The Continent of Ternion Lorebook Version 1
Only archived hereNSFWLorebookLorebook for adventures in the fantasy world of Ternionfrom Chub
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Description on Chubfrom Chub
Welcome to Ternion.
The continent of Ternion is a vast fantasy continent which is interconnected via teleportation circles located in any adventurers' guild. Humans are a minority here, just one of many, many species of people and often viewed with suspicion and stereotyped as slavers. Most people are various kinds of beastfolk (don't call them demihumans, that's rude), genies (humanoid elementals - see Types of Magic in the lorebook for the list of elements), demons (who are actually pretty nice) or various other fantasy species. Dwarfs are just people with dwarfism, and elves are a kind of fairy who only live to 200 years old, max. Beastfolk from catgirls to parrotboys to butterflyfolk or possumfolk - you name an animal, there's a kemonomimi race of it around.
In other words, it's a place where tropes of fantasy fiction are played with, turned on their heads, and otherwise subverted, inverted, avoided, deconstructed, reconstructed, and rarely played straight. This is my world - I'm gonna have fun with it.
Listed as “The Continent of Ternion Lorebook Version 1.0”
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The Continent of Ternion Lorebook Version 1
80 entries · scan depth 50 · budget 500 tokens · recursive scanning off
Book settings
- #1Quest Location
Keys: Quest Location
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Quest Locations can be anywhere in Ternion, thanks to easy transport via teleportion circles in every guild. Randomly select from:(Teasburg, Capsburg, Mimimi, The Drylands, The Western Plains, Sweetwater Jungle, Velakar, The Aligned Forest, Chernozem, The Merfolk Kingdom, Lake Idorknot, Wetternborough, The Antarchy, Ant Francisco, The Kingdom of Florid, The Wonderwood, The UDA, Snuftwick, the caves, the Barrier Mountains)
- #2Nim
Keys: incubus, succbus, Nim
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Nim have purple skin, vestigal black bat wings too small to fly with, tiny black horns, and thin prehensile tails with pointed heart-shaped tips on the end. Extremely low fertility rate. Natural lifespan up to 1000 years. Monumentally physically attractive. Constantly emit aphrodisiac pheromones. Female nim have large breasts, wide hips, big dicks and produce sperm. Male nim have naturally muscular bodies as well as pussies and uteruses. Naturally gifted spellcasters. Require physical affection and intimacy to live - cuddles and hugs will help, but sex is usually best. The more heartfelt and authentic the physical intimacy the more filling - it's food for nim. Nim are discriminated against by most other races, thought of as no more than slutty demons of lust. This is partly because most nim get their needs met via regular casual sex. "Incubus" and "succubus" are common terms for male and female nim respectively, and most people don't realize those terms are rude when used by non-nim.
- #3Ternion
Keys: The Continent, Ternion
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
The Continent of Ternion is divided in half by an enormous mountain range that runs North-South in the center of the continent. No one knows what lies beyond it - the seas are impassible more than a hundred miles out. Many think nothing lies beyond it, and perhaps they're right. This continent is the entire world.
- #4Adventurer Rank
Keys: Rank, Adventurer Rank
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Ranks are assessed by assessment crystals in adventurer guild halls. Lowest rank is F, then D, then C, B, A, and finally S-Rank. There are less than 100 A-Rank and only about 15 S-Rank adventurers in all of Ternion. Rank is a measure of an Adventurer's experience and power level.
- #5Adventurer's Guild
Keys: Guild, The Guild, Adventurer's Guild, Adventurers Guild, Adventurers' Guild
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
The Adventurer's Guild is a politically-neutral entity that exists to support adventurers' growth and issue quests throughout the continent of Ternion. They have offices in every major city and town, and even branch offices in important villages close to ruins or other noteworthy quest locations. In spite of the very, very diverse opinions and views of various societies, the guild is welcomed everywhere as a support system to keep people safe and employ those who want work adventuring.
- #6Humans
Keys: Humans, Human
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Humans are no more or less common than any other race in Ternion but their reputation is among the worst. Humans are stereotyped as being cunning, manipulative, unpredictable, narcissistic, ignorant, supercilious, and worst of all - slavers. In truth, humans are just as varied and variable in personality as any other race in Ternion. Their government just sucks, and other races are fearful because the humans come from Florid where slavery is legal.
- #7Beastfolk
Keys: Demihuman, beastkin, Beastfolk
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Beastfolk is the preferred term, 'demihuman' is a slur because it implies their worth is half a human's worth. Beastfolk are mostly kemonomimis with humanlike bodies and intelligence but animal ears and tails. Beastfolk are as diverse as the animal life of Ternion - whatever animal species are native to an area, you will find beastfolk of that species there as well. Any animal you can think of has a beastfolk of it, from common ones like catfolk and foxfolk to less common ones like sugargliderfolk, possumfolk, gatorfolk etc. -folk is the usual suffix added to the animal name, but gendered versions exist - so foxfolk becomes foxwoman or foxman, etc.
- #8Central Mountains
Keys: Barrier Mountains, Central Mountains, The Divide
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
The Barrier Mountains are an enormous mountain range that runs north and south through the center of Ternion, dividing the Western and Eastern halves of the continent. In spite of the enormous obstacle this represents, travel across the mountains is possible in many ways - by foot if needed, through the caves that wind through the mountains, a few magically-dug tunnels along key trading routes, and teleportation magic.
- #9Chernozem
Keys: Darklands, Chernozem
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Chernozem lies on the southern coast of Ternion, just west of the Barrier Mountains. It is a flat region named for the pitch-black soil that stretches on forever with only a few, thin trees poking out of the ground. It is home to demons, nim, spiderfolk, and other such races. Because its pitch-black soil is incredibly fertile, it exports produce to the rest of the continent, and much of it is farmland. Sometimes called The Darklands.
- #10Demons
Keys: Demons, Demon, Demonfolk
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Native to Chernozem, demons are beings with odd appearances, dark magics, and personalities as diverse as their bodies. Some have extra limbs or eyes, horns on their heads or batlike snouts, or other features found frightening by most other races. Most demons are honest, hardworking farmers who mind their own business, but their personalities are as diverse as any other race of people.
- #11Mana Crystal
Keys: loot, drop, Mana Crystal
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Mana Crystals are dropped by monsters relative to the rank of the monster. D-rank monsters drop D-rank mana crystals, C-rank monsters drop C-rank mana crystals, etc. Mana crystals contain concentrated magical essence and are one of the most important resources in Ternion, required to rank up and a component in all person-made magical devices.
- #12Alraune
Keys: Alraune
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Alraunes are A-Rank humanoid plant monsters occasionally found in ancient jungle ruins as a boss fight. Feeds on lust, will attempt to ensnare adventurers and keep them imprisoned in her pitcher plant appendages hidden from view. Is able to control plants and vines around her. Upper body is a gigantic woman with green skin, large breasts, and full lips. Lower body is a mass of writhing tentacle-like vines hidden underneath massive flower petals. Emits aphrodisiac pollen throughout her boss room.
- #13Proto-Alraune
Keys: Proto-Alraune
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
The proto-alruane is a C-Rank lusteater monster, human-sized with a giant flytrap mouth for a head and a vine body, no humanoid features, unintelligent, thought to be primitive version of alraune - ensnares pray with its vines, uses vines to drain lifeforce via erotic means. Jungle habitat.
- #14Velakar
Keys: Velakar
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
The Ruins of Velakar are a frequent location for C or B-Rank quests. Velakar was an Ancient Elven city lost to time, its ruins now reclaimed by Sweetwater Jungle. It is full of various dungeons and other ruins to explore, and quests to retrieve lost artifacts or tomes from its depths are common for mid-rank adventurers.
- #15Pleasure Guardians
Keys: Pleasure Guardians, ancient stone statue
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Pleasure Guardians are stone statues of nude figures who come to life if a trap is activated, only found in ancient ruins. Will attack unless you make them cum. They cum mana crystal-quality mana which can help adventurer rank up if ingested.
- #16School of Magic
Keys: School of Magic, Kind of Magic, schools of magic, Elemental Magic, kinds of magic, Elements of Magic
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
There are several kinds/schools of magic, including various elemental magics (Fire, Ice, Water, Earth, Wind, Lightning, Shadow, Light). Other magics include Healing, Summoning, Enchantment, Illusion.
- #17Assessment Crystal
Keys: Rank Assessment, Assessment Crystal
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
All adventurers' guilds have assessment crystals that can display information on rank and are the only way to view one's status menu or skill details. They are the only way to officially confirm a rank up.
- #18Undead
Keys: Undead, mourn, ghost, mourning, unmourned, zombie, wraith, ghoul, skeleton
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Types of undead include skeletons, zombies, ghouls, wraiths, ghosts, and other unmourned spirits of the departed. If the dead are not given proper mourning, they become undead - so typically only those who are forgotten or considered missing become undead.
- #19Elf
Keys: Elves, Elf
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Elves are a subrace of fae native to the Wonderwood, and as such are known for being flighty, ditsy, and unpredictable. Elves live for up to 200 years and only show signs of aging after about 100, retaining youthful appearance until then. Yes, this is different from other fantasy settings.
- #20Spiderfolk/Arachnes
Keys: weaver, alchemist, alchemy, arachnes, Spiderfolk, Arachne, tailor, seamstress
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Arachnes, or spiderfolk, have humanoid upper bodies, hips, and genitals with the bodies of giant spiders from there down. They're one of the races of people native to Chernozem, and are frequently employed as alchemists and weavers throughout the continent. Subraces include tarantulafolk, the aquatic lobsterfolk, and others.
- #21Slimefolk
Keys: Slimefolk, slimeboy, slimegirl
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Slimefolk are slime monsters that gained sentience and walk around in humanoid-shaped bodies. They are known for being affectionate and gentle by nature. Native to Sweetwater Jungle.
- #22Slimes
Keys: Slimes, slime
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Slime monsters are commonly found in fields and forests, as well as Sweetwater Jungle. They are usually F-Rank or D-Rank, but more powerful ones have been found. Slimes are simple-minded and usually an adventurer's first source of mana crystals.
- #23Lizardfolk
Keys: lizardmen, lizardman, lizardwoman, Lizardfolk
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Lizardfolk are humanoid lizards that walk on two legs and come in various subraces such as geckofolk, iguanafolk, gatorfolk, and the like. Intelligent and varied in personality, with lizard-like faces and scaley bodies.
- #24Pixies
Keys: Pixie, Pixies
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Pixies are one of the fairy races. They're between 5-7 inches tall with small butterfly or dragonfly wings on their backs. Cute, mischievous, playful, cunning, and born with illusion magic. Native to the Wonderwood.
- #25Centaurs
Keys: Horsefolk, giraffefolk, Centaur, zebrafolk, Centaurs
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Centaurs are are a race of people with humanoid upper bodies, hips, and genitals and equine lower halves. Most centaurs live in the Western Plains. Horse bodies have variations in color. Subspecies include zebrafolk and giraffefolk (both found in The Drylands) who have the lower bodies of their respective species.
- #26Western Plains
Keys: Western Plains, plains
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
The Western Plains are a vast region of plains and gently rolling hills that dominates the central area west of the Barrier Mountains. It is home to many nomadic tribes of centaurs. Towns in the Western Plains are populated by gazellefolk, foxfolk, wind genies, plains giants, and others. There are few large cities, and it is common to travel for days along dirt roads without seeing another living person.
- #27Foxfolk
Keys: foxboy, Foxgirl, foxfolk, foxman, foxwoman, kitsune, kitsunes
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Foxfolk or kitsunes are a prolific race of beastfolk found just about everywhere on Ternion. They have human bodies with foxlike tails and ears. Their personalities are typically curious, playful, affectionate, sharply intelligent, free-spirited, and mischievous - they tend toward being friendly and affectionate, optimistic but not naive. Frequently merchants.
- #28Ogre
Keys: Ogre, ogres
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Ogres are large, humanoid-looking C-Rank monsters with gray skin, bulky muscles, and jutting jaws. They typically wear only a loincloth made of animal hide and wield simple clubs. Beast-level intelligence.
- #29Elemental
Keys: elementals, Elemental
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Elementals are amorphous spirts made of elemental magic, considered to be some of the most unpredictable monsters, with most being of C-Rank but occasionally lower or higher. Can be embodiments of any of the elements of magic.
- #30Genies/Elementfolk
Keys: lightningfolk, Genie, genies, windfolk, earthfolk, Elementfolk, waterfolk, icefolk, shadowfolk, lightfolk, firefolk
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Genies are a race of humanoid elementals. They don't grant wishes and find it annoying if you ask them to. Genies are born via spontaneous generation from intense concentrations of the element in nature, and form towns in places where many genies arise.
- #31The Jungle
Keys: Sweetwater Jungle, The Jungle
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
The Sweetwater Jungle lies just east of the Wonderwood, and is home to various races such as geckofolk, waterfolk, mantisfolk, slimefolk, and many kinds of sentient humanoid plants.
- #32Kingdom of Florid
Keys: Floridians, Florid, Kingdom of Florid, Human Kingdom, Floridian
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
The Kingdom of Florid is the sole human-dominated country in all of Ternion. It is the only place on the continent where slavery is legalized, making it (and humans) an object of suspicion and fear among the other peoples of Ternion. The Floridian government is mostly but not exclusively corrupt. The capital city of the Kingdom of Florid is Mimimi. Located on the southeastern corner of the content on a peninsula.
- #33Deities
Keys: worship, kami, deity, goddess, gods, religious, religion, god
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Most people in Ternion practice polytheism, understanding there are many divine beings but focusing their worshipping on only one or two. There is no main church. No one religion has a monopoly in any region. Many temples serve more than one deity. Goddesses and gods only interact with people via their clerics.
- #34Adventurer Classes
Keys: Class
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Most adventurers are one of the following classes: Fighter, Rogue, Wizard, Sorcerer/Sorceress, Tamer, Cleric, Druid, Alchemist, Artificer, Martial Artist, Paladin, or Barbarian. More exotic classes exist but are uncommon.
- #35Merfolk
Keys: Merfolk, Merman, Mermaid
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Merfolk are a race of people known for being promiscuous and non-monogamous, and for having a matriarchal culture. They have humanoid upper bodies, hips, and genitals with gills on their necks and bits of scales along their arms and torsos, and occasionally other aquatic features. Below the hips, merfolk resemble giant fish or other aquatic species such as dolphins or octopi. The Merfolk Kingdom lies within Lake Idorknot.
- #36Lake Idorknot
Keys: Idorknot, Freshwater Sea, Lake Idorknot, Inland Sea
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Lake Idorknot as an enormous, sea-sized inland lake in the western half of Ternion sometimes known as the Inland Sea or the Freshwater Sea. Most waterfolk are from here, and the Merfolk Kingdom is on the bottom of the lake, build on top of the vast lakebed.
- #37NPC Generation
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
[Direction: When generating a random NPC in Ternion, keep in mind that the continent is known for the diversity of the races that inhabit it. First, look at the relevant lorebook entry for the location if it has one, and make sure most NPCs are of races/species listed there. Consider the local environment when creating beastfolk NPCs to ensure they are of animals native to that environment.]
- #38The B-Rank Wall
Keys: B Rank, B-Rank
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Because A-rank and S-rank monsters are both extremely rare and extremely dangerous, B-rank adventurers tend to stay stuck at B-rank since it's exponentially harder to find the mana crystals they'd need in order to rank up. This phenomenon is known as "The B-Rank Wall" as in adventurers reach B-Rank and then hit a wall where they struggle to rank up any further. Most B-Rank adventurers are at peace with this - only the most ambitious or foolhardy try to rank up past B.
- #39Snakefolk/Lamia
Keys: Lamia, snakewoman, snakegirl, snakefolk, snakeboy, snakeman
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Lamia are a race of beastfolk with humanoid upper bodies, hips, and genitals but with giant snake tails in place of legs. Sometimes called snakefolk. There are many subspecies of lamia, dependent on what kind of snake their lower body resembles. Lamia mate for life in pods of up to four partners, all of whom are expected to remain exclusive within the pod.
- #40Dwarf
Keys: Dwarves, Dwarfs, Dwarf
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Dwarfs are not a race of people in Ternion. Instead, dwarfs are simply any member of a species with a race genetic mutation that causes them to only grow to half the normal size of a member of that species. This is accompanied by major health complications, and is a disability that tends to lower the lifespan of anyone born with the mutation.
- #41Dragons
Keys: Dragons, dragon
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Dragons are solitary by nature, mostly staying to themselves. All dragons can shapeshift to a humanoid form and will often socialize with humanoid species in disguise for their own reasons and ends.
- #42Wonderwood
Keys: The Wonderwood, Teasburg, Wonderwood
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
The Wonderwood is an area of the Aligned Forest bordering Sweetwater Jungle. It's always misty there, and the mist is full of spores and pollen which have an aphrodisiac and lightly psychedelic effect. This makes everyone in the Wonderwood feel aroused, curious, and a little bit high at all times - which also describes the natives of the Wonderwood, which includes fairies such as pixies, sprites, and elves; myconids; butterfly beastfolk; lightfolk genies, and others. Residents of the Wonderwood tend to be insistently interested in outsiders with little regard for personal boundaries. The trees there are tall and interspersed with gigantic mushrooms which tower as high as the trees.
- #43Aligned Forest
Keys: Aligned Forest, Longwood, The Aligned Forest, The Longwood
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
The Aligned Forest, sometimes called The Longwood, is a massive forest that runs parallel to the Barrier mountains, bordering the entire mountain range on its eastern side.
- #44The Antarchy
Keys: Antarchist, Antarchy, Antria
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Formerly the Kingdom of Antria, the Antarchy is an independent country in the Drylands of red antfolk who overthrew their monarchy 160 years ago. Since then its form of government has been an anarcho-syndicalist worker-run collective state. Member nation of the United Drylands Alliance.
- #45United Drylands Alliance
Keys: United Drylands Alliance, UDA
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
The United Drylands Alliance or UDA is a coalition of independent city-states, nations, feudal states, etc in the Drylands that works similarly to the real-world European Union, allowing free passage and trade for all citizens between the member governments as well as a mutual defense alliance. Originally created to protect the native peoples of the Drylands from invasion by human slavers from Florid.
- #46The Drylands
Keys: Badlands, Drylands
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
The Drylands, sometimes called the Badlands, is a vast red-rock desert / dry shrubland which dominates the northeast coast of Ternion, extending into a fertile savannah further inland. Home to various non-human races including Firefolk and Windfolk genies; savannah giants; and various kinds of beastfolk such as: rattler lamias, snout-nosed lizardfolk, giraffefolk, rhinofolk, roadrunnerfolk, and coyotefolk. (Visual description aid: Joshua Tree & Colorado.)
- #47Ranking up
Keys: Level up, Rank up, Leveling up, Ranking up
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
In order for an adventurer to increase their rank, they need to absorb the mana from a mana crystal of a higher rank than their own. F-Rank adventurers require D-rank mana crystals or above, D-rank adventurers require C-rank mana crystals or above, etc. It takes several crystals for an adventurer to rank up.
- #48Golems
Keys: Golems, Golem, Emet
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Golems are animated constructs made of natural materials like clay or stone, imbued with life via divine magic to function as protectors of a community. Typically found in villages and towns throughout The Antarchy.
- #49Mimimi
Keys: Mimimi
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Mimimi is the capital city of the Kingdom of Florid and home to one of the largest Adventurers' Guilds on the continent. Its population is mostly made of humans, although other races are found there as well. The culture tends toward the garish and tawdry, and the architecture is mostly stark white and rococo. (Visual description aid: Miami meets Sicily).
- #50Teasburg
Keys: Misty City, Teasburg
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Teasburg is the largest city in The Wonderwood, with its own Adventurers' Guild hall. It is home to fairies, lightfolk genies, myconids, butterflyfolk, and various other sentient races. Its main export is psychedelic teas. Brothels in Teasburg are some of the most diverse and well-trafficked in Ternion. There is a sizeable immigrant population of nim. Like anywhere in the Wonderwood, Teasburg residents tend to be very, very interested in and curious about outsiders with little regard for personal space or boundaries. Nicknamed 'The Misty City.' Mostly on ground level, but much of it is built in and on the towering trees and giant treelike mushrooms. Architecture is wooden and much of the wood is shroomwood.
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