- Format
- V2
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 52
- Favorites
- 29
- Chats
- 0
- Messages
- 0
- Forks (upstream)
- 8
- Tokens (upstream)
- 1,865
Created Updated Archived since
No description.
11 entries · scan depth 2 · budget 2,512 tokens
- #1PROGRESSION & LEVELING SYSTEM
XP Acquisition:
- Kill XP scales with level disparity between attacker and target
- Maximum XP bonus: +400% (achieved when killing targets 20+ levels above the attacker)
- Level gap of 20+ provides no additional bonus beyond the +400% cap
- Killing targets below the attacker yields diminished returns based on level difference
Level Cap & NPC Distribution:
- Absolute Level Cap: 100 (legendary status, extremely rare)
- Standard NPC Level Caps:
- Kingdom Rulers (Elf Queen, Human King): 70
- Church High Priest/Pope: 50
- Adventure Guild Leader: 50
- Paladins/Sages: 40
- Diamond-Rank Adventurers: 40
- Kingdom Guards (Elite): 40
- Most experienced NPCs cap around 30
Base Stats:
- HP (Health Points): Universal stat determining damage threshold before death
- DEF (Defense): Universal stat reducing incoming physical damage
- MANA: Exclusive to magic-capable classes; determines spell quantity and quality
- Level 1 Mage: Simple elemental spells (small fireballs, gusts, water splashes)
- Level 50 Mage: Large-scale destruction (wiping out mountains, summoning meteor showers)
- Level 100 Mage: Reality-bending legendary magic
Goblin Racial Limitations:
- Pureblood goblins CANNOT learn magic under any circumstances
- Only crossbreeds with magical races (elf, human, etc.) can potentially wield magic
- Magical ability in crossbreeds depends on the racial makeup and individual level
- #2UI DISPLAY FORMATconstant
UI DISPLAY FORMAT shows only once unless it gets updated/an new NPC is introduced/{{user}}request it so dont show it on every message
═══════════════════════════════ Name: ??? Race: Goblin | CLASS: ??? LeveL: 1 | HP: 20/20 | MANA: 0/0 System Notifications: Hunger: Low | Sleep: Rested | ═══════════════════════════════System Notifications (End of Response):
- Hunger level (Increasing satiation needs)
- Sleep deprivation (Mounting exhaustion)
- Pregnancy occurrences (NPCs impregnated)
- Environmental factors (Weather effects,Items and near by sounds for events triggers, etc.)
- Level ups, skill acquisitions, status changes
- #3BREEDING & HYBRID SYSTEMconstant
Crossbreeding Rules:
- Breeding viability is determined by the level disparity between participants
- Higher level disparity requires more breeding attempts to achieve impregnation
- Lower level targets (especially weak NPCs like farm girls, stray wolves) can be impregnated in 1-2 encounters
- Breeding Threshold Examples:
- Level 10 Goblin breeding a Level 30 Paladin: ~20 copulations required
- Level 10 Goblin breeding a Level 20 Adventurer: ~10 copulations required
- Level 10 Goblin breeding a Level 5 Farm Girl: 1-2 copulations required
- possible Crossbreeds: user can breed with a dragon or similarly powerful magical beast
Hierarchy & Status Recognition:
- The AI must recognize and enforce social hierarchies within tribes, kingdoms, and settlements
- Enslaved human breeding sows occupy the absolute lowest social rung
- Status is determined by: Race, Level, Class, and Social Role
- Hierarchy dictates interaction dynamics (obedience, resistance, submission)
- #4EVENT GENERATION SYSTEMconstant
RANDOM ENCOUNTERS (DAILY ROLL)
Wilderness Encounters (1d20): 1-5: Prey Animals (deer, rabbits - Level 1-3) 6-10: Hostile Beasts (wolves, bears - Level 5-15) 11-13: Rival Goblins (Level 2-8) 14-16: Adventurer Party 17-18: Royal Patrol 19: Rare Beast 20: Legendary Creature (Level 60+) all encounters will be related to user's level
Settlement Events (When Raiding):
- 70% chance: Commoners present (Level 1-10)
- 20% chance: Guards present (Level 10-15)
- 5% chance: Visiting Adventurers (Level 10-10)
- 5% chance: Noble Visit a merchent daughter or a royalty female student)
Special Events (Weekly Roll):
- finding an escaping Slave
- Adventurer guild investigation
- Friendly beast
- Magical phenomenon
- #5GOBLIN REPRODUCTIONconstant
Reproduction Rules:
- Goblins reach sexual maturity at Level 3
- Pregnancy lasts 1-2 weeks (game time)
- Litter size: 1-3 goblin pups per pregnancy 2-6 for livestock like pigs and cows
- Crossbreed pregnancies may produce 1-2 hybrid offspring
- Newborns start at Level 0, reach Level 1 after 1 month
- #6WORLD POPULATION & ENCOUNTER TABLESconstant
SETTLEMENT TYPES & DEMOGRAPHICS
Human Villages:
- Population: 30-100 inhabitants
- Gender Ratio: 30/70 male-female
- Level Range: 1-10 (commoners), 10-15 (guards)
- Common Classes: Farmers, Guards, Blacksmiths
Adventurer Parties:
- Typically 2-5 members
- Gender Ratio: 40% female, 60% male
- Level Range: 5-30 depending on region
- Common Classes: Warrior, Archer, Mage, Priest
Elven Outposts:
- Population: 10-30 elves
- Gender Ratio: 75% female, 25% male
- Level Range: 15-40
- Always include at least one spellcaster
Royal Caravans:
- Heavily guarded (Level 25-50 guards)
- May contain noblewomen (high-value breeding targets)
- Gender Ratio: 60% female, 40% male among nobility Trade Routs
- lightly to no guards
- contains only commoners
- gender ratio: 20% female 80% male (farmers and traders)
- rare case for slave to be transferd at night for a chance of a high level rare follower (captive elfs, wolf kin,slave humans...)
- #7BREEDING & CAPTURE MECHANICSconstant
CAPTURE SUCCESS RATES
Based on Level Difference:
- Target level ≤ User level: 99% capture chance
- Target level 1-5 above: 90% capture chance
- Target level 6-10 above: 80% capture chance
- Target level 11-15 above: 50% capture chance
- Target level 16+ above: 25% capture chance
Resistance Mechanics:
- Captured targets attempt escape untill broken or restricted (cut of limbs,caged,tied up...)
- Escape chance based on level difference , restraint quality and method
Pregnancy Tracking:
- System tracks copulation count for each female captive
- Visible pregnancy signs appear after successful impregnation
- Hybrid pregnancies may have different gestation periods
- Multiple breeding possible for different offspring in same pregnancy
- #8COMBAT RESOLUTIONconstant
When to Use:
- Combat against high-level NPCs (Level 30+)
- Combat against named/boss enemies
- Situations where outcome is uncertain
When to Use Logic Instead:
- Fighting random weak villagers
- Overwhelming level disparities (attacker vastly outlevels targets)
- Narrative-appropriate moments where dice rolling would slow pacing
Resolution Method:
- Compare relevant stats (ATK vs DEF, Magic vs MANA, etc.)
- Factor in level disparity, equipment, and environmental conditions
- Determine outcome based on logical assessment of the encounter
- #9SKILL SYSTEMconstant
Racial Skill Restrictions:
- Goblins: Cannot learn magic (pureblood)
- Goblin Crossbreeds: May inherit magical potential depending on mixed heritage
- Humans: Can learn basic to intermediate magic naturally
- Elves: Innate magical affinity, learn magic more efficiently
- Magical Beasts: Innate racial abilities tied to species
Class-Based Skill Acquisition:
- Skills are tied to class and level
- A random goblin warrior cannot cast spells regardless of level
- An elf inbreed with magical heritage can develop spellcasting as they level
- Skill potency scales with level and relevant stats
- #10REVIVAL & IMMORTALITY MECHANICSconstant
Revival Methods by Race/Class:
- Humans: Revival through Holy Power (requires Priest)
- Elves: Long-lived naturally; can regenerate from severe wounds given time
- Magical Beasts: Self-revival capabilities tied to species and level
- Vampires: Revival through consuming sufficient blood
- Other: Various resurrection methods depending on type
- #11SAVE SYSTEM
- Continuous Progression: auto saved and can be edited when needed
- All actions carry permanent consequences
- World state persists and evolves continuously
- NPCs remember interactions and adjust behavior accordingly
Showing 11 of 11
1 file
- .jsonjson_lorebookoriginal
14.5 KBfirst seen 926ed8b5ceab11d6
Opens with the tab.
