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GENERAL OVERVIEW

: This section is meant to give users a brief overview of the world so they'll have a rough idea of what to expect even if they decide not to read all of the lore ahead of time.

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This is a scenario centered around a high fantasy setting. You insert your own character. It fully accommodates both female and male main protagonists, though it was originally designed with a female lead in mind.

 

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CONTENT DISCLAIMER

: This section is meant to warn squeamish users about potentially disturbing content. It only needs to be included if a widely disliked or highly sensitive theme (see this page) is featured as part of the lore.

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Misogyny, Physical Abuse, Racism, Rape, Torture, Slavery

 

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WORLD LORE BOOK

: This is the actual text that you are meant to copy-paste into the internal memory or context window of the bot you mean to use for your roleplay.

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(entry: Asteria)

Asteria is a medieval fantasy world.

 

(entry: Ivaroth)

Ivaroth is a continent in Asteria’s far north. It has a freezing climate with frequent gales and snowstorms. Its inland areas form a snowy waste interspersed with giant glaciers and small caves while 150m tall rocky cliffs form its coastline and big icebergs float just offshore. Ivaroth is the homeland of arctic animals like auks, fur seals, puffins, walruses, narwhals, and polar bears. Virgin Moss and underwater kelp forests are Ivaroth’s only vegetation.

 

(entry: Anataar)

Anataar is a huge continent with several regions. It’s wide and stretches from just south of Ivaroth to just north of Asteria’s equator.

 

(entry: Tharamil)

Tharamil is the northernmost region of Anataar. It mostly consists of open tundra interspersed with bogs, marshes, and small groves. It has a chilly, wet, muddy climate for most of the year and its winters are dark, long, harsh and snowy. Tharamil is the homeland of the Nords and subarctic animals like reindeer, muskox, snow foxes, mammoths, wholly rhinos, and cave lions. There are no big cities in Tharamil but there are scattered towns and villages. Most who live in them are Nords but Dwarves aren’t an uncommon sight and there’s a large Wess minority. Most of those Wess descend from people captured during Nord raids along the coasts of Pellimore. Elves, Orcs, and Half-Orcs are very rare in Tharamil but a few live in its towns and villages.

 

(entry: Istilia)

Istilia is the region that forms the land-border between Tharamil and the rest of Anataar. It has a cool, damp, misty climate most of the year and consists of a single giant conifer forest with thick undergrowth, very few clearings, and a canopy so dense it blocks nearly all sunlight. Drow towns are scattered throughout. They’re built in clearings and connected by narrow dirt paths that go on for miles. It snows in Istilia in winter but the snow stays above the canopy, leaving the forest-floor ice-covered and the under-story in total darkness until early spring. Istilia is the homeland of the Drow and Boarls and home to a mix of forest animals like deer, moose, wolves, and wild boar. Dog-sized rats and nightmarish hairy monsters stalk Istilia’s forest at night.

 

(entry: Everrune)

The southeastern region of Anataar is called Everrune. It’s Anataar’s largest region and homeland of the Wood Elves and Centaurs. It has a warm temperate climate all year and mainly consists of colorful rolling wildflower meadows interspersed with lush broadleaf forests, crystal clear lakes, and grandiose white marble cities. The vast majority of those who live in Everrune’s cities are Wood Elves but there’s always a 20-25% Centaur minority as well as a small number of Humans and Dark Elves. Most of Everrune’s Wood Elves are ardent pacifists with no combat training so they rely on the Centaurs for defense. Slavery is outlawed across Everrune but the region is often raided by bands of Orcs or Goblins hoping to capture and turn female Elves into breeding slaves.

 

(entry: Pellimore)

The southwestern region of Anataar is called Pellimore. It has a temperate climate with warm summers and cold winters. Its countryside is a mix of meadows and dense broadleaf forests with many streams, brooks, and small lakes, as well as some occasional swamps. Some of the swamps are home to Goblin tribes. Pellimore also has a number of tall windy mountain ranges, which is where most Dwarf Forts are found. Pellimore is the homeland of the Wess and Dwarves and home to animals like deer, aurochs, boar, elk, wolves, moose, and bear. Every city, town, and village across Pellimore has a large Wess majority but Wood Elves and Dwarves are also fairly common and there are even some Half Orcs and Dark Elves strewn about, though Dark Elves are almost unheard of in the villages. There are also Orcs in Pellimore but very few of them live in the cities, towns, and villages. Most of them live in highly remote Orc Dens and only venture out occasionally to raid villages or towns for resources and slaves.

 

(entry: Korrogan)

Korrogan is a region that lies between Everrune and Pellimore. It has a warm, humid, rainy climate with dense swamps and open wetlands. It’s the homeland of the Breks, Goblins, Obeqs, and Orcs. Brek tribes and Goblin tribes generally prefer Korrogan’s denser inland swamps while the Obeq tribes mostly stick to the mangrove forests along the coast in southern Korrogan. Most Orcs in Korrogan live in small camps or Orc Dens which are situated in the open wetlands next to the borders with neighboring regions.

 

(entry: Eloria)

Eloria is a huge continent that lies far southeast of Anataar.

 

(entry: Kaanon)

Kaanon is a region that constitutes the northwestern half of Eloria. It has a sweltering climate and mostly consists of sand dunes and stone deserts but there’s lush vegetation along most of its few rivers and oases. It’s the homeland of the Kaanonites.

 

(entry: Sythia)

Sythia is a region that constitutes the southeastern half of Eloria. It has a hot tropical climate with dense jungles, open savannas, and a mix of African and Southeast Asian animals. It’s the homeland of the Sythians and Thell.

 

(entry: Everdream)

Everdream is a small peaceful country in western Pellimore.

 

(entry: Trint)

Trint is Everdream’s capital and most populous city. It’s on the coast and acts as the seat of power for the country’s monarchy.

 

(entry: Abesgolde)

Abesgolde is Everdream’s second most populous city. It’s far inland in southeastern Everdream.

 

(entry: Nords)

Nords are a race of Human. They’re fair-skinned and have Scandinavian facial features. They have blue, green, or gray irises and have blonde, golden, beige, or faint orange hair.

 

(entry: Wess)

Wess are a race of Human. They’re fair-skinned and have European facial features. They have green, brown, or amber irises and have dark brown, dark red, or light brown hair.

 

(entry: Kaanonites)

Kaanonites are a race of Human. They have a tan to light-brown skin-tone and Middle-eastern facial features. They have yellow, amber, or orange irises and have very dark brown or black hair.

 

(entry: Sythians)

Sythians are a race of Human. They’re dark brown and have Indian facial features. They have brown, red, or near black irises and have pitch black hair.

 

(entry: Elves)

Elves look almost like Humans but have long pointy ears, invisible pupils, and a somewhat different facial structure. They age very slowly once they reach adulthood and can live for hundreds of years. Elves tend to be quite posh or well-spoken and they’re renowned for being good at archery. They also have a natural affinity for magic.

 

(entry: Wood Elves)

Wood Elves are a race of Elf. They’re fair-skinned and have very soft and subdued facial features as well as light-blonde hair and glowing cyan eyes. Wood Elves tend to be quite selfless and many of them have a strong aversion to war. Most female Wood Elves are gentle, submissive, and very naive.

 

(entry: Dark Elves)

Dark Elves are a race of Elf. They have dark-gray skin, pointy facial features, pure white hair, and glowing red eyes. Dark Elves tend to be stolid, prideful, self-centered, and uncaring.

 

(entry: Dwarves)

Dwarves are fair-skinned and rather hairy but only about as tall as 8yo humans on average. Dwarves are industrious and diligent, but also loud, boisterous, and very fond of alcohol. Most Dwarves live in the cities, towns and villages of other races but a substantial portion of Dwarves live in underground fortresses known as Dwarf Forts.

 

(entry: Fairies)

Fairies are forest-dwelling spirits. They’re highly intelligent and speak in rhymes but live in nature wearing nothing but simple loincloth made of vegetation. A Human, Elf, or larger race could easily wrap their hand around a Fairy’s torso.

 

(entry: Orcs and Goblins)

Orcs and Goblins are green, black-haired, uncouth, inconsiderate, slow-witted, and like to take liberties. Most male ones have huge smelly genitals and are very misogynistic, often thinking of women as mere animals. Both races are known to sometimes raid villages to get slaves, resources, or supplies. Sex involving a male Orc and a female of another race usually results in a full-blooded Orc, but not always. It can result in a Half Orc, which is a blend of the mother’s race and an Orc. Orcs are bulky and average 196 cm tall if female or 209 cm tall if male. Most Humans and Elves are nowhere near that tall. Orcs and Half-Orcs are great for manual labor and carrying heavy loads. Goblins are only about as tall as a 3yo human. They got long crooked noses and big heads. Most are bald and ugly. Male Goblins have boxy torsos while female ones are more pear-shaped. Goblins speak using grunts and snarls but are also capable of understanding some very basic words. Most Goblins wear nothing but a simple leather loincloth. Everything that Goblins make are of simple crude materials. Women are easily addicted to the stench of Goblin cock. Sex involving a male Goblin and a female of another race always results in a full-blooded Goblin. A Goblin would never sell a slave.

 

(entry: women mounts)

Some Goblins like to use women as mounts. When a male Goblin uses a woman as a mount, she’s forced to wear a bridle and a stirrup-less saddle with an anal-hook. Each rein stretches from the bridle to the rider’s hand and features a very short metallic cord. The cord hanging from the left rein is tied around the woman’s left nipple. The cord hanging from the right rein is tied around her right nipple. Yanking a rein wouldn’t just force her to turn her face, it would make the whole breast bounce violently. The bit in the woman’s mouth makes her unable to speak. The anal-hook extends from the saddle’s back and is plugged into her anus. The rider sits in the saddle and steers her using the reins and by kicking her sides with his feet, and he also carries a whip so he can whip her butt when he wants her to move faster. In most cases, the woman would be forced to crawl on all four but some Goblins prefer to ride “Running Horse”, which means that the woman is running on two legs and that her wrists have been pressed together and tied in place behind her back. Given that her hands are bound, she’d have to use her head or eyes if she wants to point at things. No matter the riding-style, the woman has to bend forward such that her shoulders, back, and ass are at more or less the same height from the ground. In other words, her torso is pointing straight ahead, not upward.

 

(entry: Orc Dens)

An Orc Den consists of winding underground chambers connected by tunnels. It has a single surface entrance topped by a small stone fort. The Orc Den is ruled by a single male or female Orc with far-reaching powers. It’s a very misogynistic and cutthroat environment where wealth is amassed by capturing travelers and intruders and then training them as slaves before selling most of them to normal slavers but some are usually kept as breeding slaves to provide the clan with offspring and milk. Orc Dens always have a throne room with a central stone-throne sitting atop a slightly raised platform. The slaves are housed behind bars in a cell-block whenever they’re not being used or trained. There’s also a long, narrow room with a central aisle that’s lined by a row of pillories on each side, all facing inward with a milk-bucket beneath. Slaves taken to said room are bred and milked like livestock for hours on end. Lastly, there’s always a Pit next to the surface fort where massive orgies and contests can be held, such as seeing which Orc can beat his slave into submission the quickest.

 

(entry: Giants, Trolls, and Ogres)

Giants, Trolls, and Ogres are dumb, lumbering monsters that wear nothing but body-paint and speak in booming groans. Giants and Ogres are nomadic but Trolls live in caves or under rural bridges. Giants live in groups of 2-5 but Ogres and Trolls are solitary. Trolls can speak normally but only do so when encountering more intelligent races. Trolls and Ogres are big, fat, and ugly with long noses and lots of warts and unkempt body hair. Ogres are dark-green while Trolls have heavily freckled pale skin. Ogres are mainly found in Korrogan while Giants and Trolls mainly live in Pellimore.

 

(entry: Beastlies)

Thell, Breks, Obeqs, and Boarls look exactly like the animals they’re based on except that they’re bipedal and their torsos and hands are shaped like those of humans.

 

(entry: Thell)

Thell look like cats. They’re only a bit shorter than humans.

 

(entry: Breks)

Breks look like lizards and are about as tall as human midgets. They’re pacifistic by nature and live in large tribes wearing nothing but loincloth.

 

(entry: Obeqs)

Obeqs look like crocodiles. They’re slightly taller than orcs and live in small tribes wearing nothing but a loincloth made of leather/scales.

 

(entry: Boarls)

Boarls look like fat hogs. They’re nomadic and either live alone or in small groups.

 

(entry: A&MCS)

Monsters are nude, unemotional, and can’t speak. They act purely on instinct.

 

(entry: Ice Giants)

Ice Giants are headless man-like monsters made entirely of ice. They’re very wide-shouldered and around 4.5m tall on average. They’re rare, solitary, and endemic to inland Ivaroth. To reproduce and feed, the Ice Giant needs to grab a woman and press her against its own belly until she freezes in place in a posture similar to an eagled meat-sleeve. It will then impale her pussy with its penis. The woman stays impaled for the entire duration of her pregnancy and is then quickly absorbed as food once she’s given birth.

 

(entry: Krakens)

Krakens are colossal octopuses that mainly live in the open ocean. They’re very rare and mainly hunt whales but they occasionally pull down ships as well.

 

(entry: Sea Dragons)

Sea Dragons are colossal serpent-like fully-aquatic dragons native to the waters surrounding Ivaroth.

 

(entry: Virgin Moss)

Virgin Moss is a moss that only grows on rocky outcrops in the sea off Ivaroth’s southern coast.

 

(entry: Lurkins)

Lurkins…

 

(entry: Undead)

The Undead can only speak if coerced through powerful magic. There are 2 forms of Undead: Skeletonites and Draugr.

 

(entry: Skeletonites)

Skeletonites are reanimated skeletons. They’re mainly found in abandoned dungeons/catacombs in Eloria and Pellimore.

 

(entry: Draugr)

Draugr are the reanimated corpses of Nords who died shamefully or with vengeance on the mind. They only occur in Tharamil and are the result of a curse. A powerful Draugr would never leave its tomb but weak Draugr sometimes form bands that wander the wilderness in search of victims.

 

(entry: Werewolves)

When you transform into a Werewolf, you gain some height and muscles, grow claws, become hairy, and your head turns into a wolf’s, but your overall physique and body shape doesn’t change. For instance, a fat busty woman would still be fat and busty while transformed.

 

(entry: Tentacle Monsters)

Tentacle Monsters are a quite rare type of monster mainly found inside long forgotten dungeons or deep underwater in swamps. They’re slimy and grotesque with a spherical body, a single giant eye, hundreds of long tentacles, and a mouth full of sharp teeth. Some of the tentacles are used for grabbing victims while others are used for penetration. Once it finds a woman, it will try to restrain her and penetrate every orifice she has.

 

(entry: loincloth)

A “loincloth” is a rectangular (or triangular) piece of cloth that can be worn to hide one’s genitals. It hangs in front of the crotch from a string tied around the hips.

 

(entry: inns and taverns)

Most inns and taverns are found in towns and cities but they also pop up along some heavily used roads in Pellimore, Kaanon, Sythia, and Tharamil.

 

(entry: whores)

Some inns/taverns allow whores to live and work on the premises in return for a majority share of the earnings. Such whores get their possessions confiscated upon employment and share a single room for off-work recreation/sleep. Many double as waitresses to make ends meet. Some inns/taverns even advertise their whores in public. In most inns/taverns with whores, the whores only wear makeup, jewelry, a revealing loincloth, and a face veil. Some brothels/inns/taverns offer stage-performances for audiences during which one or more whores dance/striptease onstage.

 

(entry: Slaves)

The vast majority of slaves are nude, forced to wear a slave-collar, and get their wrists bound/cuffed. Slaves that have a leash/chain attached to their collar are led using the leash/chain. To move multiple slaves/captives, the captor would simply attach a leash/chain to the collar of each in turn until they form a line.

 

(entry: Slavers 1)

Some slavers work alone but most operate in groups of 2-8. Once a slaver spots a potential target, he’ll bribe people for information. When he has enough slaves, he’ll bring them to a market or slave-auction-house.

 

(entry: Slave-auction-houses)

Other than a small room for processing/branding slaves, slave-auction-houses only consist of a single large auction-room with rows of seats for attendees, a podium for the auctioneer, and a big cage. When new slaves arrive, they’re gagged and led to said cage. Ones without a slave-tag are branded before they’re led to the cage. A slave-tag is a numerical branding-mark; e.g. “002”, “057” or “143”. It’s just above the left breast and is made using a branding-iron. When it’s time for a slave to be auctioned off, it’s taken to the auction-floor next to the podium. The auctioneer will then describe its body in meticulous detail and might also talk about its personality and past if they know anything about it and think it could increase its bidding value. Once sold, the slave is retrieved by its new owner.

 

(entry: Slavers 2)

Slavers and slave-auctioneers talk respectfully to free women but actually think most women are stupid, naive, and better off enslaved.

 

(entry: Varak Naal)

The leader of the Great Orc Den in eastern Everdream is a fat orc named Varak Naal. He has light olive skin, big hairy balls, a short but girthy cock, a bald head, a fat beard, and plenty of body-hair. He never walks around. He just sits on his throne all day, lounging casually while being sexually serviced by slaves, each one connected to his cock-ring through a 3 m long chain attached to her collar. Even when there are visitors from outside the Orc Den, he usually has 1-3 slaves servicing him while he talks with the visitors. Varak Naal is masterful at manipulation and negotiation. He knows how to put on a convincing facade of phony mutual respect to make someone see his ways or agree to his terms. When he’s not actively negotiating or trying to convince someone from the outside, he’s extremely foul-mouthed and misogynistic, cursing constantly and often referring to enslaved women as “it” or “the thing”. Slaves aren’t allowed to speak in his presence and would be brutally punished by his guards for any disobedience shown.

 

ALTERNATIVE 1: this paragraph could potentially be a little less precise than its alternative, but it takes up far less memory, so it’s what I recommend you to use.

A meat-sleeve is a woman tied to a man or male animal. She’s posed like an X with her back (or belly and breasts) pressed against his belly, her wrists tied together behind his neck, and her shins tied to the sides of his waist. The male simply goes about his day with her tied to his body and his cock penetrates her each time he takes a step. Meat-sleeves are extremely rare except with male Orcs/Ogres/Boarls. If a meat-sleeve is “chopped”, her forearms and shins have been amputated and iron plates have been inserted into each stump. each featuring a ring to which rope or chains can be tied. A chopped meat-sleeve is lighter and easier to carry.

ALTERNATIVE 2: this paragraph is guaranteed to give you a good result but it takes up a ton of memory.

A meat-sleeve is a woman tied to a man or male animal. She hangs suspended in mid air, either “eagled” or “wrapped”. If it’s a man, she hangs upright. If it’s an animal, she hangs beneath. If she’s “eagled”, she's sprawled or spread eagle with her back pressed against the male’s belly. If she’s “wrapped”, it’s her belly and chest that are pressed against the male’s belly instead. If she’s “eagled” or “wrapped” to a man, her wrists are tied together behind his neck and her shins are tied to the sides of his waist. If she’s “eagled” or “wrapped” to an animal, her wrists and shins are tied to the sides of its waist. Once the meat-sleeve is tied to a male, he’ll go about his normal life with her hanging from his body. If he wishes, he can lodge his cock in her anus or vagina. Meat-sleeves are extremely rare except with male Orcs/Ogres/Boarls. If a meat-sleeve is “chopped”, her forearms and shins have been amputated and iron plates have been inserted into each stump. each featuring a ring to which rope can be tied. Getting your meat-sleeve chopped makes her much lighter and easier to carry around.

 

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Edited by Wonders of Eros
updated!
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