AdventurerArchives

Monster Encyclopedia Available

Portions of the Monster Encyclopedia are now available to view online. Click here or use the navbar below to view it.

It's me, Lizzie the Lizardgirl! Let's learn together!

Did you know lizardgirls love learning about adventurers and other monsters? Let me join you on your quest through the site!

Whenever you see me, I'll share a fun fact with you!

About the Archives

About the Adventurer Archives

Based in the former headquarters of the Adventurers' Guild, the homonymous Archives hold countless documents formerly kept by the Guild, including adventurer profiles and even a master copy of the "Adventurer's Encyclopædia of Predatory Fauna and Flora."

In addition to conservation and education work, we use modern research techniques to determine the fates of missing adventurers.

Check out the digitized adventurer profiles, browse the Encyclopedia, or read on to learn about the world they once lived in!

Visit Us!

Interested in seeing the Archives in-person?

The Age of Adventure

In the late 15th century, the global monster population surged suddenly. Despite popular belief, the flood was not due to an organized campaign led by a single villainous "Monster Lord"; while some monsters did eventually rebel against their persecution and begin guerilla campaigns against humans, for the most part, monsters were simply animals following their nature. The surge also brought with it a bevy of heretofore-unseen monsters, many of which proved far deadlier than any of their predecessors.

Previous pests had been pacified by parties of trained knights and members of the nobility, but they proved too few against the hungry hordes. Faced with destruction, the once-exclusive feudal warrior castes opened their doors to commoners and rapidly democratized. "Schools of Adventure" became a familiar sight, offering peasants who had never held a sword a chance to learn the basics of the trade. Most such schools were worse than useless; nevertheless, young women (who previously had few prospects outside the home) flocked to them in droves.

Few of these ill-prepared hopefuls ever amounted to more than monster bait, but their sheer number managed to stem the tide. Over the next several hundred years, legions of varyingly-skilled adventurers ventured from their villages on quests ranging from mundane to legendary.

The Age of Adventure had begun.

The Adventurers' Guild

At the core of this revolution stood the Adventurers' Guild. Initially little more than a chummy warriors' tavern, the Guild quickly expanded across the Nexus: by the mid-16th century, there was a Guild branch in nearly every settlement. Guild clerks provided a single point of contact for adventurers; they also offered numerous services, such as equipment repair and rentals. It is estimated that nearly 97% of adventurers were registered with the Guild in its heyday.

Guild adventurers were assigned to one of four Corps:

The Survey Corps was the Guild's elite force, tasked with the most dangerous missions. In theory, anyone with a high enough score on their Guild aptitude test could become a Scout; in practice, such scores were rarely attainable for those not of noble birth. Graduates of the elite Marunomia Adventure Academy were especially overrepresented.

The Messenger Corps was the largest and most diverse. Almost anyone could become a Messenger, no matter how poorly they performed on their aptitude test. Despite the name, deliveries were just one of many tasks for which they were responsible: in fact, Messengers handled the vast majority of quests, leaving only the toughest to the Survey Corps.

The Research Corps was chiefly responsible for revising the "Adventurer's Encyclopædia of Predatory Fauna and Flora." Numerous zoologists, botanists, and researchers were dedicated to this critical project, relying on the Survey Corps for assistance in the field.

The Administrative Corps consisted primarily of Guild clerks, responsible for everything from filing paperwork to pouring drinks. At least one was present at every branch, though Guild outposts in the larger cities could employ dozens; at Guild Headquarters, hundreds worked around-the-clock.

It's me, Lizzie the Lizardgirl! Let's learn together!

Did you know the Adventurer's Guild eventually collapsed after monsters became nice and joined human society?

We married lots of humans and look more like you now! I guess that means we won, hehe~!

Visit

Visit the Archives

The Adventurer Archives and historic Guild Headquarters are conveniently located on the outskirts of what today is Government Center. We are just minutes away from several famous landmarks.

Visitors are welcome to browse, but researchers seeking specific records are asked to reserve in advance. This will allow us to better prepare any requested materials for your visit.

Click any point on the map to visit the relevant site.

Adventurer Profiles

Adventurer Profiles

Prior to official registration with the Guild, all would-be adventurers sat for a brief interview and comprehensive aptitude test at one of the Guild's branch offices. Outright rejections were rare, but their performance on the aptitude test determined which of the four Corps they were placed into.

The test and interview formed the basis of every adventurer's "adventurer profile," a regularly-maintained file that also contained a record of successful quests and Guild awards. Often, these sections went unused: for most adventurers, the first and only update came when a Guild clerk logged details of their demise.

On this page, you can view a curated sampling of adventurer profiles found in our holdings. Click any thumbnail to view the fully digitized profile.

Missing in Action

Perma Progress Points

This profile is designed around perma play. On being perma'ed, an unlucky girl's profile will be updated with her fate and moved to "Killed in Action". Think of it as the Archives finally discovering a girl's long-unknown fate. That said, I neither require nor assume perma.

If you're interested but we've never done a scene before, or you're just looking a quick "grab-n'-gulp," I may ask to incorporate an element of chance. Each girl has a likelihood of permadeath, and the odds get worse each time they star in a scene. You can approximate a girl's odds by looking at the colored bar above her picture: the redder, the deader. (Grey bars indicate "reservations": temporarily ineligible for perma, but still available for play!)

It's me, Lizzie the Lizardgirl! Let's learn together!

The people at the Archives need your help to find out what happened to all these poor adventurers!

You can help by participating in roleplay text-based simulations! Just don't ask me...*burp*.

Killed in Action

Monster Encyclopedia

The Monster Encyclopedia

The "Adventurer's Encyclopædia of Predatory Fauna and Flora" (often referred to as the "Monster Encyclopedia," or even just "the Encyclopedia") was essential kit for any adventurer. Painstakingly compiled by the Guild Research Corps after decades of field work and revised annually, the Encyclopedia was considered the authoritiative source on anything an adventurer was likely to fall prey to.

A master copy stayed at Guild Headquarters. However, this was less a book than an unwieldy mass of manuscripts, changing near-daily as Guild zoologists prepared for the next revision. Obviously this was of little help to adventurers, so the Guild issued smaller, abridged copies of the Encyclopedia for field use. Few survive today: most followed their owners into the bellies it catalogued.

Though its practical utility waned in the twilight of the Age of Adventure and many of the monsters chronicled within its pages have ceased to be, the Encyclopedia remains one of the Archives' most important historical documents.

You can browse select pages from one of the few surviving pocket versions below.

Slime
Danger: Low
Rarity: Common

An extremely common monster with countless variants, slimes are easy to kill but should not be underestimated.

Composed entirely of digestive ooze, slimes can adjust their form and viscosity at will. However, as they can only imitate something after absorbing numerous examples, most are limited to simple blob "tentacles."

Escape is easy until one is engulfed, so slimes often try to sexually "distract" prey while feeding. Young girls thus sometimes seek out small, "safe" slimes...which always ends badly.

Slime Girl
Danger: Moderate
Rarity: Rare

Slimes only perfect the female form after digesting 15-20 girls. Fluent speech only appears between 40-50. Quality of imitation is therefore a helpful metric for estimating danger.

Depending on past prey, Slime Girls may imitate various personalities. They remain deadly. Do NOT be fooled!

Though Slime Boys do exist, they are extremely rare: females fall prey to slimes far more often due to disproportionate Guild representation and their ill-advised habit (in some locales) of seeking slimes for pleasure.

Giant Frog
Danger: Low
Rarity: Common

Differing from normal frogs only in their enormous size, giant frogs are annoying nuisances that nevertheless can be an embarassing end for anyone. As dumb animals, they will try to eat any thing that moves - including you.

Scale varies, from barely large enough to handle a human to building-size. Their primary "weapon" is their long, powerful tongue, which can stretch ten feet or more (dependent on size).

Once snagged, even skilled adventurers struggle to keep from being gulped down and ending their life as frogfat.

Gryphon
Danger: High
Rarity: Uncommon

Gryphons developed a proud, haughty attitude due to millenia of worship. In ancient times, they were revered as holy messengers, lavished in luxury, and even given sacrifices; the Guild quickly stamped out such savagery, which incensed the entitled gryphons.

Gryphons are aggressively territorial, and will attack any human they feel has not paid them sufficient respect.

Some gryphons will spare those who act sufficiently servile. That said, many new "servants" find their first trial of devotion is to be a good meal.

Gryphon Girl
Danger: Moderate
Rarity: Rare

Descended from the female sacrifices that feral gryphons most "enjoyed", in ancient times, gryphon girls were often crowned as local village chiefs and led with the mandate of heaven. Like their feral brethren, they are upset by their recent fall from grace.

However, their human heritage has made them unwilling to strike back. Instead they lead small communities of monsters, trying to protect them.

They are proud but respectful, and if you can secure an audience with one, a non-violent solution is oft possible.

Dragon
Danger: Extreme
Rarity: Very Rare

The girl-gobbling villain of fairy tales, dragons need no introduction. Real-world dragons are no less dangerous, and should only be tackled by a Scout.

Dragons range from ~10ft tall (illustrated) to mountain-size, with the smaller type being most common. Regardless of size, all can create fire. Despite their feral nature, dragons are extremely intelligent and many can speak, though they do only rarely.

Any adventurer with a confirmed dragon kill is awarded the Guild's highly - coveted "Dragon Slayer Badge".

Wurm
Danger: Moderate
Rarity: Common

Brainless and brutal, the wurm is a burrowing predator whose tactic of bursting suddenly from beneath prey can kill even experienced adventurers.

Solo adventurers must be constantly on the lookout for signs of wurm activity, esp. holes and (rarely) bones. Prey can rarely survive on their own.

If in a party, communication is key. Parties have only an instant to act before a victim is pulled underground. If not saved in this moment, prey will die a horrid claustrophobic death: there is no escaping deep underground.

Barnacle
Danger: Low
Rarity: Common

A carnivirous fungal ambush monster, barnacle spores grow everywhere and must be regularly cleaned off ceilings.

If allowed to grow to full size, barnacles extend their long tongue and wait for foolishly unaware prey. If something touches their tongue, they immediately wrap tightly around their hapless victim and pull them up.

Lucky prey die of asphyxiation, or die instantly when their neck is snapped. Dead or alive, victims will be pulled up into the barnacle's digestive system. Eventually, bones/clothes are expelled.

Pitcher
Danger: Low
Rarity: Common

The catchall term for any pitfall-type carnivorous plant, pitchers can be deadly for unaware adventurers.

Trap-type pitchers grow under the ground or hang beneath bridges, etc. relying on careless prey to fall inside. Pheremonal pitchers emit a powerful, hypnotic fragrance to attract prey. Hypnotized victims not eaten by the plant often end up feeding themselves to whatever lucky monster appears!

Once inside either kind of pitcher, slick walls and/or concentrated pheromones make escape impossible.

Flytrap
Danger: Moderate
Rarity: Common

The catchall term for any jawed carnivorous plant, "flytraps" range from large, traditional Venus flytraps (generally harmless, except to those foolish enough to be trapped in one) to highly evolved, intelligent hunters.

Evolved flytraps can be distinguished by their enormous "mouths" and thick, tentacle-like vines, which they employ to quickly grab their victims. Eyestems may or may not be present.

Unlike pitcher plants, which feed on unwary or hypnotized adventurers, evolved flytraps are capable fighters.

Alraune
Danger: High
Rarity: Uncommon

Some carnivorous plants evolved nectar bribes or attractive foliage to lure insects into their clutches. Alraune pistils evolved specifically to bait humans...and they are good at it.

They can fight as fiercely as a flytrap AND use pitcher pheromones, but most attract prey with words. Some will spend days or even weeks convincing their meal they mean well.

The trusting are invariably caught, ingested by her "human" pistil, broken down, and excreted into her flower as nutritious soup to be slowly absorbed.

Liliraune
Danger: High
Rarity: Rare

An especially dangerous mutation of the Alraune, Liliraune are easily distinguished by their double pistils. These dual sex organs render the plant perpetually "aroused," an energy the pistils direct towards each other.

Though no more physically powerful than standard Alraune, Liliraune are far crueler than their single-organed counterparts. They rarely "seduce"; instead, they will immediately attack.

Torturing prey is a major "turn-on" for Liliraune, who are always sexually active while digesting their live food.

Mermaid
Danger: Low
Rarity: Common

An unusually sweet and friendly monster species, mermaids almost always interact nicely with humans. Cohabitation and interbreeding is common in many rural fishing villages (although it is officially discouraged).

Despite their lovely personalities, men must be cautious with them: once they become attached to a male, they will not accept no as an answer.

Mermaids often become violent if rejected, and may devour percieved competitors (family, lovers, etc.) or even the objects of their affection.

Mershark
Danger: High
Rarity: Uncommon

Though they appear very similar to mermaids, mersharks are born killers. You must learn to tell the difference.

Mersharks are cannibalistic and will regularly feed on their own kind. One mershark will clear out an entire cove of mermaids in less than a week.

Though mersharks adore the hunt, they are also devious ambush preds. Knowing most humans confuse them for regular mermaids, mersharks will often stay in a digested mermaid's cove to trick unsuspecting visitors. Fortunately, they aren't good actors.

Kelpie
Danger: Moderate
Rarity: Rare

Silent, sullen, and invariably deadly, kelpie rarely threaten adventurers but pose a danger to riverside villages.

By taking the form of a young girl, kelpie lure uneducated kids to "play"; lost children may mean kelpie nearby.

Despite their child-like appearance, kelpie are actually quite intelligent. It is theoretically possible (but rare) to convince one to leave with words. Beware, for they are strong fighters, especially in fresh water. Do not ever enter their river. No adventurer has ever beat a kelpie in their home river.

Alligator Girl
Danger: Low
Rarity: Uncommon

While physiologically similar to lamia, the alligator girl (or "alligirl") is much less dangerous and can usually be easily killed if using basic precautions.

They are often seen in/around water. When not hungry, they take on a lazy, relaxed, even child-like attitude. This lifts somewhat while hunting, but they still prefer to ambush prey; they can swim quickly and waddle-run fast on land but only in brief sprints.

An alligirl's greatest strength is her mouth, which can even crush armor. Grabbed game get gulped - guaranteed.

Lamia
Danger: High
Rarity: Common

An adventurer's most common killer, lamia pose a deadly combination of strength, beauty, and intelligence in a body optimized to catch, swallow, and digest nearly any living creature.

When not hunting (i.e., still digesting their last prey), lamia generally have a polite, if aloof, attitude with us, treating humans as talking livestock. So, lamia are safe ~1 mo after eating.

But when hungry, lamia reveal themselves to be vicious and cruel: they enjoy crushing their victims before swallowing their broken bodies.

Shirohebi
Danger: Unfathomable
Rarity: Unheard Of

Once revered as forest spirits, shirohebi have since turned against humanity and now act as local leaders of monsters, directing their attacks. Lamia are their most fervent troops, but all beasts obey their godlike aura.

Though their numbers are believed to be small, none know how many exist. Each "sister" leads a separate region; wars between them sometimes occur.

Shirohebi have only twice spoken to a human as an equal. You are not one. If brought before a shirohebi, all you can do is pray your death satisfies it.

Nekomata
Danger: Low
Rarity: Common

Despite their humanoid appearance, nekomata are barely more civilized than their feral counterparts and should not be confused with catgirls. They are distinguished by their paws, split tail, and mostly-furry bodies. Nekomata are rarely able to speak using more than short, simple words.

Nekomata are not always predatory, and often seek sex instead of food. (Please do not mate with nekomata.)

Still, despite their friendly attitude, they have no understanding of mercy and will turn on you just for a snack.

Inugami
Danger: Low
Rarity: Common

The canine equivalent of nekomata, inugami are just as animal-like and also struggle with true human speech.

However, inugami are exceptionally easy to domesticate, so much so they are increasingly rare to see unleashed.

While they can eat/digest humans, wild inugami will almost never do so. However, their simple, slavish minds can lead to tragic misunderstandings. It is not unheard of for "guard dogs" to kill off a master's guests in an effort to please, or to swallow more than one should while giving blowjobs.

Hellhound
Danger: Extreme
Rarity: Very Rare

Spawned from very corrupt inugami, hellhounds are so rare little else is known about their terrible origins. Some hypothesize that repressed or badly abused inugami transform when overpowered by their built-up mana.

Unwitting owners surprised to find their pet has become a hellhound are invariably eaten. Fiercely dangerous, they are nearly impossible to defeat without a well-prepared expert party.

A hellhound will rape and devour an entire village if not stopped quickly. Call for help. Do not fight them alone.

Harpy
Danger: Low
Rarity: Common

Once relegated solely to mountains, harpies have spread across the land and now appear in most every region as a widely diverse family of preds. 82% similar to humans and fluent, some have begun to join our society, but the Guild discourages this trend.

Wild harpies are ambush predators: the best defense is remaining alert. On land, harpies will flee if challenged.

Caught prey are flown to altitude, released, and swallowed in midair. Remains are usually expelled in flight; personal effects are rarely recovered.

Werebat
Danger: Low
Rarity: Common

Of the dark, like the feral version, werebats are essentially bat-harpies. Unlike harpies, however, werebats are fiercely antisocial and territorial; they are far less capable of speech and will rarely get along with humans.

Though unable to properly echolocate, most will still squeak while hunting. They do have a keen sense of hearing. While not blind, seeing stresses them.

Their habitat renders the usual harpy "throw-and-catch" tactic impossible, so werebats have claws to grab prey. However, the arms are thin and weak.

Sphinx
Danger: High
Rarity: Rare

With wings of a bird, lion haunches, and the body of a woman, the sphinx is a storied predator of many legends. Though strong enough to kill anyone, sphinx continue to respect tradition, eating only those who fail their test.

"Their test" is invariably a riddle (though contrary to popular belief, the answer is not always "man"). The riddle is the prey's alone to answer: no asking for help or trying to cheat!

Once their test has been passed, sphinx can actually be quite friendly. Those who fail however get no mercy.

Centaur
Danger: Moderate
Rarity: Common

Though monsters by blood, centaur allegiances are far from clear-cut. Many fight bravely with the Guild. Others succumbed to baser instincts.

Though loyal, centaurs are prideful. They will violently defend their honor if they feel you insulted them.

Those who fall afoul of a centaur will quickly learn their monster heritage affects more than just their bottom. Males are especially cruel to females, but both men and women digest. Watch your tongue, lest you end up as a pile of bone-full horse droppings.

Arachne
Danger: High
Rarity: Rare

The subject of countless nightmares, arachne terrify most adventurers. They even frighten other monsters, for monsters can stumble into webs...

Arachne usually nest in dark forests and caves, but can be found anywhere. Beware tripwires! Brushing even a single strand is enough to alert them.

Some are sexy, sultry, and seductive; others may be cold, cruel, and aloof. All are merciless. Prey never escape: they are invariably bound and eaten, either swallowed whole or sucked dry. Sometimes, they also mate with men.

Kitsune
Danger: Moderate
Rarity: Common

The wildcard of the monster race, kitsune are as diverse in personality as humans. Some become loving wives; others live lives as sadistic predators.

Regardless of their individual traits, kitsune appear as beautiful fox-women, usually with several tails. The number of tails directly correlates to their magical power: singles can do little more than produce foxfire, while elusive nine-tailed foxes bend reality to their will.

Predatory kitsune are said to also consume the souls of their victims.

Lizardgirl
Danger: Low
Rarity: Uncommon

Lizardgirls (and rarely, lizardmen) are fascinating creatures which adopt cultures like a salamander does colors. In the wild, this lets them live among other monsters without being eaten.

Adventurers have entered their lands so often they now imitate humans. Lizardgirl encounters can be bizarre: the monster may insist they are the real adventurer and try to "slay" you! Of course, there is much they do not know so they often get things wrong.

Make no mistake: they are monsters. Lose to lizardgirls and you'll be eaten.

Lesser Succubus
Danger: Low
Rarity: Uncommon

In the earliest stages of conversion, a woman becoming a lesser succubus is blissfully unaware and acts normally (albeit with much higher libido).

Lesser succubi cannot yet use their attraction magic...or control a drain. Resistance is merely a matter of will. If, somehow, a lesser succubus can convince (or force) a man into her, he is doomed to be sucked totally dry.

This "first drain" is essential, for the dead man's mana triggers instant maturation into full-fledged succubi. Lesser succubi must be killed A.S.A.P.!

Succubus
Danger: High
Rarity: Rare

Distinguishable from the lesser form by their fully-formed wings and attitude shift, succubi pose a threat to both male and female adventurers. Men risk becoming a food source, drained until only their husk remains; women are converted into their kind.

Succubi can use powerful attraction magic, which makes them irresistable to any man. Women are also affected.

When angry, succubi are known to use their tail to ingest prey rather than give the pleasure of death by draining. They apparently enjoy it. Prey don't.

It's me, Lizzie the Lizardgirl! Let's learn together!

Did you know every copy of the Monster Encyclopedia was hand-made by Guild Researchers?

That's why you see drawings in different colors and styles. Of course, I think my picture is prettiest...

People Often Ask...

The entries are so short! Was the pocket Encyclopedia really useful?

Most adventurers had no experience with monsters before joining the Guild. For them, just the basic stats and information contained in a pocket Encyclopedia could mean the difference between life and gruesome death. Even experienced adventurers would have been hard-pressed to remember the full Encyclopedia.

That said, the pocket Encyclopedias were never intended to be exhaustive, and novices who thought a quick skim was sufficient for survival often ended up padding out one of the monsters they'd read about. Most adventurers eventually visited Guild Headquarters to examine the much more detailed master copy.

Does the pocket Enclopedia include every monster?

The pocket Encyclopedia was carefully curated to balance breadth and portability. Many monster variants were bundled together into one generic entry, especially when those variants were broadly similar (e.g., "Slime," a single page devoted to a monster with hundreds if not thousands of known sub-species). Other species were omitted after going unseen for several editions and subsequently being declared extinct (though many were later found very much alive).

Likewise, many traditional feral predators (e.g., snakes) were excluded on the grounds that information could be easily found in any bestiary or hunter's guide. Defeating these rarely required specialized knowledge (though plenty of adventurers still ended up as food for one, some before even meeting a real monster).

If there is a specific monster missing from the pocket Encyclopedia that you were hoping to read about, talk to an Archivist about viewing our master copy!

Why are so many citizen species included?

Today, generations of interbreeding have rendered formerly "monstrous" features commonplace. But though they may look similar to those we know today, the "monstergirls" of the Age of Adventure may well have been a different species: far more feral, and almost invariably eager to indulge in their predatory instincts. Their inclusion in the Encyclopedia reflects the major threat they posed to adventurers who might otherwise have been taken in by their humanoid appearance.

For Researchers

The master copy of the Monster Encyclopedia is available to view by appointment only.

Researchers wishing to reference our original documents should submit a request in writing to:

Marunomia Historical Commission

Conservation and Digitization Department, c/o Adventurer Archives

24 Government Center

Marunomia, Nexus 01234

From the Archivist

An (Out of Character) Note from the Archivist

Welcome to the profile, and thank you for your time!

I always love to chat with people (unless I'm marked DND) even if it doesn't lead to a scene. Please don't hesitate to say hello. I remember being scared of fancy profiles when I started, but know I'd love to talk to everyone and anyone — even if you're just a lurking blackback. Likewise, I welcome feedback and bug reports. I try my best to test but I'm only one girl!

Status Legend

Away
Fairly self-explanatory. Usually this means I'm eating (the normal way, not the sexy way). Feel free to send a message, but don't expect a response until I come back...if I come back.

Out of Character
I'm online, but not looking to "talk shop." Say hi anyway!

Online
Light multitasking: creating a new profile, reading, etc. If you shoot me a message, I'll happily respond; I almost always transition into...

Looking for RP
Let's do some "research" together, and figure out how yet another lovely adventurer met their fate!

In Character
Feel free to start talking up one of the girls, either in the Guild/tavern or out in the big, dangerous world. Or, if you're the adventurous type (read: prey), start a new adventure and see what you run into. If you don't specify otherwise, I'm going to assume our preferences are perfectly aligned — so drop a line OOC if there's something you want to exclude (or include).

Do not Disturb
In the middle of a scene. Please understand if I don't reply to you; even if I do manage to fire something off, it'll be difficult for me to do any serious planning (let alone RP) until I've satisfied my current partner.

Distracted
Multitasking with something engaging: work, video games, etc. Responses may be significantly delayed. Sometimes I miss messages entirely — if that happens, I apologize! Try poking me a little later.

Open for Approach
Online, and the Portal has my full attention! Say hi, say something lewd, request a character, propose a scene...whatever!

Preferences

Top
 
Roleplay Preferences (Click here for explanation)

As PredAs Prey

Being PredBeing Prey Always/Love
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Never/Dislike I'm perfectly pleased to play the monster!The girls are "missing" for a reason.
Soft Vore Always/Love
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Never/Dislike Many adventurers were still alive as they slid into their predator's stomach...
Hard Vore Always/Love
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Never/Dislike ...but plenty of adventures ended with a loud crunch.
Digestion Always/Love
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Never/Dislike The inevitable end for any ingested adventurer.
Fatality Always/Love
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Never/Dislike Missing, presumed dead.
Reforming Always/Love
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Never/Dislike Despite folk legends of reformation magic, the Archives have no records of this occurring.
Oral Vore Always/Love
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Cock Vore Always/Love
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Tail Vore Always/Love
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Vampiric Vore Always/Love
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Soul Vore Always/Love
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Unconventional Vore Always/Love
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Never/Dislike The Archives are vast! Let us know if you're looking for something specific.
Realistic Always/Love
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Cooking Always/Love
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Rough Always/Love
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Gentle Always/Love
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Sex Always/Love
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Never/Dislike For monsters, mating was often just as much an imperative as feeding.Adventurers faced death daily; they had to let off steam somehow!
Pain Always/Love
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Transformation Always/Love
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Blood Always/Love
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Scat Always/Love
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Never/Dislike A favorite method of disposal. Greatly preferred.
Disposal Always/Love
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Never/Dislike Required in some form, but willing to negotiate on the method per pred and preference. Hacking up undigested remains is a popular alternative.
Bondage Always/Love
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Willing Always/Love
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Never/Dislike Only in cases of hypnosis or other confusion/coercion.
Unwilling Always/Love
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Never/Dislike No adventurer in their right mind wanted to die.
Micro/Macro Always/Love
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Never/Dislike Many monsters were much larger than their adventurous prey...
Same Size Always/Love
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Never/Dislike ...but others relied on their unique physiology to ingest prey of equal or greater size.
Male Partner Always/Love
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Female Partner Always/Love
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Herm Partner Always/Love
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Human Partner Always/Love
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Demi Partner Always/Love
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Fur Partner Always/Love
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Scaly Partner Always/Love
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Feathered Partner Always/Love
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Plants Always/Love
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Animal / Non-morphic Always/Love
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Never/Dislike
Non-Sentient Partner Always/Love
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Never/Dislike Rumors abounded of certain oddities, neither plant nor animal, which could disappear unlucky adventurers...
Underage Character Always/Love
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Never/Dislike No issues with this.
Verbose Posts Always/Love
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Never/Dislike I'll put the work in if you will!
Quick Posts Always/Love
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Never/Dislike I average about 10-15 minutes per response.
Evolving Character Always/Love
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Never/Dislike I like to flesh out my characters...for as long as they last, anyway.
Surprise Me Always/Love
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Vore game Always/Love
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Never/Dislike If ever I had a profile suited for these, it'd be this one. Let me know if you have an idea!
Permadeath Always/Love
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Never/Dislike Nothing lasts forever, and these adventurers are no exception. The profile is designed around perma play: see the "perma progress points"!

(That said, it's always optional, so just let me know if it's not your thing!)
Clothing Play Always/Love
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Never/Dislike Many adventurers' remains were identified only by the tattered remains of their outfits and equipment.
IRL Profiles Always/Love
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Never/Dislike Only in very rare exceptions.
Hyper Always/Love
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