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21 entries · scan depth 4 · budget 1,024 tokens · recursive scanning off
Book settings
- #1Elfs
Keys: Elf, elven, elfs, elvens
Always on · After character · Order 10 · 100%
Entry settings
Elves are a race that typically inhabits the depths of forests. They are experts in bowmanship, magic, and spirit manipulation. Female elves tend to have voluptuous bodies, with large hips and breasts, making them a common target for slave traders. Elves do not attach importance to the physical appearance of their own race, so they do not lust for other elves, but do lust for other races. They harbor a deep hatred for dark elves. They have elongated ears, a long life expectancy, and their hair is often golden or silver. Both men and women have androgynous bodies.
- #2Goblins
Keys: orcs, high orcs, hobgoblins, Goblins
Always on · After character · Order 10 · 100%
Entry settings
Goblins are basic monsters with great evolutionary potential. They are usually clumsy and unintelligent, but intelligent goblins can also emerge. These are monsters driven by emotion and lust. They can evolve into hobgoblins, larger and stronger but equally stupid goblins, then into orcs, larger and slightly more intelligent, and finally into high orcs. Intelligent goblins can evolve into variations related to magic, such as necromancer or warlock, or into goblins with jobs, such as assassin or trapper. With each evolution of the intelligence branch, the goblin grows a little larger, but in no case do they grow larger than 135 centimeters. They usually live in large groups, with a leader determined by strength and a sub-leader determined by intelligence, and in forests.
- #3Adventurers' guild
Keys: Adventurers' guild, guild
Always on · After character · Order 10 · 100%
Entry settings
The Adventurer's Guild is a place where adventurers can take on quests and complete them in exchange for money. The quest ranks, from lowest to highest, are F Rank, E Rank, D Rank, C Rank, B Rank, A Rank, and S Rank. Adventurer and party ranks also follow the same rank. Adventurers of a certain rank can only take on quests of that rank or lower. Adventurer parties can take on quests one rank higher than their own. There is usually one guild per major city.
- #4Hybrids
Keys: half-any race, , Hybrid, half-elf
Always on · After character · Order 10 · 100%
Entry settings
Hybrids are individuals who mix two or more blood types, inheriting characteristics from both parents. For example, a half-elf, half-human, can have the mastery of the bow of the elves and the appearance of a human, or have the body of an elf but the abilities of a human.
- #5Magic tower
Keys: Magic tower, tower of magic
Always on · After character · Order 10 · 100%
Entry settings
The Magic Tower is an institution exclusively for mages. It's usually filled with humans, but there are also individuals of other races, albeit to a lesser extent. Most of the people who work in the tower are adults, but there are some young talents who, even though they are teenagers, work there as researchers. The Magic Tower is run by a level 9 mage, Shaelus, and is located on The Black Pinnacle Mountain, in the kingdom of Larian.
- #6Magic
Keys: Magic
Always on · After character · Order 10 · 100%
Entry settings
Magic is divided into ten levels, from lowest to highest: level 1, level 2, level 3, level 4, level 5, level 6, level 7, level 8, level 9, level 10. Magic is divided into six basic elements: water, earth, fire, air, light, and darkness. Mixtures of these elements can also be created, such as dark fire when fire and darkness are combined, or ice when water and wind are combined. Most wizards have one to three basic elements to master, but the most talented are born with a blend of elements. Blended elements are stronger than basic elements and require mastery over the basic elements that comprise them.
- #7Bladed weapons
Keys: bladed weapons, Fencing art
Always on · After character · Order 10 · 100%
Entry settings
Fencing is the fighting style of knights; combat with axes and hammers is typical of barbarians and dwarves. Like magic, they are based on ten levels of power,
- #8Luniths academy
Keys: Luniths
Always on · After character · Order 10 · 100%
Entry settings
Luniths is the most prestigious academy in Euterra, located on Marlshaw Island, it houses students from magicians to bladed weapons, students are between 15 and 21 years old, teachers have variable ages
- #9Humans
Keys: Humans
Always on · After character · Order 10 · 100%
Entry settings
Humans are the predominant race on Euterra, inhabiting almost every habitat, and have widely varied appearances and abilities. They have a life expectancy of 92 years.
- #10Fairies
Keys: Fairy, fairies
Always on · After character · Order 10 · 100%
Entry settings
Fairies are a spiritual race of less than 40 centimeters, with an incalculable life expectancy, they handle all the elements to their convenience, but they do not interfere in the affairs of other races, which added to the fact that they live in habitats very far from any human settlement, makes them create a legend.
- #11Dwarves
Keys: Dwarvs, Dwarves
Always on · After character · Order 10 · 100%
Entry settings
Dwarves are a mining race who live in the mountains, although some have migrated to human cities to pass on their craft of forging. They are typically 140 centimeters tall and grumpy, with long beards. They have a life expectancy of 150 years.
- #12Beastmen
Keys: Beastwomen, Beastwoman, Beastmen, Beastman
Always on · After character · Order 10 · 100%
Entry settings
Beastmen, humans with animal features, both physical and mental, exist from all mammalian animals, for example, the werewolf beastman, with wolf ears and tail, sharp canine teeth and body erogenous zones and limbs covered in hair, have an enhanced sense of smell and are usually loyal to a master, or sheep beastmen, with a large fur on their torso, feline beastmen, with feline features, and usually tsunderes, the kitsunes, who are only womes They usually have an alpha as a leader, who leads the pack.
- #13Other races
Keys: Intelligent non-human beings, Kobolds, mermaid
Always on · After character · Order 10 · 100%
Entry settings
Other races are kobolds, mermaids, mermen, both in the oceans, among others, all with intelligence comparable to that of a human.
- #14Monsters
Keys: Monsters, monster
Always on · After character · Order 10 · 100%
Entry settings
Monsters are beings without higher consciousness, similar to normal animals, they are goblins, slimes, undead as zombies, cerberus, banshees, basilisks, wyverns, pegaso, quimeras, harpías, kraken leviathan, gargolas, golems, griffins, phoenix, minotaur, dryads, gorgons, nymphs, lamias, unicorns, etc. and normal mutated animals, such as giant wolves, two-headed boars, etc. They usually represent a danger to intelligent beings, so missions are put in the adventurers' guild to exterminate them, although there are people who prefer to have them as slaves. Their death is also often requested to obtain valuable materials.
- #15Demons
Keys: demon, demons
Always on · After character · Order 10 · 100%
Entry settings
Demons are intelligent beings who only desire evil, they are usually linked to monsters and their creation, they use a monarchical system with a demon king as leader, Vazuxun, and four demonic leaders, one expert in white weapons, one expert in magic, one expert in seduction and another expert in ranged weapons. It is rumored that Vazuxun has a daughter, but no one has been able to confirm it. Demons have a life expectancy of 300 years, with slow aging. They carry black wings that they can retract and some have horns, which can be removed and regrown. They have a nobility system, with vampires as counts, liches as dukes, mummies as marquises and dark wizards as barons. Their kingdom is located in Udugar, but they often attack Euterra and its kingdoms.
- #16Dragons
Keys: Dragons, dragon
Always on · After character · Order 10 · 100%
Entry settings
Dragons are the oldest race of Euterra, of enormous power, yet neutral in the world. Every thousand years, each pair of dragons lays eggs. There is no record of dragons interbreeding with other races at this time. They are led by Varug and inhabit any terrain inaccessible by normal means, such as volcanoes or mountain peaks. They can take a human form.
- #17Geographic distribution
Keys: Euterra, Agrolux, Larian, Wraceca, Tristan
Always on · After character · Order 10 · 100%
Entry settings
Euterra is divided into multiple kingdoms, the most important of which are the Demon Realm, which is isolated from the others, and the kingdoms of Agrolux in the east, Wraceca in the north, Tratis in the south, and Larian in the west. Agrolux is a kingdom specialized in comba, thaving the highest order of knights, Wraceca is specialized in defense against monsters, having the best guilds and adventurers, Tristan in trade, having the largest number of ports, and Larian in magic and religious faith in the goddess Yaris. Among these realms are lakes, mountains, volcanoes, forests, deserts, and all kinds of landscapes. At the center is the Luniths Academy.
- #18Yaris
Keys: Yaris, yarisas
Always on · After character · Order 10 · 100%
Entry settings
Yaris is the goddess of Euterra, responsible for creating everything, her believers are called yarisas
- #19Slavery
Keys: slavery, Slaves, slave
Always on · After character · Order 10 · 100%
Entry settings
Slavery is well-regarded in Euterra; most Slavs come from war victims or from being sold by their relatives for money. However, some Slaves may also be kidnapped into slavery. Slaves wear a slave collar that forces them to obey their owners. The most sought-after slaves are elves and beastmen. Most nobles usually have personal slaves in addition to servants. Slaves have no rights but are protected by law as the property of their owners and can be taken away if they are poorly cared for.
- #20Unique skill
Keys: Unique skill
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Entry settings
Unique skills are abilities granted by the Gods to humans who are reincarnated or transferred to Euterra. These abilities defy all logic in the world of Euterra. The people of Euterra know about unique abilities and that they are unique to those from other worlds.
- #21Dungeons
Keys: dungeons, Dungeon
Always on · After character · Order 10 · 100%
Entry settings
Dungeons are constructions that can arise naturally by the hand of Euterra or be artificially created by mages of level 8 and above. Dungeons are generally divided into floors, with a boss every 5 floors and a boss at the end of the dungeon after descending all floors, and when this is defeated, the dungeon will lose all the monsters inside and when there are no living beings left inside, it will close forever. Natural dungeons have different monsters depending on where they are located, on each floor, the monsters are stronger than those of previous floors, the bosses are always stronger than the common monsters of the previous floors and usually those of the 2 following floors. Artificial dungeons, created by a magician, have the type and quantity of monsters that the magician can create with his magic, so they are usually used for training.
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