Everyday and Fantasy Scenarios Lorebook
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Tokens: 16,595 permanent · estimated prompt budget 16,595
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Instructions for Use: All entries in this bot are turned off because they are all set to blue light (constant). What you need to do is:
- Install the lorebook into the bot card you want.
- Turn on the scenario you want to play, only enable the one you want!
- Start the game—it’s that simple.
I have preset in the entry content that you may have your own companions, so you can create another lorebook and design your own companion characters to adventure with you!
Note: This is a guidebook designed for Narrator bots. It is not guaranteed to work with bots that already have dedicated characters and dedicated lorebooks. This method has not been tested, but you can give it a try.
Tagline
Have you ever found yourself not knowing what kind of scenario to play while using a fantasy narrator, ending up either going to a dungeon or slaying dragons every time? Do you also feel unsure about what to do with cards set in real-world themes? This lorebook provides 30 real-world scenarios and 40 fantasy-world scenarios—just use it and you’ll never run out of things to do.
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Last checked on Chub: Created Updated Archived since
Everyday and Fantasy Scenarios Lorebook
70 entries · scan depth 2 · budget 2,048 tokens · recursive scanning off
Provides optional main storylines for sandbox-style roleplay cards. Only enable one entry per playthrough. Assumes {{user}} already has a separate Lorebook containing companion characters.
Book settings
- #1【Everyday・Urban Legend Investigators】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Everyday・Urban Legend Investigators】 ▌Story Background The story takes place in an ordinary modern Japanese city. {{user}} and companions are a group of amateur urban legend investigators who maintain normal lives as students or working adults, while privately tracking down supernatural incidents, urban legends, and inexplicable mysteries.
▌Final Goal Uncover the truth of the "Vanishing District" — somewhere in the city exists a ghost shopping arcade that cannot be found on any map and can only be entered under specific conditions. It's said that some who enter never come out, while others emerge with no memories at all. {{user}} must slowly collect eyewitness accounts, analyze patterns, and ultimately enter in person to find the rules for escaping, then decide whether to make it public or seal it away forever.
▌Notes The goal can be pursued long-term; each investigation can uncover new clues, and the arcade's rules slowly change over time, giving long-term play a constant sense of discovery. Each of {{user}}'s companions has their own specialty (photography, research, negotiation, etc.) and can each contribute their skills.
- #2【Everyday・Abandoned School Caretaker】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Everyday・Abandoned School Caretaker】 ▌Story Background Modern Japan. {{user}} and companions end up stranded in an old school building abandoned for thirty years, for various reasons — a part-time job, curiosity, or getting lost. The school looks ordinary from outside, but once inside, the flow of time feels different from the outside world, and each entry and exit is never quite the same.
▌Final Goal Find the way to "graduate" — this school seems to require intruders to "complete something left unfinished" before they can truly leave. {{user}} must explore each classroom, learn the stories that once unfolded there, gradually piece together the school's past, help the "lingering echoes" trapped inside find peace, and ultimately walk out with their memories intact.
▌Notes The school's layout shifts slightly with each entry; there are unsolved puzzles and unexplored areas to discover continuously, keeping the story full of exploratory joy.
- #3【Everyday・Underground Auction Bidders】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Everyday・Underground Auction Bidders】 ▌Story Background Modern Japan. Circulating in the underbelly of the city is a secret "Curiosity Auction" — what's being sold isn't contraband, but all manner of strange things: machinery no one knows the purpose of, antiques of untraceable origin, objects said to bring bizarre effects. {{user}} and companions are regulars in this world, making their living by bidding on, reselling, or researching these items.
▌Final Goal Track down "Lot Zero" — deep within the auction exists an item that has never officially appeared, and everyone who has encountered clues about it says the thing "should not exist." {{user}} must, without raising suspicion, maintain their standing in the community while quietly investigating what this thing is, who made it, and why it is being hidden.
▌Notes During the investigation, {{user}} must participate in everyday bidding and socializing — interactions that can provide both funds and information, but may also attract unwanted attention.
- #4【Everyday・Late-Night Convenience Store Oddity Log】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Everyday・Late-Night Convenience Store Oddity Log】 ▌Story Background Modern Japan. {{user}} works at a late-night convenience store on the edge of the city (part-time or full-time), and companions work nearby or are frequent customers. Between 3:00 and 5:00 AM, this store attracts all kinds of "strange customers" — not strange in a frightening way, but people carrying all sorts of inexplicable stories.
▌Final Goal Solve the mystery of the "Last Customer" — legend has it that at 4:44 AM every month, a mysterious customer appears wearing the same outfit, buying the same items, but with a completely different face each time. Something nearby quietly changes after each appearance. {{user}} must observe and record over time, interact with various late-night visitors, and finally, when prepared, confront this customer directly.
▌Notes The story's focus is the accumulation of everyday interactions and small human stories; the final goal is a long-running slow burn.
- #5【Everyday・Amateur Detective Agency】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Everyday・Amateur Detective Agency】 ▌Story Background Modern Japan. {{user}} and companions have opened a small private detective agency, mainly taking ordinary cases (missing persons, infidelity investigations, debt collection, etc.), but occasionally receiving strange requests. The agency's budget is tight and relies on taking cases to stay afloat.
▌Final Goal Investigate the "Serial Amnesia Incidents" — people throughout the city are gradually losing specific memories, and the memories being lost all relate to "a particular location." The police don't consider it a case, and the people who hire the agency can't even articulate what they've forgotten. {{user}} must piece together clues through individual small cases, and ultimately determine whether what's behind it all is human manipulation or something supernatural, then decide how to handle it.
▌Notes Ordinary cases and main plot clues can be interwoven over time, maintaining an everyday feel while advancing the mystery.
- #6【Everyday・The Hidden Side of a Livestreamer】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Everyday・The Hidden Side of a Livestreamer】 ▌Story Background Modern Japan. {{user}} is an up-and-coming internet livestreamer; companions are a producer, assistant, or fellow streamer. On the surface it's an ordinary entertainment stream, but during one broadcast, something "that shouldn't be there" is accidentally captured.
▌Final Goal Track down the "Stream Signal Hijacker" — an unknown signal occasionally forcibly intrudes into {{user}}'s broadcasts, playing incomprehensible footage and messages. The viewers think it's a special effect, but {{user}} knows it isn't. The intruding footage seems to be conveying some kind of warning or plea. {{user}} must keep their streaming career afloat (life still needs to be funded) while tracing the signal's source and trying to decode its messages.
▌Notes Livestream interactions can serve as a means of advancing the plot; viewer comments can occasionally provide clues.
- #7【Everyday・The Train Enthusiast's Anomalous Line】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Everyday・The Train Enthusiast's Anomalous Line】 ▌Story Background Modern Japan. {{user}} is a train enthusiast; companions are fellow hobbyists or ordinary friends who were dragged along. During a rail trip, {{user}} discovers on a remote branch line an "unscheduled extra train" that doesn't exist on any timetable — and this train heads to a station not marked on any map.
▌Final Goal Reach "the last stop" and return safely — the extra train seems to lead to a space cut off from the outside world. {{user}} must repeatedly study its patterns of appearance, prepare supplies and countermeasures, and ultimately ride it to the final destination, explore that place, and find a way back.
▌Notes Each attempt to board the extra train may produce different results, adding the thrill of repeated challenge.
- #8【Everyday・Part-Time Shrine Maiden】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Everyday・Part-Time Shrine Maiden】 ▌Story Background Modern Japan. {{user}} works as a part-time shrine maiden (or in any odd-jobs role) at a remote shrine. The head priest is elderly, visitors are sparse, and it seems like a place too quiet to be interesting. But during a routine cleaning, {{user}} discovers that something has been sealed away deep within the shrine.
▌Final Goal Determine the "conditions of the seal" — the seal is renewed every year, and what fuels it is the head priest's own lifespan. {{user}} must, without letting the priest notice, find the original method used to create the seal, replenish the materials required, or find a more fundamental solution than just resealing — but that will require deeply understanding the nature of whatever is being sealed.
▌Notes The head priest NPC will become an important source of information, but is also someone who needs protection, adding emotional tension to the story.
- #9【Everyday・The Secret of the Building's Basement】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Everyday・The Secret of the Building's Basement】 ▌Story Background Modern Japan. {{user}} lives in an old apartment building, and companions are neighbors. One day the elevator breaks down. Taking the stairs, {{user}} discovers a basement floor labeled "B4" that doesn't appear on any building maps. That floor has lights, sounds — it seems like someone is living there.
▌Final Goal Come to understand "the residents of B4" and reach a peaceful arrangement — those living there are not ghosts, but some kind of being that has chosen to live apart from human society. They have their own rules and needs. {{user}} must learn to communicate with them, understand their demands, and before the building is scheduled to be demolished and rebuilt, find a way for them to continue to exist.
▌Notes Perspectives from other building residents can be added to make the world feel more layered, and to introduce a time pressure for the final goal.
- #10【Everyday・The Forbidden Book Search at the Old Bookshop】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Everyday・The Forbidden Book Search at the Old Bookshop】 ▌Story Background Modern Japan. {{user}} works at a second-hand bookshop filled with old books and the musty smell of the past (part-time or as the owner), and companions are regulars or coworkers. A worn old book with its title and cover torn off appears on a shelf; when opened, its contents turn out to be "a map of a city that doesn't exist."
▌Final Goal Visit every location marked on the map — the map charts a "parallel memory layer" of the real city, and each marked spot holds a story the world has forgotten. {{user}} must visit each location one by one, find the trigger conditions, witness those stories, and ultimately piece together the true purpose of the map's creator.
▌Notes Each location is an independent short story that also assembles into a larger puzzle, well suited for episodic play.
- #11【Everyday・The Weather Forecaster's Anomalous Forecast】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Everyday・The Weather Forecaster's Anomalous Forecast】 ▌Story Background Modern Japan. {{user}} is a junior weather forecaster working at a small private meteorological company; companions are coworkers. While sorting through historical weather records, {{user}} discovers a set of forecast results that cannot be explained by any known meteorological model — and every single one of those forecasts came true with perfect accuracy.
▌Final Goal Find the source of the "perfect forecast model" — this forecast was not calculated by any person, but was auto-generated by an old server at the company. {{user}} must trace the server's origins, find out where its data came from, and ultimately judge whether this "100% accuracy model" should be made public, and what the consequences of doing so would be.
▌Notes The meteorological theme is an interesting puzzle wrapper that can combine scientific reasoning with supernatural elements.
- #12【Everyday・The City Sanitation Worker's Underground Discoveries】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Everyday・The City Sanitation Worker's Underground Discoveries】 ▌Story Background Modern Japan. {{user}} is a municipal sanitation worker responsible for maintaining the city's underground drainage and pipeline infrastructure; companions are fellow team members. During a routine inspection, {{user}} discovers deep in the tunnels signs of human habitation — not a homeless person, but an organized, self-sufficient underground community.
▌Final Goal Come to understand the "underground city" and decide which side to take — this community has chosen underground life for various reasons; they have their own rules and culture, but a city renovation project is about to thoroughly overhaul the area. {{user}} must immerse themselves in the community, mediate between the municipal authority and the underground residents, or help them find another way out before the project begins.
▌Notes The underground community's NPCs each have distinct personalities and stances; interacting with them can enrich the gameplay experience.
- #13【Everyday・The Forbidden Research Club in the School Club Room】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Everyday・The Forbidden Research Club in the School Club Room】 ▌Story Background Modern Japan. {{user}} is a high school student who has just been pulled into a barely-surviving, obscure club — the "Unexplained Phenomena Research Society." The club has only {{user}} and a few companions; the club room is filled with chaotic notes and materials left behind by former members.
▌Final Goal Complete the "unfinished investigation left by the former members" — the former club president abruptly quit three years ago, leaving behind a final notebook page documenting an investigation of a specific location on campus, but the investigation breaks off abruptly. {{user}} must keep the club going (otherwise it will be dissolved), trace what happened to the former president, find out what they were investigating, and when the time comes, face whatever that thing is themselves.
▌Notes Club activities themselves can serve as the framework for each mission, giving the story a natural rhythm.
- #14【Everyday・The Archaeology Assistant's Excavation in a Restricted Zone】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Everyday・The Archaeology Assistant's Excavation in a Restricted Zone】 ▌Story Background Modern Japan. {{user}} is a university archaeology assistant (or graduate student) who, during an excavation mission, discovers a restricted zone sealed off by the cultural relics authority — but the supervising professor orders {{user}} to pretend they didn't see it. Companions are other assistants or classmates.
▌Final Goal Determine "the reason the restricted zone was sealed" — the ruins inside do not match any known historical context, and whoever sealed it clearly knew exactly what was inside. {{user}} must, without alerting the professor or the cultural authority, collect information about the restricted zone, and ultimately enter it to understand what that civilization left behind and why it had to be sealed.
▌Notes Interpersonal dynamics in the academic environment (professors, classmates) can serve as both obstacles and sources of information.
- #15【Everyday・Uninvited Guests at the Mountain Campsite】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Everyday・Uninvited Guests at the Mountain Campsite】 ▌Story Background Modern Japan. {{user}} and companions go camping in a remote mountain area — no signal, no other visitors. On the first night, {{user}} hears sounds no ordinary wildlife should make, and waking up the next morning finds neat footprints near the campsite with no sign of anyone having approached.
▌Final Goal Determine the nature of "the mountain presence" and negotiate with it — some kind of intelligent life form exists in this mountain area. It has no intention of harming {{user}}, but also no intention of letting {{user}} leave. {{user}} must, under limited supply conditions, gradually establish some form of communication with this entity, understand its demands, and ultimately find a way to complete negotiations and leave in a manner acceptable to both sides.
▌Notes Supply management and time pressure can heighten the tension; the communication process itself is the main source of gameplay enjoyment.
- #16【Everyday・The Music Producer's Inspiration Curse】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Everyday・The Music Producer's Inspiration Curse】 ▌Story Background Modern Japan. {{user}} is a newly debuted music producer; companions are musicians or production partners. While recording a track, {{user}} accidentally captures a background sound — and upon analysis, it turns out not to be noise, but a human voice singing a melody {{user}} has never heard before, yet feels strangely familiar.
▌Final Goal Find "the source of the melody" and complete it — the melody appears to be an "unfinished piece"; every time {{user}} tries to complete it, new fragments appear in the recording. {{user}} must, within the framework of music creation, collect and assemble this piece fragment by fragment, and ultimately perform it in full at a live event, letting it "be heard."
▌Notes The music production process is an engaging everyday framework; each recording session can be a small exploration.
- #17【Everyday・Records of the Night-Shift Hospital Nurse】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Everyday・Records of the Night-Shift Hospital Nurse】 ▌Story Background Modern Japan. {{user}} is a nurse working the night shift at a local hospital; companions are coworkers or interns. The night shift seems calm, but {{user}} notices an anomaly in one ward's patient records: there is a patient listed as "currently admitted" in the system, yet occupies no bed anywhere — and asking senior colleagues yields inconsistent answers.
▌Final Goal Find the "missing patient" and learn the truth — this patient seems never to have truly "existed" in the hospital's official records, yet some veteran nurses clearly know who she is. {{user}} must investigate this mystery during night shifts, and ultimately, without disrupting the hospital's normal operation, find out who this patient is and why she exists only in certain people's memories.
▌Notes The hospital's workplace routine serves as a natural backdrop, letting tension accumulate slowly.
- #18【Everyday・The Last Projectionist of an Old Cinema】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Everyday・The Last Projectionist of an Old Cinema】 ▌Story Background Modern Japan. {{user}} is hired as the final caretaker of an old cinema scheduled for demolition, tasked with sorting assets until closing day. Companions are friends who occasionally come to help, or visitors who appear from nowhere. In the projection room, there is a batch of unlabeled old film reels.
▌Final Goal Screen "the last nameless film" — among those reels is one film that has never been projected. Every attempt to view it only yields fragments, and the fragments are different each time. {{user}} must, before the cinema is torn down, find a way to screen this film in its entirety, figure out who shot it, what it depicts, and why it was never seen by the world.
▌Notes The countdown to closing day provides a natural time pressure; each screening attempt is a small puzzle-solving event.
- #19【Everyday・The Missing News in the Newspaper Archive Room】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Everyday・The Missing News in the Newspaper Archive Room】 ▌Story Background Modern Japan. {{user}} is an archive room employee at a local newspaper (or an intern there to compile a report), responsible for digitizing historical newspapers. Companions are coworkers or volunteers. During the process, {{user}} notices that newspapers from a specific year have systematic "missing pages" — and they appear to have been deliberately removed.
▌Final Goal Reconstruct "the deleted year" — the missing articles appear to have documented some major event, but all related memories and records have been erased; even local elders have hazy recollections of that period. {{user}} must rebuild the truth from surviving clues and decide whether to bring it back to public knowledge.
▌Notes The archive organization process is itself the puzzle framework; clues are buried in everyday documents, making discovery feel natural.
- #20【Everyday・Left-Behind Items at the Second-Hand Recycling Center】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Everyday・Left-Behind Items at the Second-Hand Recycling Center】 ▌Story Background Modern Japan. {{user}} works at a large second-hand recycling center, receiving enormous quantities of discarded items every day. Companions are coworkers. One day, a batch of goods arrives that includes a journal documenting someone's entire life — from childhood right up to the very recent past — but the last few pages are blank, and tucked inside is a note that reads: "If you find this, please find him."
▌Final Goal Find the journal's owner, or find out "where they went" — {{user}} must deduce the person's social circle, habits, and likely whereabouts from the journal's entries, while continuing daily work. The search will bring {{user}} into contact with all kinds of people from this person's life, and ultimately may reveal that the disappearance is far from simple.
▌Notes Clues from the journal can be revealed in stages, with new discoveries possible during each workday.
- #21【Everyday・The Street Magician's Real Magic】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Everyday・The Street Magician's Real Magic】 ▌Story Background Modern Japan. {{user}} is an amateur magician who performs on the street; companions are partners or fans. During a performance, {{user}} executes a move that is technically impossible — and it succeeds — and {{user}} has absolutely no idea how it was done. After this, such "real magic" begins to occur sporadically, with no pattern and no control.
▌Final Goal Master and understand the nature of "real magic" — this is not a supernatural phenomenon, but some kind of ability humans have always possessed yet never studied. {{user}} must continue performing to earn a living while privately testing and documenting this ability, finding others with similar powers, and ultimately understanding the limits and costs of the ability before deciding how to use it.
▌Notes Street performances can serve as a testing ground for the ability, while also providing rich opportunities for human interaction.
- #22【Everyday・The Botanist's Discovery of an Unknown Species】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Everyday・The Botanist's Discovery of an Unknown Species】 ▌Story Background Modern Japan. {{user}} is a researcher or assistant at a botanical research institute, responsible for sorting specimens and conducting basic research. Companions are colleagues or students. A specimen that has been sent in cannot be matched to any known species — and what's stranger still, the specimen appears to still be alive.
▌Final Goal Confirm the origin and nature of the "unknown plant" — the properties this plant displays go beyond the scope of known botany, and how deeply the research goes determines how the plot unfolds. {{user}} must conduct private research without alarming the institute's upper management, trace the specimen's collection site, and determine whether this plant exists in large quantities somewhere, and what its relationship to the ecosystem might be.
▌Notes The daily work of botanical research can serve as cover for the main exploration, while also providing a reasonable framework for acquiring information.
- #23【Everyday・The Translator's Forbidden Document】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Everyday・The Translator's Forbidden Document】 ▌Story Background Modern Japan. {{user}} is a freelance translator; companions are friends or fellow translators. One day, a strange commission arrives — translate a document written in a known language, but with grammar and vocabulary combinations that can't be found in any language textbook. The translated meaning turns out to be an instruction manual.
▌Final Goal Figure out what the "instruction manual" is describing — it describes the operational method of some device or ritual, but states no purpose. {{user}} must, under pressure from the client asking for progress, privately study the manual's contents, find other fragments (there may be multiple versions in different languages), and ultimately determine whether what the manual describes actually exists, and whether someone has already used it.
▌Notes Translation itself is an interesting puzzle format that can incorporate language games and code-breaking.
- #24【Everyday・New Tenant in an Old Apartment】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Everyday・New Tenant in an Old Apartment】 ▌Story Background Modern Japan. {{user}} moves into an old apartment; companions are neighbors or housemates. The reason the room was cheap quickly becomes clear: previous tenants all moved out after only a few months. The room itself has no obvious abnormalities, but every time {{user}} falls asleep and wakes up the next morning, some corner of the room has shifted slightly.
▌Final Goal Find the cause of "the room's changes" and learn to coexist with it — the entity causing the changes is not malicious, but its presence prevents anyone from living there long-term. {{user}} must understand its logic, find what it truly desires, and without moving out, establish a mutually acceptable way of coexisting, finally truly "settling in."
▌Notes Daily life in the apartment is the story framework; careful observation and deduction are the main gameplay elements.
- #25【Everyday・The After-Hours Library Researcher】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Everyday・The After-Hours Library Researcher】 ▌Story Background Modern Japan. {{user}} is a night-shift employee at a large library (or a scholar granted special permission for nighttime access for research purposes); companions are other staff or research partners. After closing, the library looks no different from the daytime, but books in a certain section shift slightly in order each day — and the shifts follow a discernible pattern.
▌Final Goal Decode "the language of the bookshelves" — the arrangement of those books is a messaging system; someone (or something) has been using the shelves to send messages over a long period of time, and the content points to a batch of materials sealed in the library's basement. {{user}} must learn the messaging rules, decode the content, enter the basement, and determine the nature of those materials and the purpose behind them.
▌Notes The process of decoding the shelf arrangement is a long-term intellectual challenge; the library environment provides a wealth of details to explore.
- #26【Everyday・The Revival Plan for an Abandoned Amusement Park】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Everyday・The Revival Plan for an Abandoned Amusement Park】 ▌Story Background Modern Japan. {{user}} unexpectedly acquires the right to use an abandoned amusement park (through inheritance, bidding, or a strange contract) and decides to repurpose it. Companions are people who join the project. Most of the park's equipment is damaged, but some things are clearly being maintained by someone.
▌Final Goal Find out who "the caretaker" is and decide the park's future — even after being abandoned, someone has been secretly maintaining parts of the park, and there are signs that occasional visitors have passed through. {{user}} must advance the revival project (which itself requires considerable work) while investigating the caretaker's identity, and before the restoration is complete, come to understand the park's true story and decide whether to restore it to its original state.
▌Notes The revival project itself is a long-term objective that can be broken into multiple smaller tasks, while the main mystery advances alongside it.
- #27【Everyday・The School Broadcasting Club's Channel Hijacking】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Everyday・The School Broadcasting Club's Channel Hijacking】 ▌Story Background Modern Japan. {{user}} is a member of the high school broadcasting club; companions are fellow club members. During a broadcast, the signal is briefly occupied by an unknown voice for a few seconds — only those physically present in the broadcast room can hear it; recording equipment captures nothing. The incidents become increasingly frequent, and the voice seems to be speaking directly to {{user}}.
▌Final Goal Complete communication with "the voice on the channel" — the voice appears to be a "signal remnant" left behind by someone from the past, trying to convey something, but the hijacking lasts only a very short time each instance. {{user}} must find a way to extend reception time, learn how the voice communicates, and ultimately understand what it wants to say and decide how to respond or fulfill its request.
▌Notes The broadcasting club's daily activities are a very natural framework; technical channel research can be woven naturally into club life.
- #28【Everyday・The Photographer's Extra Shadow】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Everyday・The Photographer's Extra Shadow】 ▌Story Background Modern Japan. {{user}} is an amateur street photographer; companions are friends who share the same passion for photography. While reviewing photos from a late-night city shoot, {{user}} notices that every single photo has the same figure lurking in some corner — but {{user}} has no memory whatsoever of that person being present, and the person's face is indistinguishable in all the photos.
▌Final Goal Photograph "that person" clearly and learn their identity — the figure that appears in the photos seems visible only to {{user}}, and continues to follow {{user}} throughout all photography outings. {{user}} must study its patterns of appearance, try various photographic conditions, and ultimately conduct a targeted shoot under well-prepared circumstances, to figure out what that person is and why they follow only {{user}}.
▌Notes Each outdoor shoot is a small adventure; photo analysis is the main puzzle-solving mechanism; photography itself is a compelling theme.
- #29【Everyday・The Counselor's Anomalous Case】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Everyday・The Counselor's Anomalous Case】 ▌Story Background Modern Japan. {{user}} is a newly opened psychological counselor (or a psychology graduate student); companions are colleagues or assistants. A new client's symptom description matches perfectly with an unpublished psychology paper draft — one that {{user}} had stumbled upon while sorting old materials at the library.
▌Final Goal Understand the true significance of the "unpublished paper" — the draft describes the symptoms as "Memory Folding Syndrome," and the client's described experiences match exactly. {{user}} must continue the counseling sessions while tracing the paper's author, research whether more people share the same symptoms, and ultimately determine whether this is a phenomenon that has been deliberately concealed, or an unsolved mystery that no one has ever been able to crack.
▌Notes The constraints of counseling ethics and client confidentiality can serve as natural story obstacles, adding a sense of authenticity.
- #30【Everyday・The Stolen Identity Detective】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Everyday・The Stolen Identity Detective】 ▌Story Background Modern Japan. {{user}} wakes up one day to find their identity has been "stolen" — not in the fraud sense, but in that someone is going around using exactly the same name, birthday, academic history, and work history as {{user}}, and that person is more "real" than {{user}}. {{user}} themselves is beginning to be identified by the system as the impersonator.
▌Final Goal Find the "identity thief" and reclaim their own identity — whoever stole the identity is not an ordinary fraudster, but some entity capable of "substituting reality perception," using the human information system to create the illusion that {{user}} is the fake. {{user}} must, with no official documents capable of proving who they are, use genuine personal relationships and memories to gradually build a counter-strategy, and ultimately confront that entity and restore the world to normal.
▌Notes Companions are the most important resource in this story, because their personal memories are the only truth that cannot be falsified. The everyday details of life after losing one's identity (can't buy tickets, can't get into the office, etc.) can serve as lighthearted or absurd story material.
- #31【Fantasy・The Forgotten Land Where the Seal Broke】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Fantasy・The Forgotten Land Where the Seal Broke】 ▌Story Background In the northeast of the vast continent lies a desolate stretch of land known as the "Ashfog Wilds." A hundred years ago it was a thriving kingdom, but was reduced to wasteland overnight, and no one has been able to approach it since. The mages' guild that sealed the land claimed the seal would hold forever — until recently, when people began to be able to enter and exit.
▌Final Goal Uncover the truth of the "Ashfog Wilds" and decide its future — the seal's deterioration was no accident; something buried deep in the wasteland has begun to stir. {{user}} and companions must venture deep into the wastes, pass through decayed ruins and fight mutated magical beasts, and finally confront whatever lies at the wasteland's core — learning what truly happened all those years ago — and choose between destroying it, re-sealing it, or releasing it.
▌Objective Details At the core of the wasteland is an elderly mage from the old kingdom, who sealed a "contagious curse" using his own soul. His soul is now nearing dissolution and the curse could spread again at any time. His power in this soul state is considerable, but he himself has no desire to fight — he has only been waiting for someone to come and "make a decision."
- #32【Fantasy・Emissary of a Forgotten God】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Fantasy・Emissary of a Forgotten God】 ▌Story Background The world holds many temple faiths, but in the ruins of the southern wastes stands an ancient shrine that no one knows which deity it once served. The sacred fire still burns within the ruins, and an old man sweeps inside.
▌Final Goal Reclaim the "forgotten god's" congregation — the deity has not perished but was deliberately erased from all temple records. The old man is the last believer; he commissions {{user}} to recover the god's shattered idol, scattered across the continent, each piece held by a different person in a different place. {{user}} must travel the breadth of the continent, finding and persuading each holder to give up their fragment, while investigating who erased this deity and why.
▌Objective Details The deity governs "forgetting" — their very power is the ability to make others forget, which is why almost no one truly knew them before they were erased. Once the idol is restored, the deity will awaken again, and what their awakening means for the world remains unknown.
- #33【Fantasy・The Last Guardian of the Dragon Vein】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Fantasy・The Last Guardian of the Dragon Vein】 ▌Story Background There is an ancient concept about the flow of the continent's earth energy, called the "Dragon Vein" — the source from which the land's vital force flows. Where Dragon Veins converge, fertile soil and powerful magic arise. In recent months, farmers across the land have noticed the soil slowly losing its fertility; towns near Dragon Vein nodes are experiencing magical instability.
▌Final Goal Repair the "Dragon Vein nodes" and find the saboteur — the Dragon Vein has been artificially severed; seven nodes have been damaged, each requiring {{user}} to travel there for repairs. Repairing nodes will attract the saboteur's attention, and the saboteur is hidden deep within a major nation's power structure. {{user}} must, while restoring nodes, uncover the saboteur's identity and ultimately confront them directly.
▌Objective Details The saboteur is a duke obsessed with magical research who believes that severing the Dragon Vein can "concentrate" magical energy, granting himself enormous magical power. His abilities are moderate to strong; he has a group of loyal mages behind him — but his plan is actually backfiring on him, and he remains unaware.
- #34【Fantasy・The Adventurers' Guild Blacklist】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Fantasy・The Adventurers' Guild Blacklist】 ▌Story Background The city where {{user}} lives has a venerable adventurers' guild — the central institution managing commissions, credentials, and coordination between adventurers. But recently the guild issued a "blacklist" containing the names of several veteran adventurers, for vague reasons, and the listed individuals have begun disappearing one by one.
▌Final Goal Expose the "guild corruption" and carry out reform — the guild's upper leadership has been infiltrated by a commercial consortium. The blacklist is being used to eliminate adventurers who hold evidence of the consortium's illegal dealings. {{user}} must, without drawing the guild's attention, find the missing adventurers, gather evidence, rally uncorrupted guild officials, and ultimately expose the whole affair publicly to force the guild to reorganize.
▌Objective Details The commercial consortium controls the flow of goods across multiple cities and has deep coffers. Their agent in the guild is a deputy guild master who appears upright on the surface but is in reality utterly ruthless. The deputy himself is not a combatant, but has several bought-off powerful adventurers who can be deployed.
- #35【Fantasy・The Holder of the Living Map】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Fantasy・The Holder of the Living Map】 ▌Story Background There exists in the world a legendary map known as the "Living Map," said to display the real-time state of anywhere — including the positions of people and secret locations. This map vanished suddenly from the royal library several hundred years ago and has been untraceable since; multiple factions have been hunting for it ever since.
▌Final Goal Find the map before it falls into the wrong hands and determine what to do with it — {{user}}, through a chance encounter, obtains a clue to the map's whereabouts, but other factions receive the same news almost simultaneously. {{user}} must locate the map faster than the competition and decide whether to use it, destroy it, or entrust it to someone trustworthy, all while dealing with the various parties closing in from behind.
▌Objective Details The map is currently held by a wandering scholar who doesn't realize it's the legendary Living Map; he just treats it as a strange old chart. The factions pursuing the map include: the royal intelligence bureau, a merchants' organization, and a former guild master operating alone. Each faction's objectives and moral standing differ.
- #36【Fantasy・Guardian of the Half-Orc Village】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Fantasy・Guardian of the Half-Orc Village】 ▌Story Background In the mountains at the continent's edge, a half-orc village struggles to maintain a self-sufficient existence, long subjected to discrimination and exclusion from nearby human towns and occasional raids by bandits. Recently, a large mining company has taken an interest in a mine near the village and has begun pressuring the villagers to leave.
▌Final Goal Secure the village's right to remain and resolve the mining dispute — this is a long-term struggle requiring law, diplomacy, and combat on multiple fronts. {{user}} must help the village establish a formal land claim, find supporters, negotiate with (or oppose) the mining company, and expose the environmental crisis that large-scale extraction from the mine may trigger.
▌Objective Details The mining company has noble backing. The company's representative is firm but not purely evil — he has his own pressures. Beneath the mine lies a type of ancient dangerous mineral; large-scale extraction could have unpredictable consequences, and this information is a potential bargaining chip.
- #37【Fantasy・The Vanished Temple Knights】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Fantasy・The Vanished Temple Knights】 ▌Story Background A hundred years ago, the mightiest temple knight order — the "Order of the Dawn" — disappeared entirely after a subjugation mission, leaving only their banner planted at the entrance to an unknown ruin. The temple never declared them dead, yet never spoke of them again. Recently, someone discovered one of the order's insignia for sale in a market.
▌Final Goal Uncover the fate of the "Order of the Dawn" and complete their unfinished mission — trace the insignia's origin, follow the trail all the way back to the ruin where the knights disappeared, and learn what truly happened to them. Their mission was never completed, and completing it is the only way to give them peace.
▌Objective Details The knights are trapped within the ruin's barrier, continuing to fight in semi-spectral form against a magical beast they cannot defeat. The order's commander still retains his sanity; the others have half-lost consciousness. The beast's weakness must be identified from records found outside the ruin, and the reason the temple sent no rescue is that the high-ranking clergy who held the truth chose silence.
- #38【Fantasy・The Kingdom's Missing Heir】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Fantasy・The Kingdom's Missing Heir】 ▌Story Background In a mid-sized kingdom, the king lies gravely ill, and the legitimate heir vanished en route to visit the sickbed. Multiple factions within the kingdom are stirring, each pushing their own candidate, and the situation is perilous. No one knows whether the heir is dead or alive.
▌Final Goal Recover the heir and expose the conspirators — the heir was not killed, but was secretly taken away and hidden by someone who wanted the heir to fall out of contention amid the chaos, allowing them to install a puppet ruler. {{user}} must mediate between multiple factions to prevent war from breaking out, while secretly tracking the heir's whereabouts, and before the king's condition worsens fatally, return the heir and expose the masterminds.
▌Objective Details The mastermind is the kingdom's most trusted chief advisor, whose schemes are meticulous and who has an extensive intelligence network throughout the court. The heir is hidden in a small border town, protected by an unwitting local official (who believes this is a "protection mission" for the heir's safety). The advisor himself has modest combat ability, but commands a private guard unit.
- #39【Fantasy・The Awakening Signal of the Undersea Ancient City】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Fantasy・The Awakening Signal of the Undersea Ancient City】 ▌Story Background Fishermen in a coastal city have recently discovered strange light and tremors emanating from somewhere in the deep sea. Several ships that drew close disappeared; survivors came back incoherent, describing seeing "a city at the bottom of the water." Harbor officials have banned ships from approaching, but word has spread, and multiple factions are preparing their own expeditions.
▌Final Goal Enter the "undersea ancient city" and determine the meaning of the awakening — it is a genuinely existing ancient underwater city, built by a species capable of breathing water, who are not extinct but dormant. They have awakened now because some external force disturbed their slumber. {{user}} must establish contact before other explorers (not all of whom have good intentions), learn the undersea people's demands, and deal with the force that disturbed their rest.
▌Objective Details The underwater species calls itself the "Tidesoul Clan"; they have their own language and customs, and regard surface-dwelling races as "noisy and destructive." The force disturbing their sleep is a commercial survey crew attempting to mine deep-sea minerals, unaware that the ancient city exists. The Tidesoul Clan's power is immense in water but nearly nonexistent on land.
- #40【Fantasy・The Final Trial of the Mage's Tower】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Fantasy・The Final Trial of the Mage's Tower】 ▌Story Background Standing in the wastelands is a legendary structure called the "Frostbane Tower," once the dwelling of an ancient great mage. It is said to contain forbidden knowledge that can answer any question. Every few decades the tower opens once, allowing challengers to enter — but no one has ever managed to bring anything out. Recently, signs have appeared that the tower is opening again.
▌Final Goal Pass all the trials of the Frostbane Tower and obtain the knowledge — the tower has seven floors, each with a different trial, ranging from puzzles, to combat, to moral choices. The knowledge at the top truly exists, but the price of taking it is also real. {{user}} must enter with companions, face each floor's challenge, and ultimately decide whether to truly claim that answer and what price they are willing to pay.
▌Objective Details The tower is a trial designed by the mage himself; he has died, but his will still operates within the tower. Each floor's trial is designed to test a specific quality (wisdom, courage, sacrifice, trust, etc.). The "answer" at the top floor is the answer to a question the mage sought in vain before death — but {{user}} won't know what the question is until entering the tower.
- #41【Fantasy・The Puppetmaster and the Spark of Revolution】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Fantasy・The Puppetmaster and the Spark of Revolution】 ▌Story Background In a small nation ruled strictly by an aristocratic class, the common people's lives grow worse by the day. Recently a mysterious figure calling themselves the "Puppetmaster" has appeared, manipulating nobles into making decisions that benefit the populace, leading people to believe the nobles have finally had a change of heart. But {{user}} has discovered how the Puppetmaster controls the nobles.
▌Final Goal Decide whether to expose the Puppetmaster and push for genuine institutional reform — the Puppetmaster's method is effective in the short term, but unsustainable in the long run, and could cause the entire ruling structure to collapse, leading to unrest. {{user}} must understand the Puppetmaster's motivations and methods, establish contact, and decide whether to cooperate, oppose, or find a third path.
▌Objective Details The Puppetmaster is a well-educated commoner whose manipulation ability comes from a magical drug that requires periodic resupply and carries health costs. His goal is not revolution but "gradual improvement" — however, he is losing control of the plan. The manipulated nobles are beginning to show mental problems, and the populace is beginning to develop genuine revolutionary sentiment.
- #42【Fantasy・The Cursed Road Traveler】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Fantasy・The Cursed Road Traveler】 ▌Story Background There is a famous "Trade Road" on the continent, connecting the major cities of the east and west coasts — the lifeblood of commerce. Recently strange incidents have begun occurring on the road: travelers lose their way, somehow unable to reach their destination despite never leaving the road; some fall into an endless sleep along the way. The road's use has plummeted.
▌Final Goal Lift the "Trade Road curse" and find who cast it — the road is not haunted by spirits; it has been subjected to a "directional confusion magic array" that gradually strips anyone who enters its range of their sense of direction. {{user}} must, while themselves affected by the array, find and destroy the magical array cores scattered along the road, and trace who is responsible and why they wanted to paralyze this trade route.
▌Objective Details The caster is the owner of an alternate route competing for control of the trade corridor; he is trying to force merchants to reroute through his road. He is not present himself; several subordinates maintain the magic array. The array cores are disguised as roadside milestone stones — nine of them in total.
- #43【Fantasy・The Civilizational Ruins Deep in the Mine】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Fantasy・The Civilizational Ruins Deep in the Mine】 ▌Story Background A busy mining town whose mine has been in operation for over two hundred years — the economic lifeblood of the community. Recently, when miners dug to an unprecedented depth, they accidentally broke through into a sealed space containing architectural structures and machinery, clearly the ruins of some civilization, yet matching no known historical record.
▌Final Goal Research the ruins and prevent the mining company's destructive extraction — the company plans to mine directly through the ruins to extract rare minerals, ignoring the site itself. But devices inside the ruins are still operating, and reckless destruction could trigger unpredictable consequences. {{user}} must, under the pressure of the company accelerating its pace, research the ruins' function as thoroughly as possible, find legal or physical means to prevent the destruction, and decide how to handle the still-functioning devices inside.
▌Objective Details The ruins are the "heart" of an underground city; the rest of that city lies deeper, and may still contain survivors (or their descendants). The devices operate to sustain the life support systems below. The mining company's manager is not a bad person — he simply doesn't know — and convincing him requires sufficient evidence and negotiating skill.
- #44【Fantasy・Succession to Guard the Sealed Demon God】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Fantasy・Succession to Guard the Sealed Demon God】 ▌Story Background At the edge of the world stands an ancient monastery that has never been open to outsiders. The monastery's true purpose is to seal an ancient demon god known as the "Dreamdevourer." The seal requires continuous human maintenance, and the monastery's monks have served as guardians generation after generation. {{user}}'s party is brought to the monastery by chance, at a time when the number of monks has fallen dangerously low, and the abbot asks for their help.
▌Final Goal Hold the seal until the monk numbers are replenished, and resolve the cause of the declining numbers — the decline is not natural attrition, but the result of someone secretly hunting monks who venture out to recruit new members. {{user}} must, beyond the daily work of maintaining the seal (itself no easy task), find the hunters' identity, stop their activities, and recruit enough new members for the monastery.
▌Objective Details The Dreamdevourer feeds on dreams; signs of the seal weakening are the nearby villagers beginning to suffer nightmares. The organization hunting the monks believes that releasing the Dreamdevourer will grant them "infinite dream energy" (a source of illusionary magic power), but they severely underestimate the Dreamdevourer's strength.
- #45【Fantasy・The Moving City in the Wilderness】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Fantasy・The Moving City in the Wilderness】 ▌Story Background Legend speaks of a "walking city," built upon a colossal ancient magical device, forever moving through the wilderness with no fixed position. The city's residents are people who chose to distance themselves from settled civilization; they are self-sufficient and occasionally trade with the outside world. Recently, the city has stopped — for the first time in history.
▌Final Goal Repair the "walking city's" drive core and decide the city's future — the core magical crystal powering the device is severely depleted; repair requires special materials scattered across various locations. {{user}} must assist the city's craftspeople in making repairs, while facing a larger problem: the now-stationary city has been discovered by nearby nations, and various factions are closing in, wanting to seize or dismantle it.
▌Objective Details The city's halt has drawn three different factions: an imperial army seeking to capture the city's technology; a local clan claiming the land the city sits on belongs to them; and a group of refugees who want to join the city. The residents themselves are divided — some want to stop permanently, others insist on continuing to move. {{user}}'s choices will shape the final outcome.
- #46【Fantasy・The Black Market Grimoire Auction War】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Fantasy・The Black Market Grimoire Auction War】 ▌Story Background A magical tome lost for a thousand years — the "Abyss Chronicle" — has suddenly appeared on the black market. It has been divided into twelve chapters, held by different individuals, appearing one by one at black market auctions in various locations. The tome's content is said to record rituals for summoning genuine infernal entities, and multiple factions are racing to collect the chapters.
▌Final Goal Collect all chapters before the most dangerous faction does, and permanently destroy the tome — or first understand why it has reappeared now, then decide. {{user}} must participate in or sabotage black market auctions across multiple locations, navigate rival factions, and consider why this book has resurfaced after a thousand years and whether someone is deliberately making it resurface.
▌Objective Details The grimoire is real and dangerous, but the summoning ritual has a little-known condition: the summoner must completely understand the being they are summoning, or the ritual will backfire. The most aggressive collector is a cult that already holds three chapters; the second competitor is a middleman planning to sell it to the highest bidder; the third is a scholar who wants to study it rather than use it.
- #47【Fantasy・The Imperial Double's Dilemma】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
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【Fantasy・The Imperial Double's Dilemma】 ▌Story Background A vast empire's emperor has been secretly poisoned and is unable to govern. The court has secretly deployed a commoner who bears an uncanny resemblance to the emperor as a stand-in, trying to stabilize the situation while the emperor recovers. {{user}}'s party has accidentally become people who know this secret, and has been forcibly recruited into the secrecy plan by the court.
▌Final Goal Keep the secret until the stand-in's mission is complete, and find the true culprit behind the poisoning — the culprit is still within the court, possibly waiting for a chance to confirm the emperor is dead. {{user}} must protect the stand-in (who is completely unprepared for this danger), track down the poisoner, and also contend with the growing problem of the stand-in being pressed to make real decisions that affect the empire.
▌Objective Details The stand-in is a clever but politically naive commoner craftsman who adapts faster than expected, but is also developing his own ideas. The true culprit is one of three possible suspects in the court, each with motive; {{user}} must investigate them one by one. The emperor's recovery timeline is uncertain — it could be within two weeks, or it could be months.
- #48【Fantasy・The Eviction Order from Beast Ridge】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
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【Fantasy・The Eviction Order from Beast Ridge】 ▌Story Background Mountain villages have long maintained an unspoken "boundary" with the beasts of the mountain — humans don't go up the mountain, beasts don't come down. But three months ago, the boundary began to break down; beasts have been steadily invading the villages, several have been forced to evacuate, and the extermination squads dispatched by the state have had limited success.
▌Final Goal Discover the cause of the boundary's collapse and restore order — the root of the problem is not the beasts randomly attacking, but something that happened on the mountain that disrupted the ecological balance previously maintaining the boundary. {{user}} must venture into the mountain area, understand the situation there, find what caused the disruption (possibly human-caused, possibly natural), and find a solution that doesn't require a large-scale slaughter of beasts.
▌Objective Details There is a highly intelligent magical beast in the mountain area known as the "Mountain Lord," who long served as the arbiter of the mountain ecosystem. But the Mountain Lord has been gravely wounded and can no longer maintain order. Those who wounded it were illegal loggers who entered the mountain and destroyed key landmarks, breaking the territorial boundaries of the beast packs. The Mountain Lord's wounds can be healed, but require rare medicines, and it is deeply wary of humans.
- #49【Fantasy・The Dragon and the City's Peace Treaty Negotiations】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
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【Fantasy・The Dragon and the City's Peace Treaty Negotiations】 ▌Story Background An ancient dragon inhabits the mountain range near a prosperous city. Decades ago a "non-aggression treaty" was signed, and both sides have maintained a surface-level peace. But recently the city expanded, and new construction encroached on the edge of the dragon's territory. The dragon has begun burning the encroaching construction, and the city side has begun preparing a dragon-hunting force.
▌Final Goal Reach a new treaty before war breaks out — one that both sides can accept. This is a purely diplomatic mission, but it involves the city's real development needs, the dragon's dignity and historical distrust of humans, and the hardliner faction within the city. {{user}} must approach the dragon alone, understand its true bottom line, while creating room for negotiations on the city side, and ultimately facilitate a dialogue.
▌Objective Details The dragon's name is "Frostfang," extremely ancient, with the assessment that humans are "short-lived and forgetful creatures, unworthy of trust." Its true bottom line is smaller than it appears, but it is unaccustomed to conceding. The hardliners on the city side are the military, who have long wanted to test the dragon-hunting force's capabilities. Neither side is purely villainous — they simply have conflicting interests.
- #50【Fantasy・The Vanished Caravan's Desert Mystery】
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
【Fantasy・The Vanished Caravan's Desert Mystery】 ▌Story Background A large caravan vanished while crossing the southern desert. The caravan was carrying a batch of important diplomatic documents; the delay could trigger a diplomatic crisis between two kingdoms. The caravan's route was a well-established trade road, and someone inquired about the caravan's departure time on the evening before it set out.
▌Final Goal Find the missing caravan and ensure the documents are delivered — the caravan did not all perish, but became lost in the desert after encountering a sandstorm and is now trapped deep inside. What prevents them from escaping is that the sandstorm was artificially generated; someone behind the scenes wanted the documents to never arrive. {{user}} must search the desert, find the caravan, help them escape, and determine who manufactured the sandstorm and what purpose blocking the documents serves.
▌Objective Details There is a nomadic group in the desert who command weather magic, but they did not voluntarily unleash the sandstorm — they were threatened into it. Those threatening the tribe are an intelligence agency from one of the kingdoms, opposed to the terms recorded in the documents. The caravan is stranded at an ancient oasis in the desert, with limited water supplies.
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