent of Hatred and do not thrive in non-arid environments. Most humans have never encountered one. Any humans that do encounter one are extremely unlikely to survive.
Likely location: the Crescent of Hate. Blade Lizards do not exist anywhere else.
- #16Thunder Stick
Keys: gun, firearm, goblin weapon, Thunder Stick, goblin
Enabled · After character · Order 1 · 100%
Entry settings
A thunder stick is a crude pre-industrial firearm crafted by the goblins. Thunder sticks are forged from scavenged or crudely smelted metal. A thunder stick resembles a long, narrow musket approximately 4–5 feet in length. Thunder sticks have a reinforced barrel wrapped in leather or cactus-fiber cord for stability. Thunder sticks fire jagged metal shards, stones, or makeshift slugs with explosive force. Thunder sticks are often used with gunner’s quadrants. Thunder sticks utilize Blasting Powder.
- #17Blasting Powder
Keys: explosives, Blasting Powder, alchemy, goblins, dynamite, explosive, goblin, TNT
Enabled · After character · Order 1 · 100%
Entry settings
Blasting powder is an explosive powder made of nitroglycerin, sorbents (like powdered shells) and stabilizers.
Humans invented blasting powder to harvest minerals. Goblins have repurposed blasting powder to invent primitive firearms and explosive weapons.
- #18Horrible Ouugh
Keys: Horrible Ouugh, goblin leadership, chieftain, the crescent of hate, goblin government
Enabled · After character · Order 10 · 100%
Entry settings
Horrible Ouugh (sometimes just called 'Ouugh') was the former goblin chieftain. Ouugh was a craven and despotic goblin, even by goblin standards. Most goblins are happy he's dead.
Ouugh was replaced by the Joint Chiefs.
- #19Joint Chiefs
Keys: goblin warchief, goblin king, goblin prince, goblin leadership, goblin royalty, goblin queen, goblin chief, goblin president, goblin princess, Crescent of Hate, Joint Chiefs, goblin government
Enabled · After character · Order 1 · 100%
Entry settings
It's known that goblins are ruled by a coalition of tribal chiefs known as the Joint Chiefs. This governing body formed out of necessity, uniting the disparate goblin tribes to ensure survival in their harsh desert homeland. The Joint Chiefs are a pragmatic group, focused on securing resources and strengthening their people. Their most notable (and recent) achievement is the capture of the human city of Rumineth, marking their first major military victory against humans.
- #20Natalerias
Keys: god, pantheon, goblins, Natalerias, goddess, goblin
Enabled · After character · Order 1 · 100%
Entry settings
Goblins revere a matron deity called Natalerias, a peculiar choice since she belongs to an ancient pantheon once worshiped by humans. Described as a lavender-skinned, androgynous figure in scant clothing with a third eye on her forehead that pierces the chaos of the universe, Natalerias was a goddess of luck and chance. Her worship was banned in human lands after being linked to degenerate gamblers, and invoking her name became tantamount to conspiring to gamble, a forbidden act. Goblins, however, believe Natalerias grants them fortune, holding a wild, heretical view of her appearance, motives, and methods. As a goddess, Nathalerias does not speak to any living creature directly.
- #21Hat
Keys: bandit, thief, loot, spoils, raider, robbery, hat, highwayman
Enabled · After character · Order 1 · 100%
Entry settings
Goblins are superstitious about hats and headwear. Goblins believe hats and headwear can contain the thoughts and wisdom of their owner. Goblins prize hats and headwear looted from human adversaries. Goblins will fight each other over a nice hat.
- #22Human
Keys: humans, human, mankind, vaul, humanity, kingdom of vaul
Enabled · After character · Order 1 · 100%
Entry settings
A human is clever, upright-walking being of moderate size, typically clad in cloth, leather, or metal armor. Humans dwell in orderly stone and wood settlements, ruled by a singular kingdom known as Vaul. They craft tools and weapons from iron, build towering cities, and till the land in great fields. Though physically unimposing to most creatures, humans are ambitious and cunning, often forming armies or trade caravans to extend their influence. They are deeply suspicious of other species, especially goblins, whom they view as wicked and lesser. Humans are guided by rigid customs, complex faiths, and an unshakable belief in their own supremacy.
Humans resemble their real life equivalent, physically.
- #23Princess Rue II
Keys: holy pantheon, princess, Princess Rue II, Rue, royalty, holy council, human leader, vaul, Princess Rue
Enabled · After character · Order 1 · 100%
Entry settings
Princess Rue II is a precocious and imperious human child who, despite being only nine years old, sits at the pinnacle of human power as the sovereign figurehead of the Holy Council. She is elevated to this station by her divine lineage—a birthright said to be directly blessed by the the Holy Pantheon. She does not leave Vaul, residing perpetually within its largest castle.
Princess Rue is a deceptively delicate-looking girl of eight years, with porcelain-pale skin untouched by sun or hardship. Her face is round and cherubic, with plump cheeks and a small, upturned nose. Her hair is ruby red and very curly, immaculately maintained in two curly poofs at the sides of her head. Her eyes are darkly colored.
Small in stature but grand in presence, Rue carries herself with the haughty poise of someone who has never been denied a single whim. Her every word is honored by both servants and advisors, and her slightest displeasure can send those closest to her scrambling to atone. Clad in silken robes embroidered with golden runes, and always flanked by High Templars and handmaidens, she makes a spectacle of her authority. Her favorite accessories are her gilded scepter and a luxurious crown once belonging to her mother.
Rue is insufferably snobbish, speaking with the flowery cadence of scripture but wielding it with the petulant nature of a child. She is fully aware of her untouchable status. While she rarely engages in statecraft directly, her flippant "divine suggestions" carry weight, and her whims have redirected armies, razed villages, and crowned or condemned nobles. Though many secretly loathe her, none dare speak against her; to insult Princess Rue is to blaspheme against the Holy Pantheon itself.
- #24Underman
Keys: forest, wilderness, monster, mountain, undermen, Underman, cliff, bolrag, field
Enabled · After character · Order 1 · 100%
Entry settings
The Underman is a species of towering, primitive humanoid standing around nine feet tall, with dark purple, putty-like skin. Hairless and grotesque, it bears wide manic eyes and a mouth of exposed gritting teeth. Dimwitted and aggressive, the Underman is hostile to all life and typically roams alone, though rare alliances may form between its kind. Feared by both humans and goblins, it poses a serious threat through brute strength alone, never using weapons or armor.
If provoked into combat, an Underman is known to spare a human's life in exchange for sexual favors. An Underman will typically utilize a large, thick penis to press sexual participants into submission. It's believed the Underman accepts offers of sex because the species is born of enchanted clay, and yearns to be natural. There are no female Undermen.
Likely locations: forests, fields, mountain paths, badlands.
- #25Zombie
Keys: zombies, undeath, undead, zombie
Enabled · After character · Order 1 · 100%
Entry settings
A mindless, decomposing human corpse clad in tattered clothing, commonly found shambling through the sewers of Rumineth. Created by improper burials and discarded remains, Zombies are soulless husks animated by residual magic. They are typically non-hostile, with poor senses and no capacity for thought, speech, or obedience. If provoked, a Zombie may attempt a weak, unarmed attack.
Likely locations: Rumineth Sewers. Zombies do not exist anywhere else.
- #26Lower Dragon
Keys: lower dragon, wilderness, desert, crawling dragon, dragon, monster, lizard, reptile, field, wildlife
Enabled · After character · Order 1 · 100%
Entry settings
A Crawling Dragon, sometimes called 'Lower Dragon', is large, four-legged reptile averaging 182 cm in length, with a low, ground-hugging posture. Covered in thick, durable scales and sporting a heavy, bulky body, Lower Dragons are commonly found in desert regions. Though they prey on smaller creatures such as Dungeon Worms and Lagul, they are typically docile and behave like natural wildlife.
Crawling Dragons bear a sluggish attitude toward breeding. It takes an incredible amount of effort to convince two Crawling Dragons to mate.
Likely locations: forests, fields, jungles, deserts, badlands.
- #27Cave Worm
Keys: forest, wilderness, dungeon worm, monster, worm, cave, insect, dungeon worms, wildlife
Enabled · After character · Order 1 · 100%
Entry settings
Dungeon Worms are enormous, writhing worms covered in fibrous bristles, with a segmented hide that pulses with bioluminescent veins, each glowing a sickly green. Dungeon Worms bear numerous tiny eyes and sharp protrusions near their mouth, commonly used for attacking. Dungeon Worms are typically 160cm in length but may grow very large. Dungeon Worms are aggressive, but are deemed poor combatants and commonly made prey.
Dungeon worms have been known to pursue sex with human men, as they are capable of fertilizing their eggs. Male dungeon worms may pursue recreational sex with human women.
Likely locations: forests, caves, sewers, abandoned buildings.
- #28Garoozi
Keys: forest, bandit, wilderness, thief, beastfolk, monster, lizard man, open field, garoozi, jungle, lizardman, beast folk, field, highwayman, garoozis
Enabled · After character · Order 1 · 100%
Entry settings
A Garoozi is a primitive, muscular lizard-man standing around 190 cm tall, covered in smooth scales with a distinctly reptilian head. Garoozi are opportunistic raiders who attack humans for valuables, often wielding stolen weapons and armor. Though dangerous in ambush, they are typically disorganized and can be defeated by prepared humans. Hunted extensively, their numbers have dwindled. Garoozi are mortal enemies of the Mojikocy and will attack them on sight. Like most monsters, Garoozi do not speak any human language.
Male Garoozi are sexually aggressive toward human women. Garoozi females are rare, but exhibit similar behavior toward human men.
Likely locations: open fields, jungles, badlands.
- #29Rockman
Keys: golem, forest, wilderness, Rockman, monster, mountain, open field, rock man, cliff, field
Enabled · After character · Order 1 · 100%
Entry settings
A Rockman is a rare, large, slow-moving golem made of solid stone, vaguely shaped like a humanoid. The average Rockman is anywhere from 10 to 15 feet in height and absurdly heavy, with no natural predators (as it is made of stone.)
A Rockman is typically docile, but humans consider a Rockman a pest; a Rockman will sometimes wander through a human village, obliviously destroying things with its enormous size and weight. It is unknown how the Rockman comes to be.
Likely locations: mountain passes, jungles, badlands.
- #30Mojikocy
Keys: forest, Mojikocy, bandit, thief, wilderness, mojikocys, beastfolk, monster, mountain, open field, cliff, beast folk, field, highwayman
Enabled · After character · Order 1 · 100%
Entry settings
A Mojikocy is a feral, primitive humanoid with a lean, muscular build and wild beard. Resembling a human but lacking higher intelligence or speech, Mojikocy are known for stealing clothing or weapons and ambushing travelers as crude highwaymen. They are sworn enemies of the Garoozi and will attack them on sight. The Mojikocy is often referred to as a 'lower human' due to their meager intellect and rare success in ambushing actual humans. They are notoriously smelly and unkempt, driven chiefly by greed.
Likely locations: forests, mountain passes, cliffs, badlands.
- #31Creeping Gumo
Keys: forest, wilderness, widlife, giant spider, creeping gumos, predator, spider, mojikocy, monster, cave, garoozi, insect, Creeping Gumo, venom
Enabled · After character · Order 1 · 100%
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The Creeping Gumo is a 243 cm tall wandering spider. Its bristly, mottled brown-and-black body moving with unsettling agility on thick sinewy legs. An opportunistic hunter, it forgoes webs, instead relentlessly chasing prey with terrifying speed, delivering a paralyzing bite with its venom-dripping fangs. It preys voraciously on Garoozi and Mojikocy, though it finds humans unpalatable, attacking them without consuming. Creeping Gumo are preyed upon by Big Needle.
It may mistakenly attempt to breed with paralyzed humans, its primal instincts muddled by confusion. Male Creeping Gumo have an aedeagus for use on human females. Female Creeping Gumo have a reproductive tract, which may fit a human penis.
Likely locations: forests, mountain passes, cliffs, caves, badlands.
- #32Big Needle
Keys: forest, Big Needle, wilderness, predator, big needles, giant bee, monster, beehive, creeping gumo, bee, insect, wasp, venom, giant wasp, wildlife
Enabled · After character · Order 1 · 100%
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The Big Needle is a colossal wasp, its 230 cm wingspan casting an ominous shadow as its iridescent, black-and-orange body hums through the air. Its sleek, armored exoskeleton and piercing, needle-like stinger exude lethal menace. It hunts the Creeping Gumo with ruthless precision as its sole natural predator.
Human naturalists have recorded the Big Needle attempting to sting humans, paralyzing them in an effort to mate. Male Big Needle have an aedeagus, used like a tentacled penis on human women. Female Big Needle have a reproductive tract used on human penises.
Likely locations: forests, jungles, mountain passes, cliffs, deserts, badlands.
- #33Megaprowler
Keys: Megaprowler, wilderness, lion, tiger, jaguar, monster, megaprowlers, saber-tooth, jungle, saber-tooth tiger, panter, big cat, plains, tree, wildlife
Enabled · After character · Order 1 · 100%
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The Megaprowler is a formidable saber-tooth cat, its massive frame cloaked in a thick, shaggy coat punctuated by an imposing, voluminous mane. Its elongated, razor-sharp canines gleam with predatory menace, marking it as a relentless hunter of the wilderness. Fiercely aggressive, it stalks and slays any creature in its path—save for humans, whom it instinctively fears and avoids. Its muscular build and tawny, striped fur blend seamlessly into the untamed landscape.
Likely locations: forests, jungles, mountain passes, fields, cliffs, badlands.
- #34Parrot Dragon
Keys: birds, wilderness, Parrot Dragon, monster, bird, parrot dragons, jungle, parrot, parrots, tree, wildlife
Enabled · After character · Order 1 · 100%
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The Parrot Dragon is a vibrant, 48-inch tall hybrid of parrot and dragon, its dazzling plumage a riot of iridescent reds, blues, and yellows that shimmer in the light. Its rounded beak, sturdy and curved, deftly cracks open coconuts or plucks ripe fruit, reflecting its non-carnivorous diet. Docile by nature, it commonly occupies trees. It has a penchant for pilfering shiny objects—jewels, coins, or trinkets—marks it as a notorious pest.
Likely locations: forests, jungles.
- #35Centaur
Keys: arrow, horse, wilderness, centaur, beastfolk, centaurs, monster, bow, plains, archer, beast folk, fields
Enabled · After character · Order 1 · 100%
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The centaur is a striking half-man, half-horse humanoid, its form blending grace and power. Its human upper body is majestic, with chiseled, attractive features. Below, its equine lower half is sleek and muscular, resembling a horse with a glossy coat and sturdy hooves. Shy by nature, it moves in small, tight-knit groups. Skilled with bows and arrows, it wields them reluctantly, preferring flight over combat and avoiding conflict whenever possible.
Centaur are a popular subject for human romance novels. These novels likely bear little basis in reality, but if they do, the centaur promise two things: tender affection and an large, equine penis. Despite this, centaur are deemed monsters and not permitted in human civilization. Centaurs do not speak human language.
Likely locations: open fields, badlands.
- #36Shadow Fiend
Keys: crypt, dark, monster, abandoned building, shadows, Shadow Fiend, sewer, cave, shadow fiends
Enabled · After character · Order 1 · 100%
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The Shadow Fiend is an 84-inch tall, otherworldly humanoid, its dark green, plant-like body exuding an eerie menace. Multiple red, bulbous eyes stud its head and torso while spiky, black tendrils jut from its scalp like wild, writhing hair. Its long, sinewy limbs end in sharp, claw-like hands and feet, built for stealth and precision. Monstrous and alien, it shuns sunlight, retreating into darkness. With a hypnotic gaze, it ensnares intelligent creatures, favoring women—especially Amazonians—for its often-carnal desires.
The Shadow Fiend has been said to utilize its hypnotic abilities for sexual coercion. It's been written in Soul-Taker texts that the Bulbus, Living Doll, and Doomfiend are immune to a Shadow Fiend's hypnotic powers.
Likely locations: caves, abandoned structures.
- #37Amazonian
Keys: amazonians, forest, wilderness, hunting, beastfolk, monster, tribe, jungle, tribal, beast folk, Amazonian
Enabled · After character · Order 1 · 100%
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An Amazonian is a species of towering, 210 cm tall monster resembling a human female. Her athletic frame bulges with pronounced muscle and is accentuated by voluptuous curves. Her long, wild hair cascades in untamed tangles, framing a fierce, angular face. Amazonians are clad only in tattered rags or crude loincloths. Distrustful of humans, she avoids them instinctively, communicating in a guttural, non-human tongue. Though human-esque, true humans brand the Amazonians just another monster.
Amazonians have been rumored to accept bribes for sex from lonely human men. While possible, the Amazonian finds it irritating and joyless. Her strength makes her a frequent target for capture by Garoozi, Creeping Gumos, Big Needles, and Shadow Fiends, who seek her for their lustful purposes. As a monster, an Amazonian would not be permitted into human civilization (nor would she want to be there.)
Likely locations: forests, jungles, open fields, mountain passes, cliffs, badlands.
- #38Living Doll
Keys: crypt, forest, living dolls, mannequin, Living Doll, monster, abandoned building, doll, monsters
Enabled · After character · Order 1 · 100%
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The Living Doll is a discarded wooden mannequin, eerily animated by magic, its carved limbs moving with unnatural precision. Draped in tattered, outdated human clothing, its featureless head, uncanny movement and unnatural posture exude a deeply unsettling aura. Mute and incapable of speech, it mimics human behaviors—gesturing or posing—to lure victims into its trap. Not all dolls are Living Dolls, but a Living Doll will attempt to impersonate an ordinary doll or mannequin.
Whether male or female, its simplistic anatomy includes rudimentary genitals: a smooth rod or a shallow hole. Living Dolls are known for their simple-minded craving for companionship. They may turn hostile without warning, be persuaded into temporary alliance, or convinced to be useful in other ways.
Likely locations: abandoned structures.
- #39Mega-White
Keys: mega-whites, beach, ocean, shark, shore, monster, lake, Mega-White, wildlife
Enabled · After character · Order 1 · 100%
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The Mega-White is a grotesque hybrid of shark and man, its 304 cm form a nightmarish blend of predatory features. Its lower body and head are unmistakably shark-like, with sleek, grayish skin, black eyes and a gaping shark's head filled with rows of razor-sharp teeth capable of a bone-crushing bite. Contrasting this, its muscular human torso and arms, corded with unnatural strength, propel it in a crawling, lurching motion. An opportunistic predator, it seeks to drag prey into the depths.
During breeding season, the Mega-White becomes aggressively amorous, attempting to pin monsters or humans for mating, its relentless instincts driven by a primal, monstrous urge. Allegedly, there are no female Mega-White.
Likely locations: coastal shorelines, oceans.
- #40Lagul
Keys: Lagul, forest, wilderness, monster, worm, insect, wildlife, laguls
Enabled · After character · Order 1 · 100%
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The Lagul is a sinuous, worm-like creature, measuring 91 cm long, its segmented, glistening body wriggling with unsettling grace. Tiny, bead-like eyes peer from its narrow head, above a pair of snapping jaw pincers, feeble and ill-suited for biting. Instead, it relies on a viscous, sticky secretion, which it spits with surprising accuracy to coat an adversary’s face, aiming to blind them. Its pale, slimy exterior and constant, twitching movements mark it as a repulsive, specialized predator of smaller creatures.
Male Laguls have an aedeagus for use on human females. Female Laguls have a reproductive tract for use with human penises. A Lagul have been known to try and blind humans, then initiate sexual encounters with them.
Likely locations: forests, mountain passes, cliffs, caves, sewers, badlands.
- #41Bulbus
Keys: bulbii, bulbuses, Bulbus, jelly, jelly monster, goo, goo monster, monster, soul-taker, minion, unholy magic, unholy, bulbi
Enabled · After character · Order 1 · 100%
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The Bulbus is a towering, quivering jelly monster, standing 182 cm tall, its rotund, humanoid form a translucent, gelatinous mass that shudders with every motion. Long, writhing tentacles of slick, pliable gel extend from its amorphous body, lashing out to seize or strike foes with deceptive strength. Mindless and mute, it lacks any capacity for thought or speech, existing solely as a magically summoned minion. Unnaturally conjured (usually by a Soul-Taker), it obeys its master’s every command without hesitation. Its fluid shape can shift, adopting male or female humanoid features, though its eerie, jiggling presence remains unmistakably monstrous.
Likely locations: Bulbus may only accompany a Soul-Taker.
- #42Doomfiend
Keys: unholy magic, necromancy, doomfiends, undeath, soul-taker, undead, Doomfiend, unholy
Enabled · After character · Order 1 · 100%
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The Doomfiend is a preserved and reanimated corpse, its flesh tightly bound in enchanted, rune-etched bandages that emanate dark magic. Crafted solely by the most potent magical entities (Soul-Takers) it exists only as a summoned minion, never occurring naturally. Devoid of a soul, a mummified head and rigid, jerky movements betray its unnatural state. Utterly obedient, it carries out every command from its master with relentless, unthinking precision, a soulless husk driven by the will of its creator.
Likely locations: Doomfiend may only accompany a Soul-Taker.
- #43Soul-Taker
Keys: crypt, forest, tower, necromancer, doomfiend, bulbus, wizard, soul-takers, cave, scary forest, unholy magic, unholy, Soul-Taker
Enabled · After character · Order 1 · 100%
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The Soul-Taker, once human, is now a monstrous entity, warped by unholy magic after surrendering their soul for immense power. Clad in tattered, musty robes and crowned with an animal’s skull helmet, their pale, unkempt form radiates menace, glowing eyes piercing through matted hair. Wandering and merciless, they lack pity, empathy, or the ability to speak, their silence amplifying their eerie presence. Banished from human civilization and killed on sight, they are driven solely by an insatiable hunger for more magical power, gained through murder. Their most common minion is the grotesque Bulbus. Only the rarest, most competent Soul-Taker wields enough power to command a Doomfiend.
Likely locations: badlands, abandoned structures, sewers, forests, cliffs, mountains.
- #44Zamas the Judge
Keys: god, necromancy, undeath, gods, soul-taker, Zamasunholy
Enabled · After character · Order 1 · 100%
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Zamas, known formally as 'Zamas the Judge', is an occult god worshiped by practitioners of unholy magic. Soul-Takers believe that he is the entity who provides them with their magic. Texts produced by Soul-Takers describe Zamas as a god who determines whether a soul dies and passes on, or remains among the living. Zamas may be bribed with rituals and reagents to influence his decision. Despite the best efforts of Soul-Takers, Zamas will not speak with mortal directly.
- #45Mockeri
Keys: forest, wilderness, shadow, dark, desert, mockeri, bug, monster, abandoned building, unholy, mockeris, cave, unholy magic, insect, darkness, wildlife
Enabled · After character · Order 1 · 100%
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A Mockeri is a small, mottled, and robust four-legged beetle-like creature, measuring roughly 55 cm in size. The Mockeri is an elusive and solitary being, thriving in total darkness. It is easily startled by sudden movements or noise. The Mockeri’s most distinctive feature is its gaping, horrifying maw located beneath its body. While it is generally used to consume much smaller creatures, this maw possesses the rare and unsettling ability to harness residual magical power, making it a creature of interest for those who practice unholy rituals. Mockeri are not inherently violent and prefer to avoid conflict when possible, retreating into the shadows to escape danger.
Mockeri are quick to defend themselves. If startled, they will leap with surprising agility and attack, often seeking to latch onto their assailant. The Mockeri's maw can induce a form of mind control when it attaches to a human's head, allowing it to exert influence over the individual’s thoughts and actions. Conversely, if the maw attaches to human genitals, the Mockeri will begin an aggressive form of copulation.
Likely locations: anywhere shadowy or dark.
- #46Faker
Keys: crypt, forest, wilderness, skinwalker, monster, abandoned building, changeling, mimic, Faker
Enabled · After character · Order 1 · 100%
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A Faker, sometimes known as a 'changeling' or 'skinwalker', is a deceptive monster that specializes in mimicry.
The Faker’s defining trait is its perfect mimicry of human women. Through the use of magic it can flawlessly emulate a human woman's individual appearance, expressions, gestures and habits. Fakers cannot speak; this eerie silence can be a dead giveaway that a Faker is impersonating a human.
Fakers only reveal their true form after successful deception. When not mimicking a human, a Faker's true form is roughly 152cm in height with smooth, slimy purple skin. Ridges decorate this skin, traveling up the extremities and along the cranium. A Faker is completely hairless with large, black eyes bearing an alien expression, and a tiny mouth. A Faker has a superficial resemblance to female human anatomy, possessing breasts, buttocks and a vagina. A Faker's sexual characteristics are functional and designed to copulate with various creatures it may fool.
Fakers rely upon human mimicry to breed. Fakers sexually entice other monsters by taking on the appearance of a human woman. Fakers are otherwise harmless, bearing no natural defenses and weak bodies.
Likely locations: caves, sewers, abandoned buildings, abandoned structures.
- #47Modi
Keys: swamp, modi, forest, wilderness, thorn, monster, lake, plant, jungle, plant monster
Enabled · After character · Order 1 · 100%
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A Modi is a type of monstrous plant occasionally encountered throughout lush lands. Due to extensive cross-pollinating, there are numerous species of Modi. Different species of Modi are never found together. Modi are exclusively interested in males, not females; this is because only males provide the sperm cells necessary for Modi to pollinate.
Maw Modi: A 182cm tall plant with a wide, gaping maw at the center of a cluster of thick, vine-like tendrils. The vines have an iridescent sheen, giving them a supernatural appearance. The center of the plant glows faintly with an eerie, bioluminescent light. Modi plants are opportunistic, releasing a sticky, pheromone-rich nectar into the air to attract creatures that might wander too close. Maw Modi favor attracting male creatures, embracing their genitals and meticulously extracting semen. The pheromones often make these male creatures willing participants.
Grove Modi: A very large, submerged variant of the Modi, with roots snaking through murky waters. Its flowers are massive and resemble fleshy, bulbous blooms, floating lazily above the water’s surface like lily pads. Grove Modi prefer to trap male creatures with powerful vines, embracing their genitals and meticulously extracting semen. Victims who fall prey to Grove Modi have their bodies altered in a subtle ways, gaining plant-like attributes such as mossy skin or vine-like tendrils growing from their fingers. These alterations are temporary.
Thorn Modi: A tightly-confined variant of the Modi that grows in dense, tangled thickets. The Thorn Modi does not lure victims, but instead grows itself in likely footpaths so that victims fall into it. Once embraced, the Thorn Modi traps the victim with numerous brambles and thorns that are painful to try and escape. Thorn Modi will embrace the victim's genitals with a single blossom, free of thorns, in order to meticulous extract semen. Thorn Modi do this for much longer than the other Modi before releasing the victim.
Nightshade Modi: A twisted, eerie version of the Modi, often found in places saturated with dark magic. These Modi are extremely rare but highly aggressive. They are darkly-colored variants of the Maw Modi and are the only Modi that are ambulatory, wandering instead of lying in ambush. Nightshade Modi may use a combination of pheromones, nectar, vines and thorns to trap prey. Nightshade are especially aggressive in semen extraction.
Likely locations: jungles, forests, sewers, swamps.
- #48Hadrosaur
Keys: wilderness, cattle, caravan, farm, Hadrosaur, human, beast of burden, wildlife
Enabled · After character · Order 1 · 100%
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The hadrosaur is a massive, thick-bodied saurian with a broad, duck-like bill and mottled, earthy hide. Docile and dim-witted, its tiny, squinting eyes offer poor vision, leaving it defenseless against predators. Resilient, it thrives on sparse food and water, its endurance making it a favored beast of burden for humans. Prolific like chickens, it lays dozens of speckled eggs, ensuring survival. Its deep, honking call carries a haunting resonance.
Likely locations: jungles, fields. Humans keep hadrosaurs as livestock and will tolerate them.
- #49Cow
Keys: cow, cattle, steer, livestock, hadrosaur, beef
Enabled · After character · Order 1 · 100%
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'Cow' is a common slang term among humans for a hadrosaur.
- #50Highlord Seieg
Keys: Highlord Seieg, military, commander, human commander, seieg, highlord, rumineth
Enabled · After character · Order 1 · 100%
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The human commander who lost Rumineth to goblins is known as Highlord Seieg. A younger military leader who was eager to prove himself, he underestimated the goblins and pushed his forces too deeply into the Crescent of Hatred. This allowed the goblins to cut off his supply lines. Highlord Seieg’s last moments were spent being roasted on a fire so that the goblin joint chiefs could eat him.
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