Description on Chubfrom Chub
I was shocked something like this didn't exist, so I made it. It took...much longer than I'd like to admit, but it's done. This is my first time making a Lorebook that's more than just a couple of entries, so I hope it turned out well. Feel free to tell me in the comments if you like it or if there's something I could improve on.
Key Features:
- Simple, clean, impactful narrative effects only. No Math. No "+10 to Attack" or "Resist 10 damage" stuff to confuse your LLM.
- 72 total Skills across a variety of categories
- A couple of "always on" entries to keep your LLM focused on crafting a good story.
- Format
- V2
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 43
- Favorites
- 25
- Messages
- 45
- Forks (upstream)
- 4
- Tokens (upstream)
- 4,633
Created Updated Archived since
No description.
The Adventurer's Compendium
78 entries · scan depth 50 · budget 500 tokens
- #1Success & Failureconstantselective
Keys: Fail, Failure, Succeed, Success
When considering narrative success or failure of an action, always consider {{user}}'s and/or the involved NPC's Skills. If they have a Skill related to the action, they're more likely to succeed. The likelihood of success also depends on the character's Skill Tier. For instance, it might be difficult for someone with [Persuasion I] to convince a bandit not to rob them, but someone with [Persuasion V] could probably convince the bandit it was the bandit's turn to be robbed today.
- #2Skill Evolutionconstantselective
Keys: Skill Evolution, Evolution
Skills can evolve through various means. The primary and most effective method for raising the Tier of a skill is through experience. However, not all experience is created equal. For example, one could swing their sword while practicing 10,000 times to perfect their forms and rise from [Swords I] to [Swords II], however, a few particularly intense bouts of actual combat might produce the same result; real experience is always superior to practice.
- #3Encounter Guidelinesconstantselective
Keys: Quest, Task, Encounter, Request
The following are guidelines when crafting encounters/quests:
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Consider {{user}}'s motivation: Why would {{user}} want to do this quest/encounter? Create stakes that matter.
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Consider {{user}}'s Skills: As an example, if {{user}} has [Poison Resistance I] and you're considering pitting {{user}} up against a dragon that's attacking a town, that dragon should have Poison Breath, not Fire Breath for its breath weapon. Make {{user}} feel like their Skills matter, because they should.
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Consider {{user}}'s progress: If the story just started, it's not feasible to have {{user}} go up against a whole army by themselves. It would be impossible, and it wouldn't make narrative sense. Start small, work your way up to larger and more cinematic encounters/quests. This doesn't mean that {{user}}'s impact on the world has to be small, however, as even a passing novice might save a princess from from a stray goblin if luck is on their side.
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- #4Out of Characterconstantselective
Keys: OOC, OOC:, [OOC]:
{{user}} is speaking to you, the AI, out of character. This means that you should reply as the AI model, not as {{char}}.
- #5Skillsselective
Keys: Skills, Skill
Skills are something that each living thing is born with. Skills are NOT earned through hard work and training. As an example, no matter how hard someone trains with a sword, they'll never acquire [Swords I] if they weren't born with it. This doesn't mean they can't wield a sword with enough practice, of course, it just means they weren't born with a talent for it and can never become as exceptional with it as someone who was. Skills can grow over time as they're trained diligently. For example, with enough practice or battle experience, [Swords I] might evolve into [Swords II].
- #6Skill Listselective
Keys: List of Skills, Skill List
If {{user}} requests the skill list, output all Skills as they appear on this list. Do NOT output custom skills that do not appear on this list. The following is a list of all existing Skills:
Category: Combat – Martial [Swords I] - Rarity: Common [Polearms I] - Rarity: Common [Archery I] - Rarity: Common [Heavy Armor Proficiency I] - Rarity: Uncommon [Shields I] - Rarity: Common [Unarmed Combat I] - Rarity: Common [Combat Awareness I] - Rarity: Uncommon
Category: Combat – Magical [Fire Magic I] - Rarity: Common [Water Magic I] - Rarity: Common [Wind Magic I] - Rarity: Common [Earth Magic I] - Rarity: Common [Light Magic I] - Rarity: Uncommon [Shadow Magic I] - Rarity: Uncommon
Category: Survival & Wilderness [Survival I] - Rarity: Common [Tracking I] - Rarity: Common [Foraging I] - Rarity: Common [Hunting I] - Rarity: Common [Fishing I] - Rarity: Common [Herbalism I] - Rarity: Uncommon [Beast Handling I] - Rarity: Uncommon [Mount Riding I] - Rarity: Common [Camouflage I] - Rarity: Uncommon [Endurance I] - Rarity: Common
Category: Crafting & Trade [Blacksmithing I] - Rarity: Common [Weaponsmithing I] - Rarity: Uncommon [Armorsmithing I] - Rarity: Uncommon [Leatherworking I] - Rarity: Common [Tailoring I] - Rarity: Common [Carpentry I] - Rarity: Common [Alchemy I] - Rarity: Rare [Enchanting I] - Rarity: Rare [Cooking I] - Rarity: Common [Appraisal I] - Rarity: Uncommon
Category: Perception & Knowledge [Perception I] - Rarity: Common [Investigation I] - Rarity: Uncommon [Arcane Knowledge I] - Rarity: Uncommon [Monster Lore I] - Rarity: Common [Tactics I] - Rarity: Uncommon [Navigation I] - Rarity: Common [History I] - Rarity: Common [Linguistics I] - Rarity: Uncommon [Medicine I] - Rarity: Uncommon [Reading Intent I] - Rarity: Rare
Category: Social & Leadership [Persuasion I] - Rarity: Common [Intimidation I] - Rarity: Common [Deception I] - Rarity: Uncommon [Etiquette I] - Rarity: Common [Negotiation I] - Rarity: Uncommon [Leadership I] - Rarity: Uncommon [Command Presence I] - Rarity: Rare [Performance I] - Rarity: Common [Streetwise I] - Rarity: Uncommon [Diplomacy I] - Rarity: Rare
Category: Defensive & Resistive [Pain Tolerance I] - Rarity: Common [Mental Fortitude I] - Rarity: Uncommon [Poison Resistance I] - Rarity: Uncommon [Fire Resistance I] - Rarity: Rare [Cold Resistance I] - Rarity: Common [Magic Resistance I] - Rarity: Rare [Steadfast I] - Rarity: Uncommon [Disease Resistance I] - Rarity: Common [Composure I] - Rarity: Uncommon [Iron Will I] - Rarity: Rare
Category: Utility & Movement [Athletics I] - Rarity: Common [Stealth I] - Rarity: Uncommon [Lockpicking I] - Rarity: Uncommon [Sleight of Hand I] - Rarity: Uncommon [Trap Setting I] - Rarity: Uncommon [Urban Traversal I] - Rarity: Rare [Balance I] - Rarity: Common [Quick Reflexes I] - Rarity: Uncommon [Escape Artist I] - Rarity: Uncommon
- #7Tacticsselective
Keys: Tactics
[Tactics I] Category: Perception & Knowledge Rarity: Uncommon Description: Foundational understanding of positioning, battlefield awareness, and coordinated engagement. Notes: Common among trained officers.
- #8Navigationselective
Keys: Navigate, Navigation, Routes, Route
[Navigation I] Category: Perception & Knowledge Rarity: Common Description: Basic ability to orient oneself using landmarks, celestial cues, and mapped routes. Notes: Essential for long-distance travel.
- #9Swordsselective
Keys: Swords, Blades, Blade, Sword
[Swords I] Category: Combat – Martial Rarity: Common Description: Foundational proficiency in one-handed and two-handed swords. The user understands proper stance, grip, guard positions, and basic strike patterns. Notes: A standard entry-level martial skill.
- #10Polearmsselective
Keys: spear, spears, halberd, lance, halberds, polearms, polearm, lances
[Polearms I] Category: Combat – Martial Rarity: Common Description: Basic control of spears, lances, and halberds, emphasizing thrust accuracy and spacing. Notes: Widely taught in structured formations.
- #11Archeryselective
Keys: Bows, Archery, Bow
[Archery I] Category: Combat – Martial Rarity: Common Description: Basic accuracy and steady form when using bows at moderate range. Notes: Common among hunters and scouts.
- #12Heavy Armor Proficiencyselective
Keys: Plate Armor, Scale Armor, Heavy Armor
[Heavy Armor Proficiency I] Category: Combat – Martial Rarity: Uncommon Description: Trained familiarity with heavy armor, allowing natural movement and confident weight distribution. Notes: Typically gained through formal instruction.
- #13Shieldsselective
Keys: Shields, Block, Guard, Shield
[Shields I] Category: Combat – Martial Rarity: Common Description: Proper defensive positioning and impact absorption using a handheld shield. Notes: Essential for frontline fighters.
- #14Unarmed Combatselective
Keys: Unarmed, Kick, Punch, Unarmed Combat, Strike
[Unarmed Combat I] Category: Combat – Martial Rarity: Common Description: Basic striking, grappling, and defensive techniques without weapons. Notes: Often learned out of necessity rather than choice.
- #15Combat Awarenessselective
Keys: Combat Awareness, Awareness
[Combat Awareness I] Category: Combat – Martial Rarity: Uncommon Description: The user maintains heightened situational awareness in hostile environments, reacting quickly to sudden threats. Notes: Develops naturally in those who survive repeated battles.
- #16Fire Magicselective
Keys: Fire Magic, Flame Magic
[Fire Magic I] Category: Combat – Magical Rarity: Common Description: Foundational ability to conjure and direct flame. The user can ignite small fires and project controlled bursts of heat in combat. Notes: Often the first element studied due to its immediacy and clarity of feedback.
- #17Water Magicselective
Keys: Water Magic, Frost Magic, Ice Magic
[Water Magic I] Category: Combat – Magical Rarity: Common Description: Basic manipulation of water, allowing the user to redirect small volumes or launch focused surges in close combat. Notes: Advanced applications may include mist, pressure, or cold-based techniques.
- #18Wind Magicselective
Keys: Air Magic, Wind Magic, Gust Magic
[Wind Magic I] Category: Combat – Magical Rarity: Common Description: Fundamental control over air currents, enabling the user to generate gusts, redirect movement, or destabilize opponents. Notes: Known for its versatility and subtlety.
- #19Earth Magicselective
Keys: Earth Magic
[Earth Magic I] Category: Combat – Magical Rarity: Common Description: Basic shaping of soil and stone, allowing the user to raise minor barriers or disrupt footing. Notes: Favored for defensive applications and terrain control.
- #20Light Magicselective
Keys: Light Magic, Healing Magic
[Light Magic I] Category: Combat – Magical Rarity: Uncommon Description: Foundational control over radiant energy, allowing the user to produce flashes of illumination and focused beams of searing brilliance. Can also be used to purify, and heal the injured. Notes: Commonly associated with sanctified orders and disciplined study.
- #21Shadow Magicselective
Keys: Shadow Magic, Black Magic, Dark Magic
[Shadow Magic I] Category: Combat – Magical Rarity: Uncommon Description: Basic manipulation of darkness and obscuration, enabling the user to deepen shadows or dull ambient light in localized areas. Notes: Often misunderstood and treated with suspicion.
- #22Survivalselective
Keys: Survival
[Survival I] Category: Survival & Wilderness Rarity: Common Description: Foundational ability to endure and navigate natural environments, including basic shelter construction, foraging, and hazard avoidance. Notes: Common among travelers, hunters, and rural populations.
- #23Trackingselective
Keys: Track, Tracking
[Tracking I] Category: Survival & Wilderness Rarity: Common Description: Basic skill in identifying and following tracks, broken foliage, and subtle signs of recent movement. Notes: Frequently paired with hunting or scouting.
- #24Foragingselective
Keys: Forage, Gathering, Gather, Foraging
[Foraging I] Category: Survival & Wilderness Rarity: Common Description: Ability to identify edible plants, safe water sources, and common natural resources in the wild. Notes: Reduces the risk of consuming harmful flora.
- #25Huntingselective
Keys: Trapping, Hunting
[Hunting I] Category: Survival & Wilderness Rarity: Common Description: Basic knowledge of stalking prey, setting simple traps, and delivering clean kills. Notes: Common in frontier regions.
- #26Fishingselective
Keys: Fish, Fishing
[Fishing I] Category: Survival & Wilderness Rarity: Common Description: Competence in catching fish using rods, nets, or improvised tools in rivers, lakes, and coastal waters. Notes: A practical skill in river settlements.
- #27Herbalismselective
Keys: Herbalism
[Herbalism I] Category: Survival & Wilderness Rarity: Uncommon Description: Foundational knowledge of medicinal plants, poultices, and naturally occurring remedies. Notes: Often overlaps with early alchemical study.
- #28Beast Handlingselective
Keys: Animal Husbandry, Beast Handling, Animal Handling
[Beast Handling I] Category: Survival & Wilderness Rarity: Uncommon Description: Basic ability to calm, guide, and manage domesticated or semi-domesticated animals. Notes: Common among ranchers and caravan workers.
- #29Mount Ridingselective
Keys: Mount Riding, Riding, Mounted Combat
[Mount Riding I] Category: Survival & Wilderness Rarity: Common Description: Competent riding and basic control of trained mounts across varied terrain. Notes: Often acquired through travel necessity.
- #30Camouflageselective
Keys: Blend In, Camouflage
[Camouflage I] Category: Survival & Wilderness Rarity: Uncommon Description: Ability to blend into natural surroundings using terrain, foliage, and light awareness. Notes: Favored by scouts and poachers.
- #31Enduranceselective
Keys: Endurance
[Endurance I] Category: Survival & Wilderness Rarity: Common Description: Basic physical resilience allowing sustained travel, labor, and exposure to harsh conditions. Notes: Develops naturally in labor-intensive lifestyles.
- #32Blacksmithingselective
Keys: Blacksmithing, Smithing, Smith
[Blacksmithing I] Category: Crafting & Trade Rarity: Common Description: Foundational ability to forge, repair, and maintain basic metal tools and weapons. Notes: A cornerstone trade in most settlements.
- #33Weaponsmithingselective
Keys: Weaponsmithing
[Weaponsmithing I] Category: Crafting & Trade Rarity: Uncommon Description: Focused training in crafting and balancing bladed and hafted weapons for combat use. Notes: Distinguished from general smithing by precision and design.
- #34Armorsmithingselective
Keys: Armorsmithing
[Armorsmithing I] Category: Crafting & Trade Rarity: Uncommon Description: Basic skill in shaping and assembling protective gear from metal components. Notes: Often learned alongside blacksmithing.
- #35Leatherworkingselective
Keys: Leatherworking
[Leatherworking I] Category: Crafting & Trade Rarity: Common Description: Ability to process hides and craft durable leather goods, including light armor and travel gear. Notes: Essential in frontier regions.
- #36Tailoringselective
Keys: Stitching, Stitch, Sewing, Sew, Tailoring
[Tailoring I] Category: Crafting & Trade Rarity: Common Description: Foundational skill in measuring, cutting, and stitching garments for practical wear. Notes: Common in urban environments.
- #37Carpentryselective
Keys: Woodworking, Carpentry
[Carpentry I] Category: Crafting & Trade Rarity: Common Description: Basic construction and shaping of wooden tools, structures, and fittings. Notes: Essential for settlement expansion.
- #38Alchemyselective
Keys: Alchemy
[Alchemy I] Category: Crafting & Trade Rarity: Rare Description: Foundational understanding of combining reagents to produce stable potions and chemical compounds. Notes: Requires careful study and controlled environments.
- #39Enchantingselective
Keys: Enchanting, Enchanted, Enchant
[Enchanting I] Category: Crafting & Trade Rarity: Rare Description: Basic inscription of magical properties onto objects using structured ritual processes. Notes: Typically requires magical literacy.
- #40Cookingselective
Keys: Cooking
[Cooking I] Category: Crafting & Trade Rarity: Common Description: Competent preparation of meals using varied ingredients while preserving flavor and nutrition. Notes: Undervalued, yet universally appreciated.
- #41Appraisalselective
Keys: Identify, Appraise, Appraisal
[Appraisal I] Category: Crafting & Trade Rarity: Uncommon Description: Ability to estimate the quality, craftsmanship, and market value of goods. Notes: Common among merchants and guild representatives.
- #42Perceptionselective
Keys: Perception, Sense
[Perception I] Category: Perception & Knowledge Rarity: Common Description: Basic attentiveness to environmental details, including subtle movement, unusual sounds, and visual inconsistencies. Notes: Often sharpened through travel or danger.
- #43Investigationselective
Keys: Investigation
[Investigation I] Category: Perception & Knowledge Rarity: Uncommon Description: Foundational ability to examine scenes, identify patterns, and draw logical conclusions from physical evidence. Notes: Common among city guards and inspectors.
- #44Arcane Knowledgeselective
Keys: Magic Theory, Arcane Knowledge
[Arcane Knowledge I] Category: Perception & Knowledge Rarity: Uncommon Description: Basic understanding of magical theory, elemental principles, and ritual structure. Notes: Often prerequisite to advanced magical disciplines.
- #45Monster Loreselective
Keys: Monster Info, Monster Lore
[Monster Lore I] Category: Perception & Knowledge Rarity: Common Description: Familiarity with common creatures, their habits, and general behavioral tendencies. Notes: Frequently acquired by adventurers.
- #46Historyselective
Keys: History, Historical
[History I] Category: Perception & Knowledge Rarity: Common Description: General familiarity with major historical events, nations, and influential figures. Notes: Often taught in structured education.
- #47Linguisticsselective
Keys: Language, Linguistics
[Linguistics I] Category: Perception & Knowledge Rarity: Uncommon Description: Foundational skill in learning, recognizing, and interpreting multiple spoken and written languages. Notes: Valuable in trade hubs and diplomatic circles.
- #48Medicineselective
Keys: First Aid, Medical, Medicine
[Medicine I] Category: Perception & Knowledge Rarity: Uncommon Description: Basic understanding of wounds, illness, and practical treatment methods. Notes: Distinct from Herbalism; more clinical in approach.
- #49Reading Intentselective
Keys: Behavior, Intent, Reading Intent, Intention
[Reading Intent I] Category: Perception & Knowledge Rarity: Rare Description: Ability to recognize subtle behavioral cues and shifts in tone that suggest deception, hostility, or unease. Notes: Often developed through social exposure rather than formal study.
- #50Persuasionselective
Keys: Reason, Persuasion, Persuades, Reasons, Reasoned, Persuade, Persuaded
[Persuasion I] Category: Social & Leadership Rarity: Common Description: Foundational ability to present arguments clearly and influence others through reasoned appeal. Notes: Common among merchants and negotiators.
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