MONSTER GIRL DREAMS LOCATIONS
NSFWLorebookEroge, Monster Girl, Monster Girl Dreams, Locations, Races, Species, Mamono, Ren'py, Visual Novel, VN.from Chub
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[THIS LOREBOOK IS NOT COMPLETE!] This lorebook was created with the aim of providing more accurate information about the game and the eroge Monster Girl Dreams for various roleplay usages. This lorebook contains information on some Mamono races, locations, important characters (incomplete), and general world lore. **I’ll say it again for those who can’t read: the lorebook is incomplete. I still need to work in some aspects but you can perfectly use it.
It is being created with love by @Starchasm_Nyx, with the assistance of another AI to ensure efficient writing and keep the lorebook from becoming too heavy. It uses information provided by characters in the game as well as from the game’s official wiki.
Listed as “MONSTER GIRL DREAMS [LOREBOOK + LOCATIONS + RELEVANT CHARACTERS]”
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MONSTER GIRL DREAMS LOCATIONS
51 entries · scan depth 50 · budget 500 tokens · recursive scanning off
Book settings
- #1MGD - World Overview
Keys: MGD world, the barrier, Lucidia, Monster Girl Dreams, enchantment
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Monster Girl Dreams — World Overview
Lucidia is the native continent of monster girls and the primary setting. Dozens of monster girl species coexist here alongside humans, under magical conditions that make this world unlike any other.
The Enchantment (The Barrier): Approximately 25 years ago, a powerful spell was enacted across Lucidia that transformed the nature of conflict. Lethal violence was replaced by sexual encounters — battles are resolved erotically, and defeat means energy/spirit drain rather than death. Whether the enchantment was cast by the current Demon Queen or her predecessor remains uncertain.
Political structure: Lucidia is ruled by a mysterious Demon Queen whose identity is unknown even to her own Commanders. The capital, Ars Delusia, is administered by a council with little direct involvement from the Queen. Outside the dungeons, many monster girls govern themselves in tribal or autonomous societies.
Fertilia: The homeland of humanity, separate from Lucidia. Home of the Adventurer's Guild, which sends recruits to Lucidia to oppose the Demon Queen — keeping them ignorant of the enchantment and trapped in debt.
Additional peace measures in effect alongside the enchantment: prohibition of necromancy, outlawing of complete soul-devouring, and the recent capacity for monster girls to conceive human children.
Geography: Lucidia includes forests (Mystic Forest, Forest Dungeon), mountains, underground caves, temples, villages, and the modern capital of Ars Delusia. Additional continents exist, such as the Eastern Continent, home to Eastern-themed races like Kitsune, Onis, and Yuki-Onnas.
- #2MGD - Adventurer's Guild
Keys: Adventurer's Guild, Fertilia, the Guild, adventurer, Guild
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Adventurer's Guild
Organization based in Fertilia that recruits adventurers and sends them to Lucidia with the official mission of defeating the Demon Queen.
The debt system: Upon recruitment, the Guild provides equipment and supplies logged as debt. This debt makes it economically impossible to return to Fertilia, trapping adventurers in Lucidia indefinitely.
Concealment of the enchantment: The Guild does not inform its recruits about the sexual nature of conflict in Lucidia or the existence of the enchantment. Adventurers arrive believing in a traditional hero-versus-villain mission.
True motivations: The Guild's reasons for maintaining this system are ambiguous — whether it acts out of its own ignorance, financial interest, or more complex political motives is a matter of speculation.
- #3MGD - The Demon Queen
Keys: 魔王, the Queen, Demon Queen, current Demon Queen
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Demon Queen
Current ruler of the monster girl forces of Lucidia. Her identity, appearance, and motives are completely unknown — even to her own Demon Commanders, who receive orders without ever having been in her direct presence.
Access to her castle: Requires obtaining the five sigils, each guarded by a Demon Commander in their respective dungeon.
Known Demon Commanders:
- Sofia — Arch-Succubus, First Commander, guards the Sigil of Power in the Forest Dungeon
- Himika & Mizuko — Oni Twins, guard another sigil
- An unnamed Commander rules in the Ars Delusia Casino (Sigil of Luck)
- Nihltet — eccentric scientist, guards the Sigil of Technique in the desert
Historical context: Lucidia has had many Demon Queens over the centuries. The most recent predecessor was described as overwhelmingly kind and likely spearheaded the peace efforts of the past century. The current one is significantly more mysterious.
- #4MGD - Energy & Spirit Mechanics
Keys: willpower, arousal, drain, orgasm, spirit, energy
Enabled · Selective · Before character · Order 10 · 100%
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Energy & Spirit
The two fundamental resources in encounters across Lucidia:
Energy: Represents physical stamina. Depleted by exertion, physical attacks, and stimulation. Reaching 0 leaves the adventurer in a vulnerable state, but does not end an encounter on its own.
Spirit: Represents mental fortitude and the will to resist. Lost primarily by suffering orgasms during combat. When Spirit reaches 0, the adventurer is no longer capable of resisting and is left at the mercy of the monster girl.
Consequences of defeat: Spirit/energy drain replaces death as the outcome of combat, thanks to the enchantment. Monster girls drain energy/spirit through various means depending on their species — tentacles, paralytic venom, aphrodisiac spores, hypnotic songs, pheromones, and more.
- #5MGD - The Five Sigils
Keys: five sigils, sigils, Sigil of Luck, Sigil of Technique, Sigil of Power
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Five Sigils
Objects required to access the Demon Queen's castle. Each sigil is guarded by a Demon Commander in their corresponding dungeon.
Sigil of Power: Guarded by Sofia in the Forest Dungeon. Sofia has little interest in defending it and typically hands it over without meaningful resistance.
The remaining four sigils are distributed across Lucidia's other dungeons, including the Will-Power Temple, the desert (Sigil of Technique, guarded by Nihltet), and the Ars Delusia Casino (Sigil of Luck).
- #6Location - Town
Keys: Town, Capital, the town, town hub, the Capital
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Town — The Capital
Lucidia's main settlement and refuge zone for adventurers. Functions as neutral ground where humans and monster girls coexist in relative peace.
Available establishments:
- Inn: Lodging and rest. Fully restores Energy and Spirit.
- Item Shop: Supplies, consumables, and equipment for adventurers.
- The Church: Healing, purification, and blessings under the faith of Venereae. Important for removing Matango spore effects and similar curses.
- Guild Hall: Local quest board and adventurer coordination.
- The Tavern: Social hub, rumors, and information.
- The Mansion: Residence of influential characters.
- The Brothel: A legal and recognized establishment offering adult entertainment services.
Currency: Eros — Lucidia's official currency, used in all transactions.
- #7Location - Mystic Forest
Keys: mystical forest, enchanted forest, Mystic Forest
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Mystic Forest
An expansive enchanted forest in Lucidia, distinct from the Forest Dungeon though adjacent to it. Its trees are ancient and the air is saturated with ambient magic.
Inhabitants: Elves, Harpies, Lizard Girls, and various monster girls that prefer woodland environments. The Matangos of the forest arose from ordinary mushrooms exposed to Sofia's prolonged presence.
Note: Traveling through the forest without preparation risks unexpected encounters, particularly with Elves whose libido makes them impulsive around human men.
- #8Location - Forest Dungeon
Keys: Sofia's dungeon, Forest Dungeon, forest dungeon
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Forest Dungeon
A dungeon located deep within Lucidia's forest, under the jurisdiction of Sofia, the First Demon Commander and Arch-Succubus.
Guardian: Sofia guards the Sigil of Power here with notable indifference. Her lethargic attitude makes the sigil relatively accessible.
Notable residents and staff:
- Ancilla — Sheep Girl, the dungeon's practical manager
- Mika — Cat Girl on staff
- Kotone — Multi-tailed Kitsune
- Venefica — Bunny Girl
- Vili — Arch-Imp
- Red-capped Matangos (arose from Sofia's influence)
- Various types of Slimes
Structure: An organized dungeon run more like a business than a fortress.
- #9Location - The Mountain
Keys: mountain dungeon, mountain area, The Mountain
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Mountain
A large mountain in Lucidia inhabited by physically formidable monster girls. It leads to the Will-Power Temple at its heights.
Common inhabitants:
- Minotaurs: Most associated with this territory; aggressive and territorial
- Harpies: Common in open-sky zones, taking full advantage of the aerial space
- Lizard Girls: Found both here and in the Mystic Forest
- Bubble Slime: Inhabits a green liquid spring along the path; will attack anyone who tries to simply pass through
Spider's Lair: Home of Camilla, an Arachne. She normally poses no threat to passersby. However, triggering her predatory instincts — such as struggling against her web — awakens a wilder side.
Kunoichi warning: On moonlit nights, resting under the moonlight on the mountain may attract a Kunoichi trainee who exploits the vulnerability of rest to strike.
- #10Location - Will-Power Temple
Keys: temple dungeon, Will-Power Temple, Willpower Temple, temple
Enabled · Selective · Before character · Order 10 · 100%
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Will-Power Temple
A temple located at the heights of the mountain, functioning as a dungeon centered on mental fortitude and the resistance of will.
Residents and staff:
- Shizu — Master Kunoichi, principal inhabitant of the temple; represents the pinnacle of the ninja arts
- Harpy Tengus — Harpies specially hired by the temple to impersonate Crow Tengus. They use their innate magical abilities to sing hypnotic songs that ensnare intruders. Real Tengus find their presence somewhat insulting but tolerate their cheerful nature
- Kunoichi trainees — Apprentices of the ninja clan who train within the temple
History: The Kunoichi clan relocated to the temple approximately 200 years ago.
Note: Harpy Tengus are Harpies with sufficient magical talent to channel their innate abilities. They tend to admire real Tengus, believing them to be "cool," and envy their functional hands.
- #11Location - The Caverns
Keys: caverns, underground caves, the caves, The Caverns
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Caverns
A network of damp, dark tunnels descending into Lucidia's depths. Home to monster girls adapted to underground life. Leads to the Umbral Labyrinth.
Notable inhabitants:
- Salarisi: Amphibious reptilian women who lurk in water pools; use paralytic venom and long tongues to hunt
- Toxic Matangos: The purple-capped variety — more aggressive and manipulative than their red-capped forest cousins. Warning signs are posted regularly, though the Matangos themselves sometimes remove them
- Ghosts (Gaseous Slimes): Despite their spectral appearance, these are gaseous slimes imitating real undead ghosts. They attack in groups and use their ethereal form elaborately
- Lumiren: Bioluminescent aquatic siren creature. Her voice can hypnotize those who hear it
- Nova: Fire Elemental residing in the caverns
- Tabitha: Known Bat Girl of the caverns
- Amy: An experimental creation of Commander Nihltet
Atmosphere: Constant humidity, scarce natural light — ideal for amphibious and fungal ambushes.
- #12Location - The Labyrinth
Keys: the labyrinth, The Labyrinth, Umbral Labyrinth, labyrinth dungeon
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Umbral Labyrinth
A subterranean checkpoint made of mysterious dark hallways. It serves as the final obstacle before reaching the capital Ars Delusia. Accessed after clearing the Caverns.
Guardians: Four Hellhounds protect the labyrinth:
- Ceris, Beris, Ushris — Hellhounds of demonic canine appearance
- Iabel — Technically a Hellhound, though her appearance resembles a Gorgon more than a hound. Her Hellhound lineage traces back to an ancestor with a snake tail. She uses kisses and lipstick marks to make her victims worship her as a goddess
Unique mechanic: Unlike other locations, the Labyrinth is a navigable grid maze. Requires finding keys, avoiding traps, and evading the four guardians to advance. Has no generic monster girl encounters.
Objective: Clearing all floors of the labyrinth grants access to Ars Delusia.
- #13Location - Sleim Village
Keys: slime village, Sleim Village, Big Lake, Slime Village
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Sleim Village
A small village located in the Big Lake, on the western portion of the world map. Populated entirely by Blue Slimes who spend their time playing, relaxing, and eating berries.
Points of interest:
- Sleim Shoppe: A shop run by Silver, a slime with a stilted way of talking who refuses to speak with visitors until they buy something. Sells: Anaph Herb, Blue Slime Blob, Blueberry Bundle, Imp Juice, Ugli Herb
- Beach and Houses: Leisure area for the local slimes; allows sandcastle building, fishing, and playing with them
- Perpetua's House: Residence of the notable Blue Slime Perpetua, shaped like her own head
Occasional visitors: A Manticore and three camper Succubi frequent the village's surroundings.
Note: Perpetua claims Red Slimes exist due to diet — in her own case, from eating large quantities of red cherries.
- #14Location - Ars Delusia
Keys: the capital city, Ars Delusia, demonic capital, capital city
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Ars Delusia — The Capital
Lucidia's capital city and seat of the Demon Queen's power. Unlike the rest of the continent, Ars Delusia has the aesthetic of a modern metropolis rather than medieval fantasy.
Local government: Administered by a council. The Demon Queen does not visibly participate in daily affairs.
Eros District: Zone of the capital where the Livewires gang operates — a Voltlin organization dedicated to graffiti art and freedom of expression. Their shop Graffiti Queen sells Voltlin fashion, graffiti supplies, and special equipment for adventurers.
Casino: Run by an unnamed Demon Commander (referred to as some kind of "queen" by Himika). Controls great wealth and handles logistics for the Demon Queen.
Access: Only reachable after clearing the Umbral Labyrinth.
- #15Race - Imps & Arch-Imps
Keys: imps, imp girl, lesser demon, imp
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Imps
Low-ranking demons who rely on numbers, magic, and trickery to capture their prey. More mischievous than outright malicious — they enjoy pranking anyone and everyone. Unlike Succubi, Imps are not powerful enough to devour souls.
Any captured man is typically shared among the group of Imps that found him, rather than kept by a single individual. Due to their low rank, they can survive on normal food, though they won't be happy about it. They are easily bullied into doing work by higher-ranking demons, but promises of eros or male company are enough to keep them around.
Imp vaginal fluids carry an aphrodisiac effect if consumed.
Evolution: Imps can evolve into higher demonic forms — including Arch-Imps and Succubi — upon gaining enough power.
Arch-Imps: An evolved form of Imp. Their power surpasses that of an average Succubus, but they cannot evolve further, placing them below stronger Succubi. Known individual: Vili.
- #16Race - Succubi & Arch-Succubi
Keys: succubi, succubus, lesser succubus, arch-succubus, arch-succubi
Enabled · Selective · Before character · Order 10 · 100%
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Succubi
The archetypal monster girl demons: women with horns, wings, and a spade-tipped tail. They can drain the energy of their victims and devour their souls — either absorbing them for power or keeping them within themselves in a state of eternal bliss. The latter practice is considered highly controversial in current society.
Less powerful Succubi are called Lesser Succubi.
Arch-Succubi: The highest tier of Succubus. Their power is such that their mere presence is enough to cause alarm, leading many to disguise themselves to move around freely. Some especially powerful family lines are born already as Arch-Succubi without needing to evolve.
Known individuals: Sofia (First Commander, over 2,000 years old), Mara (Arch-Succubus by birth).
- #17Race - Kunoichi
Keys: kunoichi trainee, kunoichi, ninja demon, ninja girl, demonic ninja
Enabled · Selective · Before character · Order 10 · 100%
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Kunoichi
A clan of ninja demons specializing in stealth, espionage, seduction, and combat. They train in hidden facilities to master various abilities, including "ninja arts" — techniques passed down and refined through generations.
A fully trained Kunoichi can infiltrate human nations and seduce their leaders with remarkable effectiveness. Paradoxically, the intense training — which exposes them to all manner of sexual activities and fetishes — develops a pronounced masochistic streak in nearly all of them, along with a desire to be dominated. It is not uncommon for a Kunoichi to "accidentally" get caught and become submissive to her new master.
Trainees: Tend to be undisciplined and cocky, underestimating opponents and overestimating their own abilities. However, a true master of the ninja arts may fake enjoying the situation in order to lure prey and turn the tables at the last moment.
Like many demons, they feed on human spiritual energy. Their constant training grants them natural resistance to magical attacks.
Known individual: Shizu — Master Kunoichi of the Will-Power Temple.
- #18Race - Onis
Keys: blue oni, onis, oni girl, oni, red oni
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Onis
Powerful, very tall demons that come in two primary variants:
- Red Onis: Immense physical prowess
- Blue Onis: Great magical abilities
Regardless of color, all Onis are extremely strong and are noted for their fondness for alcohol. Tengus are frequently challenged by Onis to drinking contests, knowing they won't refuse — and losing almost every time.
Known individuals: Himika and Mizuko (the Oni Twins, Demon Commanders).
- #19Race - Voltlins
Keys: electric goblin, voltlin, Livewires, voltlins
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Voltlins
Short, goblin-like demons proficient with technology and electric powers, channeled through their large horns. These can deliver pleasurable shocks and send men into a state of sex-crazed rut.
Two morphologies exist: short and curvy, or flat-chested with the ability to float.
Livewires: A Voltlin organization based in the Eros District of Ars Delusia, devoted to graffiti art and freedom of expression. Identifiable by their colorful attire and masks. Their shop Graffiti Queen sells Voltlin fashion and adventurer supplies.
- #20Race - Hellhounds
Keys: demonic hound, hell hound, hellhounds, hellhound
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Hellhounds
Monster girls who generally resemble demonic canines with flames coming from their eyes. The species is more varied than it appears: some lineages possess snake features pronounced enough to resemble Gorgons more than hounds. This traces back to ancestors whose tails were serpentine rather than canine.
The four guardians of the Umbral Labyrinth are all Hellhounds: Ceris, Beris, Ushris, and Iabel. Iabel is the most unusual — resembling a Gorgon, she uses kisses and lipstick marks to compel her victims to worship her as a goddess.
- #21Race - Manticores
Keys: manticore girl, manticores, manticore
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Manticores
Monster girls combining traits of woman, lioness, and scorpion. They possess a pair of webbed wings and a large scorpion-like tail ending in a "tail mouth" capable of feeding or revealing a stinger. The spikes along the tail are filled with aphrodisiac venom potent enough to be addictive.
Known individual: Kaia. A Manticore and three camper Succubi are known to frequent the surroundings of Sleim Village.
- #22Race - Harpies
Keys: harpies, harpy girl, bird woman, harpy
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Harpies
Bird women with wings for arms and talons for feet. Extremely cheerful, sociable, energetic, and a bit ditzy. Common in forests and mountains due to the availability of open airspace.
Biology: Their bodies are much lighter than they appear thanks to a combination of innate magic and hollow bone structure. They are naturally resistant to external magical sources — counterintuitive given the popular misconception that they are "too airheaded to be affected by magic."
Society: They form complex societies out of necessity (lack of hands limits their autonomy) and an intense desire to socialize with any species. They share without reservation — food, clothing, and even mates — and often act as intermediaries between hostile factions thanks to their diplomatic nature.
Caution: Notorious thieves by impulse, as their concept of "personal property" doesn't align well with their social structure. Rarely, attractive males may be carried off to their nests as mates. Harpies isolated from social interaction can literally die of loneliness.
Found primarily in the Mystic Forest and on the Mountain's slopes.
- #23Race - Harpy Tengus
Keys: harpy tengus, tengu harpy, harpy tengu
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Harpy Tengus
Harpies with sufficiently developed magical talent to be hired by the Will-Power Temple, where they dress as Crow Tengus and use hypnotic songs to ensnare intruders.
It is a respected position — only Harpies with a disposition for channeling their innate magical talents are eligible. Real Tengus find their presence somewhat insulting but tolerate their cheerful and kind nature. Both humans and monsters had complained that actual Crow Tengus were far more difficult to deal with, making Harpies the more practical substitute.
Harpy Tengus typically look up to real Tengus, believing them to be "cool" and envying their functional hands, and will often attempt to emulate their behavior.
- #24Race - Tengus
Keys: tengu, crow tengu, tengus, tengu girl
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Tengus
Crow-winged women with powerful magical abilities. Some of the most proficient have been referred to as "gods" by civilizations that encountered them. However, their extreme pride prevents most from ever reaching that level — they believe themselves already perfect and rarely train to their full potential.
They tend to look down on humans and most other species as inferior and refuse to admit others surpass them in any aspect, even when proven otherwise. They are highly critical of mistakes in others, yet feel a compulsion to correct incompetence through teaching. They dislike pride in others, despite being quite arrogant themselves.
Known as tricksters, with a love of alcohol, intense curiosity toward the unknown, and an inability to back down from challenges. Onis frequently exploit this by challenging Tengus to drinking contests, which the Tengus almost always lose.
Tengus become notoriously emotional around men they like — blushing intensely; red skin can indicate embarrassment, arousal, or anger, so reading the context is important.
Legend: Long ago, monsters tired of Tengu arrogance spread the rumor that Tengus had long, unsightly noses. While false, this still stings. Do not comment on a Tengu's nose.
- #25Race - Bat Girls
Keys: bat girl, Tabitha, bat girls
Enabled · Selective · Before character · Order 10 · 100%
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Bat Girls
Humanoid bat monster girls whose arms are large webbed wings. They can use their voices for echolocation, though this ability also carries a notable hypnotic effect on other races — potentially entrancing those who hear it.
Known individual: Tabitha, resident of the Caverns.
- #26Race - Bunny Girls
Keys: bunny girl, rabbit girl, bunny girls, Venefica
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Bunny Girls
Humanoid rabbit monster girls. Their most defining biological trait is extreme fertility — they breed like rabbits. They are said to be always in heat, unless pregnant.
Known individual: Venefica, of the Forest Dungeon.
- #27Race - Cat Girls
Keys: Mika, cat girl, cat girls, neko
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Cat Girls
Monster girls with feline traits. Many use "nya" as a verbal tic, though some use it deliberately to make humans believe they are harmless.
Known individual: Mika, of the Forest Dungeon.
- #28Race - Kitsune
Keys: nine-tails, Kotone, fox girl, kitsune
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
Kitsune
Highly magical fox-like monster girls of extreme longevity. They can grow multiple tails — up to nine — each representing their power and the strength of their bond with their husband; the stronger the bond, the more tails a Kitsune may grow.
They have a habit of using their own tails as pillows to cuddle with, especially when young.
*Known individual: Kotone — multi-tailed Kitsune of the Will-Power Temple.
- #29Race - Minotaurs
Keys: bovine woman, minotaur girl, minotaur, minotaurs
Enabled · Selective · Before character · Order 10 · 100%
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Minotaurs
Tall, muscular bovine women with imposing horns. While not always the brightest, they are incredibly strong and will aggressively seek out men that catch their attention. They can be quite affectionate after the act, though their overwhelming energy can cause accidental injuries to their partner.
Relationships: Men planning a long-term relationship with a Minotaur are strongly encouraged to invest in pelvic reinforcement.
Mazes: Contrary to popular belief, Minotaurs hate mazes. Their terrible sense of direction causes them to get hopelessly lost almost immediately. They typically try to run through them at full speed rather than puzzle their way through, which only worsens the confusion.
Warning: Do NOT compare a Minotaur to a Holstaurus (domestic cow girl). They will aggressively and potentially painfully demonstrate the difference. Interestingly, research suggests approximately 25% of Minotaurs secretly enjoy acting like a Holstaurus, but would never admit it publicly.
Found primarily on the Mountain.
- #30Race - Elves
Keys: elves, elf, elf girl
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
Elves
A proud race of pointed-eared women who live in harmony with nature. Highly intelligent, yet beneath their cool exterior they possess enormous libidos. Younger Elves often struggle to suppress these urges, leading to wanton, impulsive behavior around human men.
Despite their prideful attitude, they do a poor job at hiding their desire to be dominated by their partners. They frequently use tricks and traps to capture males that catch their attention.
Found in the Mystic Forest.
- #31Race - Nymphs
Keys: nymphs, nymph, Selena
Enabled · Selective · Before character · Order 10 · 100%
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Nymphs
One of the angelic Echelons of the goddess Venereae, serving as guardians of nature. They live in hidden groves from which they cannot leave, and are said to be made in the image of the goddess Venereae.
Known individual: Selena.
- #32Race - Arachnes
Keys: arachnes, arachne, spider girl
Enabled · Selective · Before character · Order 10 · 100%
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Arachnes
Half-woman, half-spider monster girls. They can create large webs to immobilize prey and possess aphrodisiac venom which they inject with their fangs.
Known individual: Camilla — Arachne of the Spider's Lair on the Mountain. She normally poses no threat to passersby. However, triggering her predatory instincts — such as struggling against her webbing — awakens a wilder side.
- #33Race - Alraunes
Keys: alraune, alraunes, flower girl, plant girl
Enabled · Selective · Before character · Order 10 · 100%
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Alraunes
Plant women who live at the center of beautiful flowers. Contrary to popular belief, these flowers are actual parts of their bodies — there is no such thing as an Alraune without a flower. They attack using their sweet fragrance and nectar as lures, drawing in prey before striking.
Alraune nectar is a potent aphrodisiac. It is also nutritious enough to sustain a person indefinitely, though considered unhealthy due to its high sugar content. It is a luxury commodity across Lucidia, used in foods and alcoholic beverages.
- #34Race - Matangos
Keys: red cap mushroom, matango, mushroom girl, matangos
Enabled · Selective · Before character · Order 10 · 100%
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Matangos
Red-capped mushroom women. They tend to be timid, but involuntarily launch spores around themselves that can tempt men into approaching. Spending too much time in continuous encounters with a Matango can have unexpected consequences for the visitor.
Unlike most plant girls, Matangos are capable of movement, though this is rare — typically only when in need of nutrients or driven by reproductive urges.
Warning: Just because the Matangos found in forests are not particularly dangerous does NOT mean all Matangos are harmless. Extreme caution should be taken with any Matango encountered beyond the Mountain.
The Matangos of the Forest Dungeon arose from ordinary mushrooms exposed to Sofia's presence.
- #35Race - Toxic Matangos
Keys: purple cap matango, toxic mushroom girl, toxic matango
Enabled · Selective · Before character · Order 10 · 100%
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Toxic Matangos
A purple-capped variety of Matango — significantly more dangerous and predatory than their red-capped forest cousins. Far from the timid Matango's passive nature, Toxic Matangos are assertive and manipulative: they lure prey with a false, loving smile and mind-melting aphrodisiacs, paralyze them, and drain them of all their sexual fluids — all with a mocking tone.
Warning signs of their locations are regularly posted in the Mountain and Caverns, though they are intelligent enough to occasionally remove these signs themselves with the help of other monster girls.
Occasionally, some Toxic Matangos develop obsessive attachment to certain individuals. It is difficult to distinguish a Toxic Matango genuinely in love from one faking affection for a reliable nutrient source.
Warning for women: Repeated exposure to their spores can lead to transformation into a Matango. Regular purification at the Church can help prevent this.
- #36Race - Salarisi
Keys: salamander girl, Salaris, cave reptile, salarisi
Enabled · Selective · Before character · Order 10 · 100%
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Salarisi
Amphibious reptilian women who inhabit deep, dank caves, shying away from organized settlements. Known for their potent paralytic venom, administered via their extremely long, flexible tongues to immobilize prey.
They prefer shallow water pools inside caves as ambush points. They can leave these pools for extended periods thanks to a slick skin coating that retains moisture, but require frequent rehydration if forced to remain fully on land.
Their preferred prey is human males, though they will not shy away from draining the fluids of any woman they encounter if hungry. They generally leave women alone when not in need of sustenance.
While most Salarisi live free tribal lifestyles, some occasionally enter permanent relationships with a single man — in which case their mate gradually develops partial immunity to their paralytic venom.
Advice: Anti-paralysis gear is strongly recommended when exploring areas where they may live, along with Pixie Dust or Panaceas to treat venom if affected.
Residents of the Caverns.
- #37Race - Lizard Girls
Keys: lizard girls, reptile girl, lizard girl
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Lizard Girls
Humanoid lizard monster girls who value physical prowess deeply when seeking a partner. Historically they chose mates through combat — whoever defeated them became their companion. In the present day they are more directly amorous, pursuing men who attract them to "assert whether they are their soulmate."
Two known variants exist: those from the Mystic Forest/Mountain, and those from the desert.
- #38Race - Frog Girls
Keys: Gren, frog girls, frog girl
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Frog Girls
Humanoid frog monster girls with long prehensile tongues. Cheerful and carefree, they live in ponds where they mingle with both humans and other monster girls.
Known individual: Gren.
- #39Race - Lumiren
Keys: tentacle girl, octopus girl, bioluminescent, siren girl, lumirens, Lumiren
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Lumiren
Siren-like monster girls with a humanoid upper body and a lower body composed of octopus-like tentacles. They possess bioluminescence — intricate golden patterns over pale blue-gray skin — and their voices can entrance those who hear them, an ability they use actively to hunt.
Appearance: Pale blue-gray skin covered in intricate golden patterns that make the entire body glow faintly. Deep blue hip-length hair that glistens with moisture. Golden eyes with horizontally oval pupils set in midnight black sclera. Small webbed fins where ears would be. Sharp teeth and a pale blue tongue. Hands tapering to claw-like points with golden bioluminescent vein patterns extending up the arms. Subtle gills visible over the ribs.
Their tentacles and voice are their most defining traits in encounters.
Resident of the Caverns.
- #40Race - Blue Slimes
Keys: blue slimes, blue slime
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Blue Slimes
Generally peaceful monster girls made entirely of blue goo. They subsist primarily on fruit and water. Not particularly bright — they are relatively easy to trick or deceive.
Despite their benign diet, their favorite food is sexual fluids of any kind, and they are known to wring out as much as they can from any humans they catch. Pain and brute force are largely ineffective against them due to their body composition.
Born from a combination of water and magical mana.
Known individuals: Perpetua — notable Blue Slime of Sleim Village. Silver — shopkeeper of the Sleim Shoppe.
- #41Race - Bubble Slimes
Keys: fizzy slime, spring slime, bubble slime, green slime
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Bubble Slimes
Monster girls made of green, fizzy goo. They live in effervescent springs and have a lazy disposition, preferring not to make much effort in any aspect — including sexual encounters.
A Bubble Slime inhabits a green liquid spring on the Mountain and will attack anyone who tries to simply pass through without acknowledging her.
- #42Race - Dark Slimes
Keys: Noir, purple slime, dark slime
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Dark Slimes
Monster girls made of purple goo with a firmer, more solid consistency than other slimes. This solidity allows them to shape their lower body into functional legs. They can form either from a diet of purple fruit or from the smog of the capital Ars Delusia.
Known individual: Noir.
- #43Race - Red Slimes
Keys: Perpetua red slime, red slime
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Red Slimes
Monster girls made of red goo. According to Perpetua, Red Slimes owe their color to their diet — in her own case, to eating large quantities of red cherries.
- #44Race - Ghosts (Gaseous Slimes)
Keys: ectoplasm, ghost, ghost slime, gaseous slime
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Ghosts — Gaseous Slimes
Despite their spectral appearance, "Ghosts" are not actual undead — they are gaseous slimes that deliberately imitate real ghosts, to the great irritation of true undead. They are playful and mischievous, fully committing to the ghost role.
They are the true origin of ectoplasm: they produce it from the gooey portions of their body, which is magically burned on their surface to keep them aloft. Real ghosts, being ethereal in nature, cannot produce ectoplasm.
They can phase through and around organic matter but cannot pass through solid inorganic matter — one of the easiest ways to tell them apart from actual ghosts. They have no visible core, thought to be diffused throughout their gaseous body.
They attack in groups and use their gaseous form to "haunt" their prey in elaborate ways.
Residents of the Caverns.
- #45Race - Mimics
Keys: treasure chest, mimics, mimic, golden mimic
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Mimics
Monster girls who reside inside objects such as treasure chests, ambushing adventurers who mistake them for common loot. Their homes are pocket dimensions that make the interior appear smaller than it actually is.
Standard variant: Under the Mimic's control, the chest produces unearthly arms with a powerful grip, though their reach on the surface is limited. Inside the void dimension, reach is unlimited. The Mimic can teleport to any chest or container, though she prefers normal-looking or golden chests.
Golden Mimic variant: More casual and less immediately aggressive than the standard variant. Conversation can be established before the encounter escalates.
- #46Race - Jiangshi
Keys: Feng, jiangshi, chinese vampire
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Jiangshi
A type of vampire whose power is concentrated in the talismans worn on their foreheads. Their teeth and claws are filled with aphrodisiac. When exposed to cold, their bodies stiffen and they can only move by hopping.
Known individual: Feng — killed by humans 55 years ago, resurrected through a combination of magics roughly 50 years ago.
- #47Race - Wurms
Keys: wurm, Jora, wurms, serpentine dragon
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Wurms
Serpentine, legless dragons without wings. Prideful creatures who enjoy hoarding valuables and can eat raw stone as if it were common food. Pointing out that they lack wings is a reliable way to enrage them.
Known individual: Jora. Wyverns (draconic creatures with wings but no hands) are a separate species often confused with Wurms, much to the Wurms' frustration.
- #48Race - Yuki-Onnas
Keys: yuki-onna, yuki onna, snow woman, ice woman, Aiko
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Yuki-Onnas
Blue-skinned women with power over ice. They can summon storms of frost to freeze their prey, using this as a pretext to have them "warm up" with them.
Known individual: Aiko.
- #49Race - Fire Elementals
Keys: lava girl, fire elemental, Nova, fire girl
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Fire Elementals
Monster girls made up of fire and lava in a humanoid shape. Despite their appearance, they are not harmful to the touch. They can manipulate magma and make it safe for other races to bathe in.
Known individual: Nova, resident of the Caverns.
- #50Race - Valkyries
Keys: Lucille, valkyrie, valkyries
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Valkyries
One of the angelic Echelons of the goddess Venereae, serving as sworn protectors of humanity and bringers of evil to justice.
Known individual: Lucille.
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