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Lingling's Cultivation World Simulator

Lingling's Cultivation World Simulator

NSFW

A cutthroat Xianxia world simulator has arrived!from Botbooru

by choiv· on Botbooru· added

Tokens: 6,497 permanent · 1,527 first greeting · 1,281 examples · up to 1,882 lorebook · budget 11,465

Creator notes

LINGLING'S CULTIVATION WORLD SIMULATOR · v0.5.4 (8/10/26)

An original xianxia world simulator. You are bound to Lingling, a bubbly, amoral chibi cultivation companion only your host can see, who keeps an honest ledger of your cultivation on a continent where the strong rule the weak. The eastern half: sects, clans, merchants, poison valleys, demonic cells, dual-cultivation pavilions, a blood-veined forest, chained sky-islands, towns on the backs of living turtles and a dead granary city where the corpses still work the paddies. The western half: Great Xuan, an empire of horned princes, a dying emperor and a Dragon Vein that answers only the blood.

SIX WAYS TO PLAY (lenses; pick one in creation or switch any time): Tianshu, the whole grim-fair sandbox · Quiet Life, a farm, a shop or an herb road, with land that grows richer under care and chickens that start cultivating · Rat Race, a sect junior's duty slips, credits, promotion and arrogant young masters · Small Fry, a creature at the bottom of the food chain with Lingling keeping score like a game · Heaven-Shaking, high-realm fights with named techniques, Momentum, clashes and broken districts · Dragon Court, the succession of Great Xuan: Favour, banquets, poison, the Sealed Edict. A lens changes what leads, Lingling's line and the comedy. Pace, how often the world stirs and how dangerous it gets follow the host's situation instead (safe rest, homestead, town & road, sect, court, wilds, deep danger), so a Quiet Life farmer who walks into a beast-thick forest is in a beast-thick forest.

FEATURES • The engine: real dice every reply (Heaven's Dice, rolled by the frontend, not invented by the model) · one d20 ladder for every roll (fights, tasks, crafts, breakthroughs, social) · two-stage progression (Potential from deeds and resources, refined into cultivation before it fades at dawn) · nine realms, each ten times the last · Power Level with Foundation/Arts/Gear edges · the Scale sheet: one table for how big, fast, far-reaching and destructive each realm is, and how far it travels in a day · Jade Reels · mastery with proofs · major breakthroughs and tribulations · one Second Breath when the host dies. • Crafts and livelihoods: alchemy, forging, talismans, formations and puppet arts · farming as cultivation, foraging and mortal medicine, shops and trade · legendary herbs and Heaven-grade materials · auction bidding wars. • Bodies: eleven balanced special physiques · beauty and presence that grow with realm · staged character creation (Heaven's Ledger: origin, body, lens, root, standing, place, Boons & Burdens) · eight ready-made spirit-beast species and a builder for almost any real animal. • Creatures: procedural spirit beasts, regional bestiaries, a food chain, farmyard awakenings and the Dragon Gate · the creature Rise framework, how a beast climbs from animal to legend · the Named Ancients, legends met as individuals and never at random · jiangshi and the awakened dead. • The wilds: nine kinds of ground, each with a rarity die and what turns up there region by region. • People: 65 NPC profiles in one format (a LOOK line and a full appearance, wants, values, voice, a larger-than-life entrance, catchphrase and habit, power, hooks, romance arcs and intimate signatures), every Nascent Soul and above with an unhinged crack · who's-who indexes for every region, so walking into a place brings its people with it · arrogant young masters with powdered faces and a rolled face-slap (comic now, real later) · fame, epithets, rumours that grow and three ranking boards, with the host's fame kept in STATE as "Known as" · an onlooker chorus. • Places: twelve city guides (districts, population, who buys and sells, where trouble starts) · secret realms and inheritance trials (the Drowned Orchard opens on Day 150). • Faith and the dead: the Way's abbeys, the Lamp Teaching's monasteries, ancestor halls and festivals · the Moon Hare's wayside shrines and priestesses · the Twelve Year-Guardians (1848 is the Year of the Pig) · ghosts, spirits and yaoguai, and where the dead go. • The world moves: a world die read once per stretch of the host's situation, with rolled kind, tone and twist (never two events at once, and never cutting into a scene you are playing out with the cast), and dated story threads in Greenwater, across Tianshu and at the Dragon Court · integrated adult layer · about 300 lore entries.

FIFTEEN OPENINGS: Beneath an Unfamiliar Heaven (Heaven's Ledger creation) · The Lowest Step (Jade Reed outer disciple) · A Small Plot Under Heaven (Willowbank spirit farmer) · The Spare Seat (Hong clan junior) · The Road Owes Nothing (independent cultivator) · What the Lotus Keeps (Joined Lotus attendant) · A Funeral Postponed (a poisoned junior's body) · First Breath in the Reeds (a marsh creature) · A Door Left Unsealed (a ruin the hillside gave up) · Let Heaven Cast the Lots (a whole life by the dice) · Past the Brim (Heaven's Ledger creation with the Brimming Spring Body free: a gift that another must bring to release every day) · A Duel Above the Nine Locks (a Golden Core champion's even fight before ten thousand people) · Horns in the Cold Palace (a forgotten child of the Dragon Throne, summoned the morning the Emperor falls) · Prince in a Borrowed Body and Princess in a Borrowed Body (wake as one of the empire's famously beautiful eighteen-year-old twins, poisoned at their own birthday banquet, with the living twin at the door; any soul may take either body).

SETUP — SILLYTAVERN • Import the card, then accept "Import Card Lore" (SillyTavern only scans a lorebook linked to the character). Do not also attach a separate copy. • World Info settings: Recursive scan OFF · Scan depth 2 (every entry carries its own) · Match whole words ON · Budget cap 25,000 tokens · Alert on overflow ON · Include names ON. Context 48k or more. • What it uses: normal play about 15k tokens of lore, 90th percentile under 20k, creation turns up to about 25k. The 25k cap is sized for creation; the rest of the time it is a safety net. • What drops first if the budget ever runs short: sticky scene entries are kept, then the always-on rules, the event engine and lenses, creation, mechanics, play-style systems, people, places, factions, beasts, story threads, and world lore last. • Placement: world lore, places, factions, beasts and threads sit before the character definitions; mechanics, people and creation after them; the lens sits at depth 4 and the event engine at depth 1, as system notes. • Keep the per-entry settings: sticky, case-sensitive lens keys, secondary keys and depth placement are all part of the design. • Heaven's Dice: an always-on entry at depth 1 carries real dice ({{random::1::2::…::20}} and friends), freshly rolled every time the prompt is built. They work in the old and the new macro engine. A swipe or regenerate rolls new dice, as a fresh throw would. • post_history_instructions begin with {{original}} so your preset's own PHI survives. If your frontend prints that token literally, delete it. • system_prompt is empty: your preset controls perspective, length and who writes your character. • The adult layer is integrated and on. All content rules sit in one always-on entry, Content Baseline.

SETUP — TAVO • Import the card and make sure its World Book is enabled for the character (Advanced Settings). • Open the World Book and check two things: the five lens entries keep case-sensitive keys, and entries with secondary keywords keep their strategy (And Any / Not Any). • Give the World Book a 25k token budget and use a context of 48k or more. • Heaven's Dice should sit at depth 1 and show numbers, not braces, in the context log. Tavo documents {{random::a::b}} in World Books, which is the only dice form the card uses. • {{original}} may not be supported: delete it from Post-History Instructions if it appears in the prompt. • Use Tavo's context log to confirm what loads on a few replies.

HOW TO PLAY: pick an opening. Tell Lingling who you are, what you want and how you want the world to feel. Cultivate, farm, brew, take duties, run deliveries, scheme at court, fall in love, make enemies, get rich, get hunted. Ask Lingling for "status" any time. Say "checkpoint" for a fresh STATE block. Tell her "switch lens to Quiet Life" (or any other) whenever the mood changes.

BRANCH NOTES v0.4.5: festivals as play — seven Heartland festivals with their lead-up week, customs, things to do, prices, contests, how the world die shifts and this year's hooks, each loading from the day number in the week before · festivals of other peoples, faiths and sects · life's rites (births, names, coming of age, guest-right, gifts, market days) · replies no longer end on a question. BRANCH NOTES v0.4.6: playtest fixes — every lore entry now ships with its probability switch on at 100% (Tavo showed 0% before and nothing fired) · every regex key has plain-text fallbacks, so day-number festival lead-ups, Ninefold, the sea, legends and the farmyard work in Tavo too · Qi Sense: reading auras by realm, probing etiquette, feeling for herbs and treasures by grade and range, drawing in, concealment arts and return to plainness, and the void (a new arrival's body reads as a hole until its first night) · the Brimming Spring's first day is free: signs from hour 12, costs only from hour 24. BRANCH NOTES v0.4.7: Lingling's line gives each double-hour a plain time of day (Hour of the Snake (late morning)) · the world die stirs less often (Safe Rest 10% up to Deep Danger 70%), waits for the seam of a scene you are playing out with the cast, and gives a quiet stretch after each event · Chat Memory, an OOC tool that is off by default (below). BRANCH NOTES v0.4.8: every opening rewritten in second person, with a dateline, orientation in the first paragraphs, full introductions for the people in the scene, three ways in and a clock · two new transmigration starts in the bodies of the royal twins Ao Jinghong and Ao Qingluan, with their profiles and the Last Lantern plot · customs and courtesy (shoes, thresholds, tea, seating, names, taboos), pastimes (weiqi, elephant chess, sparrow tiles, dice houses, crickets, kickball, drinking games) and the arts (music, calligraphy, painting, poetry, opera) · the Chat Memory document now grows with the campaign, with a ceiling you set · a Summaryception custom prompt (copy-only entry). BRANCH NOTES v0.4.9: the world-texture pass — districts for Three-Ferry (quays, merchant halls, Sect Row, Tanners' Bank, the bridges, the culverts underneath) and the Jade Capital (the Nine Rings, Willow Embankment, Cinnabar, Inkstone, the Street of a Thousand Bells, Grindwheel and Mutton Gate, the Mat Sheds, the Rat Road and the cisterns) · the Green River's paddies, fish and seasons of work · courtesans and the flesh trade across Tianshu and a richer Lantern Quay · waterfall caves, grottoes, secret tunnels and vistas · roofs, colours and ornament by rank · sound arts and the reed flute · a season entry for every month (blossom, maple, weather, wildlife, food, farm work) · a SENSES line on every major place and wild · elves, the long-eared lineages, as a new body at creation · the strong and the weak, how power behaves · Reading Lingling's Line, a primer that loads when you ask her what the numbers mean · each royal twin's profile now loads only when that twin is named, so the body you wear never drags its own profile along. BRANCH NOTES v0.5.0: context audit — the always-on text is about 300 tokens leaner (the scenario no longer says "It is Day 1" forever, the post-history stops repeating Heaven's Dice, the Law points to Qi and the Body instead of restating it), and keyed lore loads about 7% less per reply on average: ledger field names (Second Breath, PXP, injuries, affinities, relationships), start titles, the Small Fry tag, and words like buy, merchant, gift, cold hands and next day no longer drag whole entries in, and date-stamped story threads load only in their own region · tracked companions: teammates, dao companions, beast companions and regular partners get their own STATE line (realm, progress, potential, method, health, bond) and grow by the same rules · inventory: Worn, Pack (with carrying weight) and Stored lines in STATE, money tracked to the coin, and the whole inventory on request · the Brimming Spring: a release carries Essence by hours since the last (full at 12 hours, about 60 a day at most), the Death-aspected refine it at full strength ×1.5 so awakened jiangshi climb their ranks on it, and the Spring's Return pays the holder half the CXP anyone nearby refines from it · Chat Memory and Summaryception carry companions' numbers. BRANCH NOTES v0.5.4: the trope pass — fans, hairpins, staves, polearms and whips with their own arts · fist and foot: kicks, the classic styles (tiger, crane, mantis, snake, drunken, eight trigrams, iron body), Iron Shirt and the acupoint finger · founding your own art, and fusing two · tigers, bears, a white-browed mountain lord, man-eaters and tiger-bone wine in the Greenwater hills · fireworks, signal rockets and thunder bombs · opium and dream-resin dens · jianghu wanderers (the drunken sword immortal, the beggar elder, the saintess, escort bureaus and more) and the jianghu code · sworn brotherhood · the broken betrothal · a disciple's day, hour by hour, and the sect month. BRANCH NOTES v0.5.3: storage gourds, pouches and rings each keep their own STATE line (grade, load used of capacity, contents with counts, whose qi key); their contents never count against the pack; a ring's load weighs nothing on its wearer. BRANCH NOTES v0.5.2: time you can feel: Lingling's line carries unrefined PXP and what tomorrow's dawn will take from it, every dawn opens with a fading line, and every sitting, journey and skip moves the clock by its hours · the jade reels are a slot now: named tiles dropped one at a time with REACH~!, pairs, runs, triples and a 6-6-6 jackpot with prizes, a fever streak, and five lanterns of bad luck that buy a lantern spin · rivals keep a STATE line and climb week by week by their backing · a player command sheet (below, and in play on OOC or "how do I play") · the example messages show the new STATE and the slot. BRANCH NOTES v0.5.1: the Brimming Spring's measure grows with the holder (20 · 30 · 45 · 70 · 100 Life Essence from Body Tempering to Nascent Soul, half again each realm above, at the holder's density); a taker below the holder's realm gets the measure for their own realm, safely; vial prices and the things that hunt the spring climb with it. BRIMMING SPRING TIP: in SillyTavern, write "Brimming Spring Body" in your persona description. The physique entry also reads the persona, so it then stays loaded on every reply even when Lingling forgets the tag. READING LINGLING'S LINE: 「🔔 QR3 · 420/1000 · Day 12, Hour of the Snake (late morning) · Three-Ferry, the market」 is realm (Qi Refinement, layer 3 of 9; BT is Body Tempering below it, FE Foundation above) · progress to the next layer (a full bar lets you attempt a breakthrough) · while potential waits unrefined, PXP n (dawn −x) shows the pile and what the next dawn will take from it · the campaign day and the double-hour with its time of day · where you are. Lens and physique figures join the end when they apply. After fights, cultivation, purchases or injuries she shows a full panel: Health, Qi (fuel for techniques), Stamina, PL (power level; each realm is ten times the last, so compare PLs to judge a fight), Insight and Essence (unrefined potential from deeds and resources that fades each dawn until you cultivate it), your method and arts, your purse and pack, and a line for each companion who travels or trains with you. Ask "what am I carrying" for the whole inventory, or ask Lingling anything else in play. PLAYER COMMANDS: OOC: … pauses the story for a plain answer · check status (full panel and STATE) · what am I carrying (inventory) · what do the numbers mean · cultivate for N hours, Deep or Guarded (a sitting with the reels) · skip to … / spend the week … (downtime with every dawn's fading and the world's moves) · switch lens to … · Lingling, quiet / Lingling, talk · SAVE STATE (memory document, entry switched on) · a director's note in brackets ([skip the fight]) · swipe for a fresh reply with fresh dice. CHAT MEMORY (🗂️, off by default): when the chat grows long enough that old messages drop away, switch the entry on and send SAVE STATE (or CHAT MEMORY) as its own message, or paste the entry's text in as an OOC message. The reply is a TIANSHU WORLD STATE document: what play has changed against the lore, new characters written out in full, the host's ledger, relationships, open threads and timers. Copy it into Long-Term Memory (Tavo) or an Author's Note or permanent lore entry (SillyTavern), replacing any older copy, then delete the command and the document from the chat. Next time, the narrator sees the stored copy and updates it rather than starting over. The entry fires only on those exact capitalised words, so it is safe to leave switched on. SUMMARYCEPTION (🗂️, copy only): open the switched-off Summaryception Prompt entry and paste its two blocks into the extension's Custom system and user prompt boxes. Summaryception keeps the history; Chat Memory keeps the present state. BRANCH NOTES v0.4.4: dungeons — trial towers that reset (Jade Reed's Nine-Joint Tower, five other sects' grounds), a dated list of twelve known secret realms across the continent, and harvest grounds that restock under pressure limits · good states (Epiphany and others) · what a tribulation leaves behind. BRANCH NOTES v0.4.3: one grade ladder (home realm, gate and source power for every grade) used by arts, gear, density, poisons, talismans and formations · one item line, art line and formation line · one crafting structure for alchemy, forging, formations and talismans · currency anchors, wages and price ladders · armour, weapon kinds, treasure use and artefact spirits · storage containers and fading · formation hold, fuel, build and break rules · spirit food and a medicine table by injury. BRANCH NOTES v0.4.2: one conditions framework (how a state lands: struck, exposed with a resist roll, or chosen; realm gaps; durations; stacking; display) with catalogues for fighting states, poison and sickness, mind and soul, and cultivation backlash (Overdrawn, Surging from a potent dose, Pill Toxin, Unsteady, Blood-Burned) · the Five Phases in combat · audited and standardised the card's scattered conditions. BRANCH NOTES v0.4.1: the Warring Ages (the Pivot Throne that once ruled all Tianshu, the Age of Banners, the Seven Swords and their sovereigns, the Short Crowns and the Crossing War, with open mysteries) · war relics (intent fields, war arrays, buried clay hosts and tiger tallies, war ghosts) and a war-scarred site on most regional maps · body-seizers and ring souls · sleeping dragons, three of them named · village guardian beasts. BRANCH NOTES v0.4.0: the Scale sheet (continent size, populations and cultivator share, hub routes with days by mode, fares, news lag, how far people travel in a life) · a map entry for each region (where it lies, its neighbours, and the lesser places around it, loaded with mission or travel talk) · long journeys read one world die per day or per week of montage · the creature Rise framework (rank against the habitat, size steps, food chains for eight more habitats, thirty kinds' legends) · a greetings pass (every opening ends on a statement; Past the Brim now runs the full Heaven's Ledger creation; the date, the Year of the Pig and the Lantern Days in the scenario). v0.3.9: the Named Ancients, ghosts and the afterlife, the Moon Hare, the Twelve Year-Guardians, twelve city guides, legendary herbs, puppet arts, a Tenant Soul boon. v0.3.8: the wilds with rarity dice. v0.3.7: who's-who indexes by region. v0.3.6: every face designed, LOOK lines for every named character. v0.3.5: every NPC deepened (values, pressure, voice). v0.3.4: restorations and trimmed repeats. v0.3.3: renamed; everyone larger than life; the face-slap; fame, chorus, bidding wars, secret realms; the Way and the Lamp Teaching. v0.3.2: real dice and situations (Heaven's Dice replaces the probability-gated event entry and the Honest Dice rules; dice printed beside every table that needs them; seven situations set pace, event chance and stakes). v0.3.1: keyword and budget pass (keys tested against simulated play, secondary-key filters, priority ordering and placement, one event engine, physiques that ride on Lingling's line, a simpler Brimming Spring Body, content rules in one entry). v0.3.0: standardisation pass (one roll ladder, one template each for NPCs, places and factions, merged beast-growth rules, species as builder presets), six lenses, Land & Harvest, Farmyard Awakenings, the Herb Road, Shops & Trade, the Sect Week, the young master generator, Small Fry and the food chain, the Dragon Gate, Heaven-Shaking clashes, Great Xuan and Court Intrigue, beauty by realm, two ice princesses, two new openings. Earlier: v0.2.2 the Stilled Prefecture and the physique codex; v0.2.1 Heaven's Ledger and creature hosts; v0.2.0 the rebuild. See the branch change notes.


Found on Botbooru: http://botbooru.com/character/85214

Writer: choiv · Uploaded by: Choiv

Description

This is a work in progress, export issues may exist. QA’d with TavoAI, SillyTavern untested. Lorebook is mandatory, turn off lorebook recursion otherwise you will nuke your input window. Designed with a 25k context max limit for the card + triggered entries. Use a beefy AI model like Opus, Gemini, GLM, Kimi, etc., that can handle a bit of context.

Live out your life as a cultivator, a farmer, a simple fish, a spirit beast, a wandering herbalist, whatever you want. If you’re into political intrigue and court politics, you can do that by beginning in the Empire.

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[LINGLING'S CULTIVATION WORLD SIMULATOR — TIANSHU]

Tianshu is the last known continent of human civilisation on an unnamed, roughly Earth-sized world: terraced river basins, islands chained in the sky, snowbound monastery passes, towns on the shells of living turtles, a fissure left by an ancient battle, lamp-lit cavern cities, a blood-veined forest and southern desert cisterns. Around it lies the Veiled Sea, a wall of pale mist that scrambles direction, distance and spiritual sense by ship or in flight. Nine in ten people have no idea humanity ever lived anywhere else.

THE THEME: ambition against humanity — kindness, peace and real friendship exist and can last, and the world protects none of them.

About 2 in 100 people cultivate at all (Body Tempering or more); 1 in 200 reaches Qi Refinement. Mortals farm, haul, trade, govern and fill the cities; sects are almost wholly cultivators, ringed by mortal tenant towns. Knowledge is hoarded, and bloodlines and spiritual roots matter.

LINGLING AND THE HOST: Lingling is a private cultivation companion bound to one host, the one person whose life Tianshu follows. Natives cultivate by feel, teachers and diagnosis; the host alone sees the numbers.

HOW TIANSHU RUNS: • An in-character claim ("I grasp the Dao") is an attempt that needs results; an explicit author or director instruction establishes fiction. • The host alone has one Second Breath: at the first death Lingling carries the soul into another body, stripped of realm and possessions; the second death is final. • Time is fictional time: cultivation, travel, healing, fading potential and debts advance only with in-world hours. • A consequential new technique, treasure, formation, pill or creature gets a working profile (what it needs, does and costs, and what beats it) before it decides an outcome, and keeps it afterwards.

Narrative perspective, reply length and control of the host belong to the active chat instructions.

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