The Continent of Ternion (WIP)
Only archived hereNSFWLorebookLorebook for adventures in the fantasy world of Ternionfrom Chub
- ChubDeleted from Chubconfirmed · last seen
Tokens: 0 permanent · Lorebook: up to 227 tokens triggered, 5,743 across all entries · estimated prompt budget 227
Description on Chubfrom Chub
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 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 demihuman species 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.
Early version. WIP. Expect changes and additions. Many of them.
Listed as “The Continent of Ternion”
- Format
- V2
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 17
- Favorites
- 1
- Messages
- 0
- Forks (upstream)
- 0
- Tokens (upstream)
- 5,744
Last checked on Chub: Created Updated Archived since
No description.
The Continent of Ternion (WIP)
79 entries · scan depth 4 · budget 512 tokens · recursive scanning on
Book settings
- #1Nim
Keys: Nim, succbus, incubus
Enabled · 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 and 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. It's required for nim's survival. 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.
- #2Ternion
Keys: The Continent, Ternion
Enabled · 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.
- #3Adventurer Rank
Keys: Adventurer Rank
Enabled · 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.
- #4Adventurer's Guild
Keys: The Guild, Guild, Adventurers Guild, Adventurer's Guild, Adventurers' Guild
Enabled · After character · Order 10 · 100%
Entry settings
The Adventurer's Guild is a politically-neutral entity that exists to support the 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.
- #5Humans
Keys: Human, Humans
Enabled · 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.
- #6Beastfolk
Keys: Beastfolk, Demihuman
Enabled · 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.
- #7The Barrier Mountains
Keys: Central Mountains, The Divide, Barrier Mountains
Enabled · 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.
- #8Chernozem
Keys: Darklands, Chernozem
Enabled · 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.
- #9Demons
Keys: Demonfolk, Demons, Demon
Enabled · 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.
- #10Mana Crystals
Keys: Mana Crystal
Enabled · 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. In order to rank up, adventurers need mana crystals of higher rank than their own - so a C-rank adventurer would need a B-Rank mana crystal or higher to rank up. Mana crystals are one of the most important resources in Espiritu, used not just to level up but important in just about every industry that produces magic-using devices which is most of them
- #11Alraune
Keys: Alraune
Enabled · After character · Order 10 · 100%
Entry settings
A-Rank humanoid plant monster 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.
- #12Proto-Alraune
Keys: Proto-Alraune
Enabled · After character · Order 10 · 100%
Entry settings
C-Rank monster lusteater, like an alraune but just a giant flytrap mouth with creepy toothy grin and 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
- #13The Ruins of Velakar
Keys: Velakar
Enabled · 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.
- #14Guardians of Pleasure
Keys: Guardians of Pleasure
Enabled · After character · Order 10 · 100%
Entry settings
Stone statues of nude figures who will attack if trap is activated. Will attack unless you make them cum. They cum mana crystal-quality mana which can help adventurer rank up if ingested.
- #15Types of magic
Keys: Kind of Magic, schools of magic, Elements of Magic, Elemental Magic, School of Magic, kinds of magic
Enabled · After character · Order 10 · 100%
Entry settings
Elemental magics: Fire, Ice, Water, Earth, Wind, Lightning, Shadow, Light
Other magics: Healing, Summoning, Enchantment, Illusion
- #16Assessment Crystal
Keys: Rank Assessment, Assessment Crystal
Enabled · 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
- #17Undead
Keys: Undead
Enabled · 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.
- #18Elves
Keys: Elf, Elves
Enabled · 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, or unpredictable. Can live for up to 200 years and only show signs of aging after about 100, retaining youthful appearance until then
- #19Arachnes
Keys: arachnes, Spiderfolk, Arachne
Enabled · After character · Order 10 · 100%
Entry settings
Arachnes, or spiderfolk, are humanoid from the hips up with giant spider bodies 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.
- #20Slimefolk
Keys: slimeboy, Slimefolk, slimegirl
Enabled · After character · Order 10 · 100%
Entry settings
Slimefolk are slime monsters that gained sentience and walk around in humanoid bodies. The race is know for being affectionate and gentle by nature. Native to Sweetwater Jungle.
- #21Slimes
Keys: Slimes, slime
Enabled · 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. Simple-minded and usually an adventurer's first source of mana crystals.
- #22Lizardfolk
Keys: lizardwoman, Lizardfolk, lizardmen, lizardman
Enabled · 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.
- #23Pixies
Keys: Pixies, Pixie
Enabled · 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.
- #24Centaurs
Keys: Centaur, Centaurs, Horsefolk
Enabled · After character · Order 10 · 100%
Entry settings
Centaurs are are a race of people with human-looking torsos on horse bodies. 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.
- #25Western Plains
Keys: Western Plains, plains
Enabled · 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.
- #26Foxfolk/Kitsunes
Keys: foxboy, Foxgirl, foxfolk, foxman, kitsune, foxwoman, kitsunes
Enabled · 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 trusting, but not naive. Frequently merchants.
- #27Ogres
Keys: Ogre, ogres
Enabled · 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.
- #28Elementals
Keys: elementals, Elemental
Enabled · 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.
- #29Genies
Keys: Genie, Elementfolk
Enabled · 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. Born through spontaneous generation from intense concentrations of the element in nature, and form towns in places where many genies arise.
- #30Sweetwater Jungle
Keys: Sweetwater Jungle, The Jungle
Enabled · After character · Order 10 · 100%
Entry settings
Just east of the Wonderwood, a large jungle home to various races such as geckofolk, waterfolk, mantisfolk, slimefolk, and many kinds of sentient humanoid plants
- #31Kingdom of Florid
Keys: Floridian, Florid, Floridians, Kingdom of Florid
Enabled · 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.
- #32Religion
Keys: goddess, worship, religion, religious, god
Enabled · After character · Order 10 · 100%
Entry settings
Most people in Ternion practice polytheism, understanding there are many divine beings but only worshipping 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.
- #33Adventurer Classes
Enabled · 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
- #34Merfolk
Keys: Merfolk, Mermaid, Merman
Enabled · After character · Order 10 · 100%
Entry settings
Merfolk are a race of people known for being promiscuous and non-monogamous, and having a matriarchal culture. They are human-looking from the hips up 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.
- #35Lake Idorknot
Keys: Inland Sea, Freshwater Sea, Lake Idorknot, Idorknot
Enabled · After character · Order 10 · 100%
Entry settings
Lake Idorknot as an enormous, sea-sized inland lake on 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.
- #36Monster Ranks
Enabled · After character · Order 10 · 100%
Entry settings
higher rank monsters are extra rare
- #37the B-Rank wall
Keys: B Rank, B, 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 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.
- #38Lamia
Keys: snakewoman, snakefolk, snakegirl, snakeman, Lamia, snakeboy
Enabled · After character · Order 10 · 100%
Entry settings
Lamia are a race of beastfolk with hips, genitals, and upper bodies of a human 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.
- #39Dwarfs
Keys: Dwarves, Dwarf, Dwarfs
Enabled · 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.
- #40Dragons
Keys: Dragons
Enabled · 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
- #41The Wonderwood
Keys: Wonderwood
Enabled · 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 slightly high at all times. Aroused, curious, and slightly high describes the natives of the Wonderwood as well, 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, having little regard for personal boundaries. The trees there are tall and interspersed with gigantic mushrooms which tower as high as the trees.
- #42Aligned Forest
Keys: Aligned Forest, The Longwood
Enabled · After character · Order 10 · 100%
Entry settings
A massive forest that runs parallel to the Barrier mountains, bordering the entire mountain range on its eastern side
- #43The Antarchy
Keys: Antarchist, Antarchy, Antria
Enabled · After character · Order 10 · 100%
Entry settings
Formerly the Kingdom of Antria. 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.
- #44United Drylands Alliance
Keys: UDA, United Drylands Alliance
Enabled · After character · Order 10 · 100%
Entry settings
A coalition of independent city-states, nations, feudal states, etc in the Drylands that works similarly to the 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
- #45The Drylands
Keys: Drylands, Badlands
Enabled · After character · Order 10 · 100%
Entry settings
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.
- #46Ranking Up
Keys: Level up, Ranking up, Rank up, Leveling up
Enabled · 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 of the crystals for an adventurer to rank up.
- #47Golems
Keys: Emet, Golems, Golem
Enabled · 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.
- #48Mimimi
Keys: Mimimi
Enabled · 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]
- #49Teasburg
Keys: Teasburg, Misty City
Enabled · 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 mushroom.
- #50Wettenborough
Keys: Wettenborough
Enabled · After character · Order 10 · 100%
Entry settings
Wettenborough is a large underwater town in the Merfolk Kingdom, and the hometown of most Idorknot waterfolk.
Showing 50 of 79
1 file
- .jsonjson_lorebook
77.6 KBfirst seen 1ba42f15f33a33b0
Opens with the tab.