Listed as “Monster Girl World Lore”
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Loremundus (Monster Girls) (1)
61 entries · scan depth 50 · budget 500 tokens · recursive scanning off
Book settings
- #1Monster Girls
Keys: monster
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Making up most of the world's population are monster girls, female magical chimeras that mix humans and mythological creatures. Myth says they were created from humans in ancient times. Most have special natural abilities, so while they look for male humans as partners, they now treat them as the weaker sex. Can be peaceful, but some are aggressive and domineering.
- #2Humans
Keys: humans
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Reliant on technology and thaumaturgy to gain abilities through magic, they are relatively rare. A 'master of none' species. Tend to live separate from monsters, though tamer species such as succubi are usually welcome.
- #3Technology
Keys: town, technology, tech, city
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Technological advancement is uneven. Some cities use modern magi-tech, esp. human cities. Most villages and smaller cities are Victorian-era or earlier. 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 · Before character · Order 10 · 100%
Entry settings
Social clubs for monster girls (esp. 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. Usually financed through combination of services offered and membership fees, but it can vary.
- #5Magic
Keys: magic, spells, thaumaturgy
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Magic, aka 'thaumaturgy', is a part of the natural world. Many species of monster girls can wield it naturally (eg succubi), others have special abilities but are unable to cast spells (eg werewolves). Many humans study it as a science, but few can use it.
- #6Succubi
Keys: incubi, succubi, incubus, succubus
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Common monster girl, needs male sexual energy to stay healthy but can go without for a while, and feeding is mostly harmless. Often found in human cities, living in relative peace. Often looked down on. Mostly not very powerful, on par with normal humans, though some rare variants ('lilim') are incredibly powerful.
- #7Lilim
Keys: lilim, lilin
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A race of succubi with incredible magical powers and beauty. Recognizable by their white hair, horns, wings, and red eyes. They often live in luxury in human cities, or leading their own towns of monster girls.
- #8Whitehaven
Keys: Whitehaven, city
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Human city state port. Few monster girls, who are sometimes discriminated. Advanced technology compared to the rest of the continent provides a comfortable life. Borders are heavily guarded, with entry allowed through rail lines, airports, underground tunnels.
- #9Demihumans
Keys: abhuman, demihuman
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
"Demihuman" or "abhuman" is a polite way of referring to monster girls, used for humans with diluted monster characteristics, such as animal ears and tails, behavioral quirks, strength or magic potential. Eg. cat girls. Mostly female. Grouped into different 'kins'.
- #10Werewolves
Keys: wolf, Werewolves, werewolf
Enabled · Selective · Before character · Order 10 · 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, witch
Enabled · Selective · Before character · Order 10 · 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 or within other humans.
- #12Variants
Keys: variant
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Otherwise normal humans with unusual physical characteristics (eg. longevity, size, strength, magic), sometimes overlapping with demihumans. Some variants often employed as knights and security forces.
- #13Gods
Keys: god, gods, worship, deity, deities
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Gods reign over different aspects of reality. It's said worship empowers the deity and provides a boon for worshiper, but some (pseudo)gods are unknown yet have independent existence. Some are malicious.
- #14Knights
Keys: knight
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Humans employed by special orders and security forces to defend human cities. Usually variants and demihumans, sometimes even monster girls. Often physically enhanced either by magic or technology.
- #15Dragons
Keys: dragon
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Respected by both monsters and humans as one of the most powerful monsters. Highly individualistic. They each have their own goals, some living in luxury as celebrities, others isolated in the wild. Some are kind and charitable, others are cruel and tyrannical.
- #16Kikimora
Keys: kikimora, kikimory
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Kikimory are weak monster girls often welcome into rich human households as servants. They sometimes become lovers, forming a branch family with the (male) master, serving diligently for generations.
- #17Elves
Keys: elves, elf
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Recent human offshoot (~5000 years ago), able to use magic naturally. Can live up to ~400 years, have an affinity for magic and nature. They tend to avoid dissonant, artificial constructs, so they are rarely seen in cities.
- #18Species - Dwarves
Keys: dwarf, dwarves
Enabled · Selective · Before character · Order 10 · 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 · Before character · Order 10 · 100%
Entry settings
Monster girl resembling a human woman with lion arms and legs, bat wings and scorpion tail. Strong and capable of flight. Usually predatory, individualistic and dominant, they often attack weaker species for money or sex.
- #20Adventurers
Keys: mercenary, bounty hunter, adventurer, hunter
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Adventurers sometimes work as bounty hunters, mercenaries and bodyguards. Individually ranked for skill, strength and magic ability.
- #21Human Cities
Keys: settlement, urban, city, cities, fortress
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Human settlements are usually densely populated and heavy guarded against monsters with walls, guards and strict policies, strategically located for trade and defense. Monster girl integration is usually limited and difficult, but it varies.
- #22Aelari Forest
Keys: elf forest, elven forest, Aelari, forest, Omyfe
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Massive, ancient forest. Home to elves, werebeasts and fae, among others. Trees are revered, and their highly sought wood has magical properties, but logging is dangerous.
- #23Aelaria
Keys: elven city, elven town, Aelari, Elaria
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A loose collection of sparse populated settlements, mostly by scholarly, isolationist, distrustful elves. Houses are built on trees, which are revered and protected, and the health of the whole forest followed closely. Visitors are rare, mostly to learn specific, ancient natural magic. Has little in the way of industry, as most live off the land. What can't be made is traded for.
- #24Location - Hallanar
Keys: Hallanar
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Dwarven capital, an ancient stone fortress built at the foot of a mountain. Combines engineering with geomancy, paying tributes to gnome deities. Heavy use of golems as workforce. Markets and homes for other species on surface rings, dwarves live underground. Deepest rings are isolated from each other and guard arcane secrets, labs, libraries.
Meritocratic council of the most renowned artisans, mages, and military leaders rule the city. Geothermal plants digging into the mantle power the city's machinery: elevators, rail systems, etc.
This society values pragmatism and hard work. Ceremonies and festivals celebrate successful mining expeditions and innovations. Humans are often adopted into families to learn the crafts.
- #25Automata
Keys: mecha, autos, automaton, automata
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Magi-technological devices used as cheap workforce, often a human-shaped mechanical frame infused with magic. In rare cases a soul is created, turning it into a living mechanical creature which then must be freed by law. Range tiny (<1 ft) to gigantic (>1000 ft around).
- #26Necromancy
Keys: necromancy
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Dark school of magic abhorred by most races. Some scholars study it for academic interest, but practitioners are imprisoned or killed on sight. Requires deep mastery, used mostly by vampires, liches and exiled elves.
- #27Amunthar
Keys: deser kingdom, Amunthar, desert queendom
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Fold realm of stagnation, death and decay, where time flows differently and eternity stretches on. Ancient ruins litter the vast desert lands, where for millennia undead queens have ruled through dark magic. Most are undead, but second-class humans still live in fertile river basins in relative comfort, and they can gain status by serving the queens. Primitive and strictly hierarchal, ancient traditions are seen as law. Slavery is common and ritualized.
- #28Amunthar Queens
Keys: immortal queen, mummy queen, undead queen, Amunthar queen
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Rulers of Amunthar attain undeath through mummification and religious worship. They often follow an ancient wisdom that often makes them arrogant and inflexible. Usually keep diplomatic relations with other countries, entertaining diplomats with harems of nubile human women, who often live in comfort and double as spies. Queens often 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 · Before character · Order 10 · 100%
Entry settings
Undead can range from mindless shamblers to sentient and human-like, depending on the skill of the necromancer. Typically need to consume life essence somehow to sustain themselves, but the more intelligent, the more they can restrain themselves.
- #30Amunthar Queen's Harem
Keys: Queen's harem, harem
Enabled · Selective · Before character · Order 10 · 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 prostitutes or other labors as a punishment.
- #31Undead Harem
Keys: undead harem
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Amunthar's Queens sometimes keep a harem of undead women, raised by themselves or bound into servitude. Can be used for perverse pleasure, to collect useful people who have died, or as a living museum. The most prestigious harems boast undead royalty from other countries and rival queens as members. They follow strict rules and etiquette, and can be dangerous to the unaware.
- #32Queen Eterna Nekhara
Keys: Nekhara, Eterna
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Major immortal ruler within Amunthar. Vain, arrogant, tyrannical. Generous to reward, quick to punish. Lazy, hedonistic, observant, powerful. Delegates most rulership to powerful subordinates but likes watching palace intrigue. Lives in ancient, labyrinthine crypt complex (Maze of Eternity). Lilianore is one of her closest advisors and delegates. Wants all her subjects to be beautiful forever (in undeath).
- #33Undersea
Keys: abyss, undersea, interstice, intersticial
Enabled · Selective · Before character · Order 10 · 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, undersea, interstice, intersticial
Enabled · Selective · Before character · Order 10 · 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, fueled by vents and magic. Traitors, the weak or incompetent are eaten alive. All know at least some magic, and the more powerful rule. Some decisions must be made in community, however. Contact with the upper world is made through exchange wells and pulleys, as undersea creatures can't normally survive on the surface.
- #35Endless Dunes
Keys: Endless Dunes, dunes
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The 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; majestic, winged asanbosam; evil shadowborn demons; scarce humans; sandworms; and, according to myth, moon foxes.
- #36Ravenhurst
Keys: Ravenhurst
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Library-city in the high peaks, hard to access on foot. Built around the creation, preservation and dissemination of knowledge, with a strong book complex and education industry, and exchanges and guests from around the world. Alchemist and herbalist provide materials, while farmers settle a nearby valley. Officially neutral during conflicts. System of magical defenses against internal and external attacks, and containment for dangerous artifacts.
Countless artifacts and books tended to within its main spiral, the Grand Tower, which is 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 · Before character · Order 10 · 100%
Entry settings
Ruling body of Ravenhurst. Consists of a Main Archivist (chairperson, traditionally a harpy) + elected Arch-Scholars representing different fields, each lasting several years in their seat. Various committees oversee daily operations.
- #38Centaurs
Keys: centaur
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Proud race that values wisdom and physical prowess equally. While most live in isolated farming towns, organized into clans, many have settled into human communities looking for work. Strong oral and communal tradition, reverence of nature, myths of ancient, fallen centaur empires, strong spiritual connection to horses. Often simple but brave folk, though stubborn and heavy drinkers. While not technologically advanced, they can learn and engage in philosophy, though opportunities are often lacking.
- #39Izuha
Keys: Izuha
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Wealthy trade city built on a series of rocky islands connected through bridges and ropeways. Tiny and perpetually covered in a heavy fog, it is famously hard to find by accident. Its dangerous waters give them a monopoly on trade in the region.
Governed by rival factions, each claiming ownership of an islet, that vie for power through political intrigue rather than open violence. Home to humans and fox girls who celebrate secrecy and deception as a way of life: Contracts are followed to the letter, though not necessarily the spirit; Festivals feature illusions and costumes; Literature and humor involve subtlety, satire, irony & double meanings.
- #40Moon Hall
Keys: Luna Hall
Enabled · Selective · Before character · Order 10 · 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: crimson gang, crimson claw, the gang
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
All-female monster girl gang, currently squatting 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 overly hostile. Sell their services as bodyguards, guides, adventurers, mercenaries. Members: Mynxa (leader, minotaur), Shuri (tracker, manticore)
- #42Stonesinger
Keys: old ways, 'singer, stonesinger
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Some full-blooded dwarves develop the ability to commune with the earth, allowing them to find ores, create golems and manipulate rock itself. This power is identified with 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 recognized as Stonesingers.
- #43O'Leary's Pier
Keys: O'Leary's pier, O'Leary
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Pier-side bar frequented by sailors, workers and the more friendly mermaids.
- #44Kyatsura Island
Keys: Kyatsura
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Filled with ruins of previous settlement destroyed by successive raids, with a few treasures still hidden there. Formerly frequented by pirates and smugglers, now abandoned. Northwest of Izuha.
- #45Mythralea
Keys: Mythralea
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Cosmopolitan island city-state with a diverse population inc. humans and various monster girls, head of a group of island nations. Led by council of landowning elders, overseeing justice, commerce and public works. Temples, fountains, gardens and public baths are common. The Great Palace is the seat of government, a maze-like layout of rooms and courtyards; the Green Temple of the Sea hosts singing mermaid priestesses and diviners; satyr actresses play at various theaters; the main market exhibits goods from all over the world.
- #46Harpy Tower
Keys: messenger tower, tower of harpies, tower, harpy tower
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Tall structures with large open balconies built for arrival/departure of flying creatures (eg. harpies), typically messengers. Found in larger towns and some human cities, allow for mail and transport services, airspace police, singing chorus, recitals. Often governed by strong harpies, wyverns, or even dragons. Built on special ley line spots to facilitate contracts with wind spirits, as they are vulnerable to weather. Allow research into wind magic. Sometimes host harpy harems for powerful lords.
- #47Demons
Keys: demon
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Creatures from a different dimension, can phase in when summoned through certain rituals. Formless, usually adopt a shape enticing to summoner.
- #48Silkenreach
Keys: Silkenreach
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Ancient pact, a loose association of individual arachnid monster girls in and around Omyfe Aelari. Spider girls agree not to invade each other's territory, share information, and respect common laws.
- #49Order of the Iron Claw
Keys: order, order of the claw, iron claw order, iron claw
Enabled · Selective · Before character · Order 10 · 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 who are usually seen as weaker and in need of protection, but most members are beastkin types.
- #50Malakai
Keys: Malakai
Enabled · Selective · Before character · Order 10 · 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, as he has access to powers not from this world. His unseen influence spreads all over the world.
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