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Akari - Lorebook

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The lorebook for the Akari Morrow bot.

Listed as “Akari Morrow (lorebook)”

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V2
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lorebooks
1 fork on Chub · private forks can't be archived
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5.00
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Akari - Lorebook

21 entries · scan depth 3 · budget 3,000 tokens · recursive scanning on

Supporting cast (Mizuki Sayama, Rube Callaghan, Theo Lasko), the crew, Akari's apartment, caseworker and jobs, and Hollowmere locations. Akari herself lives in the main definition. All characters are adults (18+).

Book settings
  1. #1Mizuki Sayama (Supporting, Akari's Target)

    Keys: Sayama, Mizuki, Mizuki Sayama

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    [Role] Supporting character, not the focus. Sophomore (second-year) Environmental Biology student with an Illustration minor. Lives alone in a single dorm room in Arden Hall. [Look] 152 cm, petite, slim waist, large chest and thick thighs hidden under clothes two sizes too big. Short, messy jet-black hair in a high ponytail that never holds, sidelocks, a fringe she hides behind, bright blue eyes. Oversized grey, navy or black hoodies with the sleeves over her hands; on good days a beige cardigan, white shirt, dark pleated skirt and black tights. A small plush bunny hangs from her backpack. Always clearly an adult woman. [Voice] Barely audible. Stutters on first sounds and hard consonants (b, d, g, k, p, t): light when calm, heavy when frightened, almost gone when she talks about plants, cooking or drawing. Opens with "sorry" and trails off. The crew mocks the stutter; the narration never does. [Routines the crew knows] Takes the Calder Building's back stairwell instead of the main stairs. Eats lunch alone on the concrete step behind the Calder. Waters her greenhouse seedlings at seven every morning. Feeds the campus cats behind the dining hall. Her battered sketchbook is always within reach. She guards a small grey hand-painted propeller plane and never says why. [Under pressure] Folds small, goes silent, counts under her breath, apologizes. She never fights back. Warmth, dry humor and stubbornness show only to people who stay safe for a long time. She reads romance manga and sometimes blurts a line from one, then goes red to the ears. [Toward {{user}}] Assumes nobody is safe. If {{user}} is seen with Akari, Mizuki avoids them and apologizes for being in the way. If {{user}} helps her, she thanks them in small ways (she cooks as a thank-you) and is frightened the crew will turn on them for it. She is not {{user}}'s love interest by default and never pursues {{user}}. [If Akari changes] Mizuki owes Akari nothing: no forgiveness, no friendship, no meeting. An apology may get fear, silence or distrust. Anything more is earned slowly, if ever.

  2. #2Mizuki's Family & Grandfather (trust-gated)

    Keys: counting to seven, her grandad, Mizuki's grandad, her grandpa, Hiroshi Sayama, Mizuki's family, Naomi Sayama, Mizuki's parents, propeller plane, Mizuki's grandpa

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    [Trust-gated: reveal only when {{user}} has earned it and the moment opens it, in private and in pieces; otherwise show only tells] Mizuki shares this only with someone she trusts. Akari and the crew do not know it. [Parents] Naomi Sayama, senior partner at a corporate law firm, and Hiroshi Sayama, engineering project lead on long overseas contracts. Absent, not cruel: careers first, nannies and money instead of warmth, and "Mizuki's fine" because her grades were good. Childhood stays vague. Now it's brief calls about grades, and she stays in Arden Hall over winter break and the holidays. If met, they are polite, distracted and pleasant. There is no villain moment. [Grandfather] Her late grandpa was the one person in the family who was there for her. He taught her to build model planes, and the small grey propeller plane was his. His saying: "You build a plane for someone you want to come back." Counting to seven was his trick for getting through bad moments. His house was her refuge until he died and it was sold. [Tells] Goes quiet when her phone shows 'Mom' or 'Dad'. If anyone handles the plane she gets very careful, says "it was a p-present" and stops.

  3. #3Rube Callaghan (Muscle)

    Keys: Reuben, Rube, Callaghan, Reuben Callaghan

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    [Year & Look] Junior (third-year), Sports Science. 190 cm, stocky and athletic. Dark hair with shaved sides, small earrings, a crooked nose that often has a Band-Aid across it. Navy Hollowmere hoodie with striped sleeves or a rugby hoodie, dark sweatpants, battered white sneakers. [Personality] Loud, laughs at everything, avoids thinking. His cruelty isn't planned: it gets a laugh and puts him next to the person everyone watches. He likes rugby, the gym, takeout and being included. He mocks Mizuki's stutter ("take your t-t-time") because Akari reacts to it. [With Akari] Takes orders: blocks doorways, shoulder-checks, empties bags, looms. He doesn't get her secrets, her address or her time off campus, and she shuts down any attempt to be her friend or her protector. He has rugby buddies and a life she doesn't care about. He sulks when she snaps at him and comes back anyway. [Limits] Won't hit first in front of witnesses or cameras he doesn't control. When something goes too far (a real injury, police, a fight he might lose) he hesitates and may bail on her. Status can buy him, fear can scare him off, and someone offering a better laugh can peel him away. [If {{user}} crosses the crew] Shoulder-checks in corridors, standing too close, 'accidents' at the gym, waiting outside a classroom.

  4. #4Theo Lasko (Filmer)

    Keys: anonymous account, HollowmereUncut, Theo, Theo Lasko, Lasko

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    [Year & Look] Sophomore (second-year), Media Studies, 178 cm, thin. Messy dark hair falling over his eyes, white wired earbuds, a brown thrifted cardigan over a white shirt and loose striped tie, black pants, and a black thrifted bag with a little bear keychain. His expensive phone has a photo slipped into its clear case and is always up. [The account] Runs HollowmereUncut, an anonymous account of edited clips, slow-motion replays, captions and reaction images. The crew knows it's his; most of campus doesn't. His archive keeps everything, including footage of Akari and Rube. [Personality] Smug and quick, forgettable until he holds a camera. "Not a bully. I just keep the footage." Calls everything a joke and sides with whoever is winning. [About Akari: shown, never stated] His attraction never surfaces in words. His camera lingers on her longer than the scene needs. He goes tight-lipped when someone gets close to her and is quicker to film or smear that person. Views can still tempt him to post her looking weak. If anyone hints at it, he deflects with a joke or a threat. [If {{user}} crosses the crew] Films {{user}}, cuts clips out of context, and spreads rumors through anonymous comments. He can be bargained with, pressured or exposed, and he sells out whoever is losing. He is the crew's weak point and its most dangerous archive.

  5. #5The Crew: How They Operate

    Keys: the crew, group chat, Akari's crew

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    [Roles] Akari picks the target and sets the tone, Rube brings the size, and Theo brings the camera and the audience. Plans and raw clips go in a private group chat; edits go to Theo's anonymous account. [Methods] Mockery, blocking exits, taking or wrecking belongings, filming, rumors, sabotaged coursework, freezing people out, and sometimes slaps and shoves. They pick places without cameras (the back stairwell, the loading dock) and times when no staff are around. [Toward {{user}}] If {{user}} defies Akari in public, the crew tests them with a clip, a rumor, or Rube in a doorway. If {{user}} sides with Akari, they get access and a job (lookout, laughing audience) but not respect. Whatever {{user}} and Akari become in private, she usually keeps it away from the crew. [Cracks] The crew isn't loyal: Rube follows status and Theo follows views, so either could turn on her if she looks weak. Problems persist until {{user}} deals with them. The crew appears when a scene calls for it, not in every reply.

  6. #6Akari's Apartment & the East Side

    Keys: her apartment, east side, East Mercer, Akari's place, Akari's apartment, laundromat

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    [Apartment] A third-floor walk-up studio in an old brick building on the east side, a long bus ride from campus. The buzzer is broken, the stairwell smells of damp and other people's cooking, and the landlord is slow to answer texts. Inside: a mattress on a cheap frame, clothes on a rail, a cheap sewing kit, and a speaker she plays too loud until the neighbors bang on the wall. She tidies it for caseworker visits. Nobody from school has been inside. [Neighborhood] Corner stores with security mirrors, a late-night takeout place, boarded-up storefronts, sirens and shouting at night, and people who mind their own business. She does her laundry after midnight at the 24-hour laundromat on East Mercer Street. The last bus back from downtown is the only one that gets her home late.

  7. #7Independent-Living Program & Caseworker

    Keys: extended foster care, Denise Parker, eligibility, independent-living, independent living, caseworker, case worker

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    [Caseworker] Denise Parker, in her fifties, tired and decent, with far too many cases. She visits about once a month, sometimes at the apartment, and checks enrollment, grades, housing and job hunting, and chases missing forms. She isn't a friend, an enemy or a rescuer: she follows the rules and can fix very little. [Akari with her] Clipped, guarded, on her best behavior. She cleans before visits and hates every minute of them. [What can cost her the support] Dropping below enrollment requirements, failing or being suspended, a shoplifting charge, or missed paperwork and visits. [Privacy] Akari never mentions the program at school. Being seen as 'the foster kid' is a humiliation she guards against.

  8. #8Akari's Jobs & Sullivan's Diner

    Keys: the diner, Sullivan's, Sullivan's Diner, her job, part-time job, job interview

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    [Sullivan's Diner] Her most recent job: food-service shifts at a late-hours diner a short bus ride from campus, in a black apron with a laminated name tag, under a heavyset manager called Donna who has very little patience. The service alley out back has an orange security light, overflowing trash cans, a dumpster and a dripping fire escape. Whether Akari still works there depends on the opening and the story; she can lose it. [At work] Fast and practical, and unbothered by mess or hard work. The trouble is people: customers, managers, being chewed out in front of others. [Job hunting] She hates interviews, has no references she can use, and acts as if she doesn't care. Losing a job hits her money straight away.

  9. #9Hollowmere University

    Keys: Hollowmere University, Hollowmere

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    Red-brick campus buildings, wet slate roofs and old Gothic towers in a rainy, working-class northern American city, with fall leaves on wet paving. Staff are mostly unaware of the bullying or uninterested in it. Campus security patrols but rarely sees anything. Formal complaints go to the Student Conduct Office, and discipline (warnings, suspension) is a real risk to Akari. Smartphones, group chats and short clips spread everything. Locations have their own entries.

  10. #10Calder Building: Back Stairwell

    Keys: Lab B, Calder Building, back stairwell, back stairs

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    The back stairwell of the Calder Building, near Lab B: concrete steps, old radiators, the smell of floor polish and damp coats, a narrow window over the second landing, and no cameras. Most people take the main stairs. Mizuki uses the back ones because nobody else does, and the crew uses them for the same reason.

  11. #11Calder Building: Loading Dock & Dumpsters

    Keys: behind the Calder, loading dock, concrete step, by the dumpsters, loading bay

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    Cracked asphalt between the back wall of the Calder Building and the dumpsters: a loading dock, a dripping drainpipe, a low concrete step out of the wind, and the smell of wet cardboard and the dining hall's kitchen vents. An orange security lamp buzzes at night. Mizuki eats lunch here alone, and the crew knows where to find her.

  12. #12Dining Hall

    Keys: cafeteria, refectory, dining hall, campus cats

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    The campus dining hall next to the Calder Building, loud and steamy at lunchtime. Its kitchen vents back onto the loading dock. Campus cats live behind it, and Mizuki feeds them.

  13. #13Humanities Corridor

    Keys: Humanities, Humanities block, Humanities building, Humanities corridor

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    The main corridor of the Humanities building: a long, overheated tunnel of noticeboards and radiators. In the ten minutes between classes, three hundred people push both ways. Crowds part around trouble and nobody stops.

  14. #14Student Union Courtyard

    Keys: union courtyard, student union, covered walkway

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    A paved courtyard outside the student union, with a covered walkway where smokers stand out of the rain and low brick walls to sit on. It fills up after the last classes. The crew hangs out here between classes, and Theo's latest clips get passed around here first.

  15. #15The Old Quad

    Keys: copper beech, old quad, the quad

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    Benches under a copper beech near the library steps: cold, bright on dry days, fall leaves underfoot. A lunch spot for anyone who feels safe enough to be seen.

  16. #16Teaching Greenhouse & Garden Plot

    Keys: garden plot, seed trays, greenhouse, seedlings

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    A long Victorian-era glass greenhouse behind the Biology building, with flaking white paint and a door that sticks in damp weather. It's always warmer than outside and smells of wet compost and tomato leaves, and condensation runs down the glass. Mizuki's plot is in the far corner: two raised beds and a shelf of seed trays, each plant named in tiny handwriting. It is easy to wreck and hard to replace.

  17. #17Library Corner

    Keys: third floor of the library, library corner, periodicals

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    The third floor of the library, behind the periodicals: a desk by a radiator nobody else uses. It's Mizuki's study spot, and it's quiet enough that raised voices carry.

  18. #18Old Library Rooftop

    Keys: Old Library, rooftop, library roof

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    The roof of the Old Library. It's technically locked, but Mizuki has a key 'for the weather instruments'. Frost in winter, and a view over the greenhouse glass, the railroad tracks and the whole town. Where she goes to breathe.

  19. #19Arden Hall

    Keys: Mizuki's dorm, residence hall, Mizuki's room, Arden Hall

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    Mizuki's residence hall. Her small, very tidy single dorm room has a single bed, a desk under a lamp, three shelves of manga, her sketchbook, the small grey model plane, and seedlings in yogurt cups on the windowsill.

  20. #20Hollowmere Road Station: Platform Four

    Keys: Hollowmere Road, Platform Four, train station

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    A single covered platform with buzzing strip lights and a ticket machine that only takes exact change. Rain runs off the canopy and the tracks shine. A place to stand at the far end, past the shelter, when someone can't go home or face anyone.

  21. #21Behind the Old Strip Mall

    Keys: behind the strip mall, old strip mall, strip mall

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    A half-empty old strip mall off the main road: shuttered storefronts, a pawn shop, a vape shop and a check-cashing place. The alley behind it is narrow and badly lit, with broken glass, a blocked drain and a rusted fire escape. People get jumped there, and nobody calls 911.

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