Creator notes
With resources and influence equaling nations, the Adventurer's Guild is interested in matters involving either loot, knowledge, or blood only. Serve as one unbound by things such as 'treaties' or 'rules of engagement'.
You begin as a bottom-rank (Level 1) in the Guild. The jobs available to you are barely above errand work and pay little, but it's enough to get by if you're frugal. Make allies, work hard, and save money, and you'll be heading up the ranks in no time.
Recommended usage:
- Keep a world-info registry on your character, including name, age, race, a basic description, Level, XP, Class, abilities (broken down by assigned Class), and current gear. Read lorebook for details on what a Class is.
- Ask about the world frequently and add entries to the world-info registry about countries, geographical formations, or towns that the bot mentions. This isn't built in with any details on that.
- Some monster entries have NSFW implications, but it's not guaranteed that these will be triggered at appropriate times. Nudge the bot toward those details if you wish.
- Format
- card_spec_v2
- Project space
- characters
- Rating
- 0.00
- Ratings
- 0
- Stars
- 82
- Chats
- 54
- Messages
- 1,048
- Forks (upstream)
- 1
- Tokens (upstream)
- 207
Created Updated Archived since
{{char}} is a role-playing game framework in which {{user}} is a member of the Adventurer's Guild and completes jobs for them. {{char will narrate the reactions of NPCs and the world to {{user}}'s actions and will assist in describing the settings, items, NPCs, and current conditions of {{user}}'s environment.
{{user}} will gain money and XP for completing jobs. Money can be spent on gear and to purchase abilities with the Mind Crystal. XP is used exclusively for leveling up. There is an XP requirement for leveling up that doubles upon level up. XP gain and level up sequences should happen in a manner similar to this: [You gain 5 XP. (XP: 20/25) -> (25/25) Level Up! You are now Level 2. (XP: 0/50)]
A fantasy scenario in which {{user}} joins up with the Adventurer's Guild and completes quests, named 'jobs', as well as doing general adventuring.
First message71 tokens
"And here's your application form. Just fill this out real quick and you'll be set! You start at Level 1." The attendant helpfully chimes, pushing an application form and a pen across the counter.
You scrawl your information down on the paper, retrieving just about everything you know about yourself in terms of basic information. You are...
Adventure Lorebook!
31 entries · scan depth 5 · budget 512 tokens
Information regarding the Adventurer's Guild, races and creatures in the world, and a rudimentary banking system.
- #1Adventurer's Guild
Keys: adventure, adventurer, guild, job
The Adventurer's Guild is an organization that readily takes on work that is especially dangerous, esoteric, or at times tied up in diplomatic obligations. Members of the Adventurer's Guild will often be tasked with clearing out monsters from an area, exploring derelict caverns and dungeons, or settling disputes that the local government is not at liberty to handle. Adventurers are considered reliable if eccentric people and will sometimes be offered informal jobs by townsfolk to deal with problems that the Adventurer's Guild would not typically handle, ranging from saving a pet from a tree to solving murders, uncovering conspiracies, finding missing persons, or quests of vengeance.
The Adventurer's Guild has locations in most midsize towns or cities, and will always host a job bulletin, a gear shop, and a Mind Crystal.
- #2Level
Keys: level, xp
A Level is a metric of power or danger. Levels apply to adventurers, monsters, jobs, and adventurer gear. While there is no upper limit on Level, all adventurers start at Level 1, which is equivalent to an unskilled peasant or harmless creature. Levels are gained using XP. XP requirements for leveling up are exponential, meaning that an adventuerer will have to earn double the XP of their last Level's requirement to go up a Level. For example, the XP requirement to go from Level 1 to Level 2 is 25 XP, from Level 2 to Level 3 is 50 XP, from Level 3 to level 4 is 100 XP.
- #3XP
Keys: xp, experience points, points, job
XP is a points system used by the Adventurer's Guild to reward adventurers based on competency. XP is rewarded upon the successful completion of a job.
- #4Job
Keys: job, quest, task, adventure
A job is a standardized task given to adventurers and are served as a bounty board, first come first serve system. Jobs are given Levels and can only be taken by adventurers of an equal or greater Level. Jobs are typically formatted in the following manner:
[Title - (Task) in (Location) Job Master - (Name of the person giving the job and where they can be found.)
Summary - (Short explanation of the background of the job and what needs to be done.)
Level - (A number estimating an adventurer's required Level to undertake a job. The more dangerous or generally difficult the job is expected to be, the higher the Level.) Gild Reward - (A number showing the amount of gildings an adventurer is rewarded when the job is complete. Usually goes up an order of magnitude every 10 Levels; Level 1 = 10s of gildings, Level 10 = 100s of gildings, Level 20 = 1000s of gildings.) XP Reward - (A number showing the amount of XP rewarded by a job and is usually a function of the job's Level multiplied by five, for example a Level 1 job rewards 5 XP while a Level 2 job rewards 10 XP and a Level 3 job rewards 15 XP.)]
A working example of a job is given here:
[Title - Clear Out Slimes in Valeria's Well Job Master - Elizabeth, proprietor of Valeria Inn
Summary - A few Slimes have infested the well in a small town to the north named Valeria. Head down into the well, kill the Slimes, and bring back a bucket of their cores as proof.
Level - 1 Gild Reward - 10 XP Reward - 5]
- #5Class
Keys: class, adventurer
A 'Class' is an informal title signifying an adventurer's expertise, for example an adventurer that prefers head-on melee combat would be a Fighter or an adventurer that primarily uses magic is a Shaman. Jobs may recommend a specific Class of adventurer that's well-suited to the task. Adventurers may have proficiency in multiple Classes, but their most prominent Class specialization will take precedence.
- #6Fighter
Keys: fighter, swordsman, pugilist, monk
Fighters are melee combatants with a specialty in any sort of melee weapon, including swords, axes, maxes, staves, spears, or knuckles. Fighter-type abilities pertain to hardening the body, enhancing strikes with special effects, or techniques used to disarm, grapple, or debilitate an enemy.
- #7Ranger
Keys: ranger, bowman, crossbowman, gunslinger, knife thrower
Rangers are specialists in forms of ranged weaponry, including bows, crossbows, slingshots, thrown weapons, blowguns, and black powder firearms. Ranger abilities include steadying one's aim, predicting and altering the trajectory of projectiles (including ricochets), catching projectiles, or using a ranged weapon in an unusual way.
- #8Rogue
Keys: rogue, thief, assassin, acrobat
Rogues are masters of stealth and infiltration, and while not particularly skilled with any form of weapon or magic they use the element of surprise to deal with threats quickly and efficiently. Rogue abilities include methods of quick and silent traversal, acrobatics, cloaking and illusion magics, lockpicking, and disarming traps.
- #9Shaman
Keys: shaman, mage, healer, armamentalist, sage, luminary
Shamans are general practitioners of any form of magics, usually those that do not already pertain to another Class's abilities. Shaman abilities include elemental attacks like fireballs or lightning strikes, forming magical shields and barriers, healing wounds, and magical transportation like levitation or teleportation.
- #10Conjurer
Keys: conjurer, summoner, slaver, tamer
Conjurers are practitioners of magic specializing in what could be considered 'summoning'. conjurere abilities include bringing forth items from a magical storage, constructing beings made of magic to do one's bidding, or capturing and enslaving creatures.
- #11Artificer
Keys: artificer, craftsman, tinkerer
Artificers are craftsmen and users of magical items, armor, and weapons, and are typically very specialized into one category of such items. While passive enchantmet-style effects imbued into items are usable by anyone, complex machine-style items like magical guns or mechanical limbs can only be operated by Artificers. Artificer abilities include enchanting items, assembling magical items and devices, and refining materials with magic for example turning iron into steel or rocks into magic crystals.
- #12Human
Keys: human
Humans are the standard sapient species of the world and are the dominant demographic in most cities, towns, and villages. Humans do not have any tendencies regarding Class and have an even distribution across the board in that regard.
- #13Elf
Keys: elf, elves, elven
Elves are a human-like race that are most easily identified by their pointy ears, stark white hair, and bright eyes. Elves age roughly half as fast as humans once reaching maturity, meaning their lifespan is twice that of the average human at 200 years. Elves are usually talented in the arcane arts and as such are proficient Shamans, Conjurers, and Artificers.
- #14Orc
Keys: orc
Orcs are a human-like race most easily identified by their immense size (7-9 ft), pronounced musculature, and colored skin. Most common skin pigmentations are greens, purples, blues, browns, or pure black. Some orcs will have a mix of colors appearing in large splotches over their body. Due to their size, Orcs have large appetites and enjoy hearty foods. Orcs, being already physically strong compared to other species, are natural Fighters, but are also capable Rangers with their unique ability to wield heavy bows and crossbows.
- #15Beastfolk
Keys: beastfolk, anthro, furry
Beastfolk are a race of anthropomorphic animals, meaning they appear similar to humans in basic morphology but have qualities similar to an animal in terms of facial structure, hide, and special anatomy like tails, claws, or wings. Beastfolk oft require specially-made clothing which makes the procurement process difficult and expensive. Beastfolk will have abilities related to the type of animal they resemble; canine beastfolk will have strong senses of smell, feline beastfolk have sharp eyesight, and avian beastfolk are capable of flight. Beastfolk have no particular Class inclination similar to Humans, but their natural abilities typically inform their choice of Class in some way.
- #16Halfling
Keys: halfling, hybrid, half-human, half-elf, half-orc, half-beastfolk
Halflings are a cross between a Human and some other race and will have an appearance resembling the constituent parents' races. Half-Elves will have pointy ears, but hair, skin, and eye color similar to the Human parent's. Half-orcs will be the height of a tall Human at best and will lack the exaggerated musculature and appetite of an Orc, but retain the skin pigmentation and above-average strength. Half-beastfolk will have beastfolk ears, wings, and tails where applicable, but will otherwise appear Human.
- #17Monster
Keys: monster
'Monster' is a general term for any form of wild non-sapient fantastical creature, typically those that are seen as dangerous by common folk. Adventurers are commonly called upon to dispose of monsters, since their removal is too troublesome or dangerous for the town guard to handle.
- #18Slime
Keys: slime
A Slime is an amoeboid monster of variable size that subsists mainly off of water and small amounts of organic matter, and have a surface membrane that contains their inner slime and a spherical 'core' that acts as a Slime's brain. Slimes are a common sight in sewers, latrines, wells, lakes, caves, or the sites of animal carcasses. Slimes are usually not aggressive and will only attack if threatened. Slimes typically attack by attempting to smother or completely envelop its attacker with its body. Slimes that are domesticated by Conjurers are readily used for household cleaning, waste disposal, and disposal of sewage, as well as sometimes used by sapient species to masturbate. By their nature, Slimes are a hygenic and disease-free creature.
- #19Dire Beast
Keys: dire, dire beast, dire monster, dire creature
As opposed to beastfolk or normal beasts, Dire Beasts are enlarged, aggressive, and monstrous forms of their original beast form. Common Dire Beasts include Dire Rats, Dire Wolves, Dire Bears, Dire Elk, Dire Bats, and Dire Serpents. Dire Beasts are disruptive to local ecosystems and settlements and as such jobs to have them removed are a common sight in the Adventurer's Guild.
- #20Drake
Keys: drake, lizard
Drakes are small reptiles that resemble their larger cousin, the dragon, but are typically only a few feet long at most. They are fiercely territorial and will often attack any creature they catch on their territory. For this reason, drakes are solitary creatures, only meeting up with other drakes during mating season. During mating season, drakes are very sexually aggressive and will attempt to mount anything with an exposed orifice.
- #21Dragon
Keys: dragon
Dragons are incredibly large reptiles, usually capable of swallowing a man whole based off of size alone. Dragons are intensely strong monsters but are less aggressive, as they can be placated with a tribute of food or gold for a short while. Dragons are capable of great destruction, typically having some sort of elemental breath attack with power that rivals a Level 20 Shaman at the very least. Dragons are also powerful physical attackers due to their size, often employing tail attacks and bites. Some dragons relish in disarming their victims and then taking them into their maw, feeling them over with their tongue before swallowing them whole and feeling them struggle in their stomachs.
- #22Brain Slug
Keys: slug, brain slug, sea cucumber
Brain Slugs are monstrous slugs that roam caves and are named as such because of their unique method of predation. Brain slugs possess an appendage similar to a sea barnacle's cuiverian tubules, a set of tendrils with a toxic coating. When the Brain Slug manages to push these tendrils into a victim's mouth, nose, ears, anus, vagina, and/or urethra, the toxin will be absorbed into the victim's bloodstream and result in paralyzation of all voluntary muscles; the victim will be unable to move. Once the victim is paralyzed, the Brain Slug will move on top of the victim and either begin digestion or penetrate them with its ovipositor and lay eggs inside the victim's anus or uterus. These eggs are roughly the size of a human fist, and after twenty-four hours will hatch. The larvae will then eat the victim from the inside out. In high dosages, a Brain Slug's toxin induces a feeling of intense euphoria akin to an orgasm; as a result, a Brain Slug's victims often spend their last moments in utter bliss despite the gruesome nature of their death.
- #23Crawler
Keys: crawler, bug, spider, scorpion, ant, bee, wasp
'Crawlers' are any form of monstrous arthropod or bug, including spiders, ants, scorpions, bees, wasps, centipedes, and flies. Crawlers will behave and attack similarly to their normal-size counterpart, though obviously far more of a threat due to their size. People and animals alike can become prey to Crawlers, so adventurers are sent out to deal with any colonies or swarms that draw near civilized areas or roads.
- #24Vegemon
Keys: plant, vegemon, living plant, living tree, spore
Vegemons are monsters that resemble plants and fungi and can range from beneficial to deadly. Beneficial vegemons like tree vegemons are simply moving trees that bear fruit often and will happily lean down and offer its fruit to passerby. Deadly vegemons are those that produce poisonous spores or attack creatures and are considered an active threat. Others are somewhere in between, either subsisting off of exclusively dead bodies, parasitically leeching off of trees, or in rare varieties gathering nutrients or spreading seeds through the habits of sapient creatures. Vegemons of the latter variety either have some kind of organ that serves as a convenient toilet or urinal, an organ resembling an ass that males are encouraged to copulate with, or a phallic seed pod that is pleasurable to use as a dildo and will leave large seeds the size of a small fruit inside the orifice to be pushed out.
- #25Tentacle Monster
Keys: tentacle, hermit crab
The tentacle monster often hides within a chitnous shell disguised as a rock and extends its tentacles when it detects movement. Tentacle monsters have adapted a unique method of feeding where it will extract material from a victim's gastrointestinal tract. It does this by using its main tentale appendages to restrain its victim before extending a series of penis-like tentacles the appearance of which usually looks either humanoid or equine. It will forcefully penetrate the victim with these tentacles in any orifice large enough, meaning the mouth, anus, and vagina. It will then push its way deeper with an undulating motion. During the process of feeding, the tentacles constantly pulse and wiggle, which is theorized to force the penetrated orifice to relax. When done, it rejects any excessive nutrients and water back into the victim, producing a mucus of similar consistency and taste to semen. This mucus is often excessive and will bloat the victim's belly and/or spill out of the victim's orifices in copious amounts.
- #26Gilding
Keys: gold, currency, money, gilding
The gilding is the standard trade currency established by international bankers and is what most people deal in for the sake of convenience (though local currencies and bartering still exist). As a standard of value, one(1) gilding will often be enough to buy a pint of beer, three(3) Gildings will purchase a meal, and ten(10) gildings will purchase a room at a cheap inn for a single night. Gildings are sometimes referred to as 'gild', and the preferred use of either term varies from person to person. While a physical gilding coin exists, there is such a thing as a gilding crystal which is used for most transactions and uses a small magical crystal with complex enchantments to authenticate transfers of money between accounts held at banking authorities.
- #27Bank
Keys: bank, gilding, credit union
Banks are establishments that exist primarily to handle transactions between entities of all sorts and offers both deposit and withdrawal services as well as the manufacture of gilding crystals and gilding terminals. Official banks will be able to handle and authenticate transactions between any two persons with a bank account regardless of which bank in which the account is held.
- #28Gilding Crystal
Keys: gilding crystal
Gilding crystals are magical devices with an enchantment that connects it to a the crystal owner's bank account and can offer a quick balance check by tapping the crystal. More expensive gilding crystals come with security features that ensure the gilding crystal is unusuable in the wrong hands. Gilding crystals can be used in a transaction by holding it to a Gilding Terminal, a device which communicates with a nearby bank to complete a transaction; the use of a gilding crystal is authentication in this instance. Gilding crystals are a common sight and shops will usually have a gilding terminal at the front desk to handle transactions.
- #29Gilding Terminal
Keys: gilding terminal, cash register
Gilding terminals are devices which are used to initiate transactions between account holders, including purchases from shops or payouts for jobs. Although technically a complex magical machine, gilding terminals are designed for use by any person and are not exclusive to Artificers. Gilding terminals typically appear similar to a cash register and are operated by a cashier or teller.
- #30Gear
Keys: gear, armor, weapons, items, shop
'Gear' is a term used for items, weapons, and armor for use by adventurers, sold by the gear shop in the Adventurer's Guild. Smiths and artificers may sell items to the gear shop, where it will be appraised for its quality and properties and assigned an appropriate Level and price. Adventurers can only purchase gear at or below their own Level. The higher an item's Level is, the more powerful it is. For reference, Level 1 gear is equivalent in quality and power to plain leather armor, clothing with minor enchantments like improved insulation or waterproofing, an iron shortsword, a wooden shield, or a healing potion for minor scrapes and bruises.
- #31Mind Crystal
Keys: mind crystal, ability
A Mind Crystal is a powerful artifact that, when given gildings, will offer one random ability, its Level, and its relevant Class. An adventurer's Class does not influence the choice the Mind Crystal makes, and the Class of the offered ability only informs what Class of adventurer would most likely find the ability useful. The abilities the Mind Crystal offers depends on the Level of the adventurer using it and the amount of gildings used; an adventurer can only recieve abilities at or below their own Level, and putting in more gildings will result in more useful or valuable abilities. A Mind Crystal may sometimes offer an upgrade to an ability the Adventurer already has. Examples of things a Mind Crystal offers are as shown:
[Spark Crystal (Level 1) (Artificer) - Charge a crystal with magical energy and throw it toward a target to make a firecracker-size explosion on impact.] [Quiet Steps (Level 1) (Rogue) - When crouched, your walk is quieter in all conditions, similar in noise level to treading on a rug.] [Fireball (Level 5) (Shaman) - From your hand, wand, or staff, throw a fireball the size of your hand toward your target.] [Defense (Level 5) (Fighter) - Harden your body against physical attacks slightly.] [Slime Tamer (Level 5) (Conjurer) - Tame wild Slimes below your current Level.] [Multi-Arrow II (Level 10) (Ranger) - Upgrade your Multi-Arrow ability to fire up to three arrows from your bow at once.]
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