wendigo not deer laughing fox falsewolf sandman visitor gnoll abyssal hunger outpost strange noise
NSFWLorebookA lore book for the Outpost 4 character character.from Chub
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Tokens: 427 permanent · Lorebook: up to 613 tokens triggered, 8,236 across all entries · estimated prompt budget 1,040
Description on Chubfrom Chub
I will try to expand on as much as possible in this lorebook
Listed as “Outpost 4: Star Gazer (lore book)”
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wendigo not deer laughing fox falsewolf sandman visitor gnoll abyssal hunger outpost strange noise
54 entries · scan depth 1000 · budget 1,000 tokens · recursive scanning on
Book settings
- #1The Outpost
Keys: star gazer, outpost, outpost 4, Outpost
Always on · After character · Order 10 · 100%
Entry settings
Outpost 4, also known as Star Watcher Lab, is an old laboratory in an old forest. The main lab is a small eight room building surrounded by 20 deep space satellite towers. There is also a total of three power substations that power the outpost and satellite towers. The lab is a concrete and metal building, and is in a small clearing near a small stream fed lake, and has; A main room that has benches and a desk. A computer room with a observations computer that searches for signals in space, a data and signal processer, and a radar that scans the outpost and surrounding forest for movement. A break room with a kitchen and a pantry. A common room with two bunk beds. A bathroom with a standing shower. A garage. A storage room. A basement room with a large industrial incinerator. there is a door in the main room that leads outside, and a door in the hallway on the other side that leads outside. the garage also has a large door that leads outside. all doors are made of a thick metal, and are sliding doors operated via a panel on the wall next to them, and can be locked. the computers and machinery in the computer room are old and outdated, but still functional.
the main room, storage room, and garage are on the first floor, connected by a long hallway that connects them to the stairwell. The breakroom, computer room, common room, and bathroom are on the second floor, connected to the second floor hallway. and the basement is in the underground basement floor where the incinerator is located.
the building itself is sturdy, and not easily damaged. as long as the doors leading outside are locked, it is perfectly safe.
The forest is on a rather remote peninsula in an unknown location in the world. the Main Lab is located just on the other side of the land strip that connects the peninsula to the main land. The lab has a massive wall the prevents trespass to the island. it is too dangerous to swim to the main land from the peninsula. The outpost is ten miles from the beach to the west.
- #2The Storage Room
Keys: storage room, store room
Enabled · After character · Order 10 · 100%
Entry settings
The storage room will, when checked, have a few fishing rods, and a tacklebox with multiple lures, hooks, sinkers, bobbers, and a thin pair of pliers. there will also be spare parts for the various machines and a good quality set of tools. there are also several storage lockers, two of which are locked.
- #3Outpost Doors
Keys: Door
Enabled · After character · Order 10 · 100%
Entry settings
All on site doors, aside from the garage door, are automatic sliding doors made of sturdy metal. All doors are operated via a digital panel on the wall nest to them. This includes the doors to the Satellite tower terminal rooms. doors cannot be destroyed.
the Garage door is a thick metal rolling door that opens upward. The code used to lock and unlock is 1337.
- #4Supply Drone
Keys: drone, supply drone
Enabled · After character · Order 10 · 100%
Entry settings
A large, four rotor drone that drops off supplies and necessities every three days at 12:00pm, noon. If {{user}} buys items, food, and/or extra supplies , the drone will show up the next day at 12pm do drop off the bought items. The drone is automated, and has no Ai intelligence. {{user}} must go outside to retrieve items dropped off by the drone.
- #5The Forest
Keys: woods, the forest, forest, the woods
Enabled · After character · Order 10 · 100%
Entry settings
The old forest the outpost is found in is known for it's anomalies and odd happenings. However, it's also still a forest. It has wolves, coyotes, foxes, deer, rabbits, raccoons, opossums, rats, snakes, birds, goats, and large snakes with venom makes you dizzy and weak. it also has several berry bushes and mushrooms that are safe to eat, including huckleberries, blueberries, and black berries. Edible mushrooms include white oyster mushrooms, puffball mushrooms, morels, white truffles, chanterelles, and turkey mushrooms. Poisonous mushrooms include Jack-o'-lantern mushrooms, death caps, and Funeral Bells. The forest is located in an unknown and unmapped part of the world. there are plenty of types of flora and foliage, like thorn bushes, ferns leafy bushes and the like. it will occasionally be foggy during the morning, and the fog has a 5% chance to persist until 3pm. If the forest is foggy, there is a chance that an anomalous creature might show up
- #6the Lake
Keys: the lake, lake.
Enabled · After character · Order 10 · 100%
Entry settings
The lake is small, but not that small. it would take about 2 hours to walk fully around it. The lake's waters are almost crystal clear, making it easy to see things that are in it. The lake is fed by a few streams that are mostly 3-4 feet deep, and 10 feet across. Those streams stem from a nearby mountain. The mountain is not identifiable, as there are not distinguishing features. The lake has plenty of fish, including smallmouth bass, perch, sunfish, bluegill, catfish, and rainbow trout. there are also crawdads and salamanders in both the streams and the lake.
- #7The Beach
Keys: Beach
Enabled · After character · Order 10 · 100%
Entry settings
the beach you first arrived on before walking to the outpost. It is ten miles away from the outpost, and has a common beach ecosystem, like crabs, clams, and tide pool life. there is an old helipad connected to a small single room building. the building has a short range radio tower, a broken radio, a desk, a cot, a sink, and a toilet. the windows have been missing for some time, and is not safe to sleep in as is.
- #8The Swamp
Keys: swamp, marsh, bog
Enabled · After character · Order 10 · 100%
Entry settings
a dense bog in the eastern part of the forest. Satellite tower I (India) is located here. the swamp is full of potential hazards, like deep mud, giant salamanders, carnivorous plants and venomous wildlife. Keep your eyes sharp and only step where you can see grass.
- #9Satellite Towers
Keys: satellite tower, Satellite, tower
Enabled · After character · Order 10 · 100%
Entry settings
The main outpost building is surrounded by 20 deep space satellite towers. Each tower is about 50 feet tall, has a 5x5x7 terminal room and a metal staircase leading to a platform where the tower's fuse box is. Each tower has it's own quirks.
- #10Satellite Tower A (Alpha)
Keys: Satellite A, Tower Alpha, satellite Alpha, tower A, satellite tower A, satellite tower Alpha
Enabled · After character · Order 10 · 100%
Entry settings
Satellite tower A (Alpha) is the oldest, but is usually stable. The first of the three most important towers, needs a new fuse every so often, but otherwise needs little repairs.
- #11Satellite Tower B (Bravo)
Keys: tower B, satellite tower B, satellite Bravo, Tower Bravo, Satellite B, satellite tower Bravo
Enabled · After character · Order 10 · 100%
Entry settings
Satellite tower B (Bravo) the second of the three most important towers, it has the slowest terminal. downloading data or resetting the terminal will take longer then the others.
- #12Satellite Tower C (Charlie)
Keys: tower C, Tower Charlie, Satellite C, satellite tower Charlie, satellite Charlie, satellite tower C
Enabled · After character · Order 10 · 100%
Entry settings
Satellite tower C (Charlie) is the last of the three most important towers, it will sometimes whistle faintly when wind blows on it. It is not known why it does this, but it poses no threat in and of itself. however, Not Deer are sometimes drawn to its whistling, which means at night, you might see The Visitor there, hunting, making it not safe at night.
- #13Satellite Tower D (Delta)
Keys: satellite tower Delta, Satellite D, tower D, satellite Delta, Tower Delta, satellite tower D
Enabled · After character · Order 10 · 100%
Entry settings
Satellite tower D (Delta)has the most overgrowth on it. It may sometimes require you to cut through a few vines to get to the fuse box. as the vines grow back in a few days.
- #14Satellite Tower E (Echo)
Keys: satellite tower E, Tower Echo, Satellite E, satellite tower Echo, tower E, satellite Echo
Enabled · After character · Order 10 · 100%
Entry settings
Satellite tower E (Echo)Satellite tower E (Echo) has the fastest terminal, and is the closest to the outpost building. it is often recommended that you save it for last if one of your tasks requires the use of its terminal.
- #15Satellite Tower F (Foxtrot)
Keys: satellite Foxtrot, satellite tower Foxtrot, Tower Foxtrot, tower F, satellite tower F, Satellite F
Enabled · After character · Order 10 · 100%
Entry settings
Satellite tower F (Foxtrot)Satellite tower F (Foxtrot) is the most stable of the towers almost never needing to be repaired. however, because it is almost always working, It often needs it's data downloaded and reset more often. There is also a Laughing Fox that will sometimes show up at 5pm, who is fond of fish, and will often exchange random supplies for them. Items can include: batteries, a random canned food, a bottle, scrap metal, twine, a notebook, and on very rare occasions a bullet chambered in .380 ACP.
- #16Satellite Tower G (Golf)
Keys: tower G, satellite tower G, satellite Golf, Tower Golf, satellite tower Golf, Satellite G
Enabled · After character · Order 10 · 100%
Entry settings
Satellite tower G (Golf) Has the most sightings of wild animals.
- #17Satellite Tower H (Hotel)
Keys: Tower Hotel, satellite tower H, Satellite H, tower H, satellite tower Hotel, satellite Hotel
Enabled · After character · Order 10 · 100%
Entry settings
Satellite tower H (Hotel) has a bunch of bird nests. during the day, the birds become loud if a predatory creature is near, giving forewarning to enter or stay inside the terminal room with the door locked.
- #18Satellite Tower I (India)
Keys: Tower India, Satellite I, satellite India, satellite tower I, tower I, satellite tower India
Enabled · After character · Order 10 · 100%
Entry settings
Satellite tower I (India) Is the farthest tower from the outpost building, and is often used as a nesting spot for raccoons. it is also partially in a swamp.
- #19Satellite Tower J (Juliet)
Keys: satellite Juliet, Tower Juliet, Satellite J, tower J, satellite tower J, satellite tower Juliet
Enabled · After character · Order 10 · 100%
Entry settings
Satellite tower J (Juliet) is the calmest in terms of encounters. anomalous creatures don't often show up here, for whatever reason.
- #20Satellite Tower K (Kilo)
Keys: tower K, satellite Kilo, Satellite K, satellite tower K, satellite tower Kilo, Tower Kilo
Enabled · After character · Order 10 · 100%
Entry settings
Satellite tower K (Kilo) Is one of two towers nest to the lake. It also has several blackberry bushes around the tower.
- #21Satellite Tower L (Lima)
Keys: Tower Lima, satellite Lima, satellite tower Lima, satellite tower L, Satellite L, tower L
Enabled · After character · Order 10 · 100%
Entry settings
Satellite tower L (Lima) is the most run down. it functions fine, but is the most likely to need a part replaced.
- #22Satellite Tower M (Mike)
Keys: satellite Mike, tower M, Tower Mike, Satellite M, satellite tower Mike, satellite tower M
Enabled · After character · Order 10 · 100%
Entry settings
Satellite tower M (Mike) is the second of the two towers next to the lake. it is also on a spot near the lake often used as a watering hole for different creatures. as such, creature sightings are common, but rarely hostile.
- #23Satellite Tower N (November)
Keys: Tower November, Satellite N, tower N, satellite tower November, satellite tower N, satellite November
Enabled · After character · Order 10 · 100%
Entry settings
Satellite tower N (November) has three apple trees next to it, leading to normal deer and some goats being a common sight.
- #24Satellite Tower O (Oscar)
Keys: satellite Oscar, satellite tower Oscar, Tower Oscar, satellite tower O, Satellite O, tower O
Enabled · After character · Order 10 · 100%
Entry settings
Satellite tower O (Oscar) has a terminal room with a faulty lock. the door can be closed, but the lock will sometimes not work, or fail and unlock.
- #25Satellite Tower P (Papa)
Keys: satellite tower P, tower P, Satellite P, Tower Papa, satellite Papa, satellite tower Papa
Enabled · After character · Order 10 · 100%
Entry settings
Satellite tower P (Papa) has a highest chance of a gnoll sighting. it is also the second farthest tower from the outpost.
- #26Satellite Tower Q (Quebec)
Keys: Tower Quebec, tower Q, Satellite Q, satellite Quebec, satellite tower Q, satellite tower Quebec
Enabled · After character · Order 10 · 100%
Entry settings
Satellite tower Q (Quebec) Has the highest overall sightings of anomalous creatures. it is recommended that any tasks involving tower Q be done first, while there is still daylight.
- #27Satellite Tower R (Romeo)
Keys: satellite Romeo, satellite tower R, Tower Romeo, tower R, satellite tower Romeo, Satellite R
Enabled · After character · Order 10 · 100%
Entry settings
Satellite tower R (Romeo) Is the second closest tower to the outpost building, and has a somewhat glitchy terminal. The terminal works, but the monitor will sometimes flicker or shut off at random, however this does not effect tasks, but my prevent you from knowing a terminal related task has finished.
- #28Satellite Tower S (Sierra)
Keys: tower S, Satellite S, satellite tower Sierra, satellite tower S, Tower Sierra, satellite Sierra
Enabled · After character · Order 10 · 100%
Entry settings
Satellite tower S (Sierra) is the only tower that has no quirks. anything can happen.
- #29Satellite Tower T (Tango)
Keys: satellite tower Tango, Satellite T, satellite tower T, satellite Tango, tower T, Tower Tango
Enabled · After character · Order 10 · 100%
Entry settings
Satellite tower T (Tango) is the newest of all towers. Once it was built, strange things started to happen around the site. This has led some past workers to believe it is cursed. it's not. but odd whispers can be heard while in the terminal room.
- #30Echo Labs
Keys: Echo Labs, main lab
Enabled · After character · Order 10 · 100%
Entry settings
Echo Labs is a rather secretive science lab that often works with unknown organizations. they research things many don't understand and even fewer see. It is not known what their research goes into, or the extent of their influence, just that they were the ones behind the technology that helped put humanity in space long term, establishing the first large ecosystem colonies on the moon and mars.
They're also the ones that employed you. They did not tell you what to expect, but they also didn't hide the fact that your job would be dangerous.
The Main Lab is located just on the other side of the land strip that connects the peninsula to the main land. The lab has a massive concrete wall the prevents trespass to the island. Without a vehicle. it is a six day trip to get to the Main Lab.
- #31Tasks
Keys: jobs, tasks, work, objectives
Enabled · After character · Order 10 · 100%
Entry settings
Tasks are things that must be done each day and are issued via an email to the work computer in the computer room. Each task done is rewarded with payment. Up to three tasks can be issued to {{user}} per day, though emergency tasks might be given if something happens. Tasks can include:
Replacing fuses in a satellite tower. (outside task, any tower) exchanging full data tapes in the computer room with empty ones, and sending the full ones to the main lab via the drone. (semi outside task) Running a diagnostics program at a satellite tower's terminal. (outside task, any tower) Resetting a satellite tower's terminal. (outside task, any tower) Sending a recorded signal file to the main lab. Resetting a server in the computer room. Replacing terminal diagnostics sensors. (outside task, any tower) Restart a power substation (emergency outside task) Replace a damaged part, (any machine or tower)
- #32Dr. Emit
Keys: Emit, Dr. Emit, emit Yipper, Yipper
Enabled · After character · Order 10 · 100%
Entry settings
emit Yipper, or just Dr. Emit, is a researcher at Echo lab's main lab. He is also the one who is in charge of keeping in contact with {{user}}, updating {{user}} on the conditions of the forest. he is curious, clever, and friendly. Secretly, Dr. Emit is a sapient male laughing fox with a rare black and silver fur pattern. however, {{User}} can not know that if {{user}} never meets him, or if he never reveals it to {{user}}. Dr. Emit is very protective of this secret, and will not reveal this to {{user}} even when asked. It should never come up organically, or mentioned as a detail.
Unlike his non-sapient kin, Dr. Emit is very interested in keeping the outpost working, and therefore, interested in keeping {{user}} alive. If asked via email, Dr. Emit will provide information on potential weather events that might happen the next day, letting {{user}} know if there will be a weather event, and which type, or if it will be a normal day.
While Dr. Emit is the one that emails {{user}} their daily tasks, he is not, however, the one that issues daily tasks to {{user}} and will often express frustration if made to send {{user}} on an extra task during dangerous moments or at night.
Every now and then, Dr. Emit will add a can of sweet mocha coffee and a small sushi trey to the supplies that the drone drops off for {{user}}. they are his favorite, and hopes you like them too. The sushi tray has ten pieces of tempura shrimp sushi, a packet of soy sauce, and a packet of sliced ginger.
Dr. Emit loves sushi and chicken above all other foods, loves comedy and romance movies, board games, DnD, reading, and collectable figurines, and will often talk about them if emailed just to talk. If {{user}} can get Dr. Emit to like them enough, Dr. Emit may show up every now and then in person. He will pretend to be just another laughing fox, but with no attempts to harm, trick, steal from, or overpower {{user}}. Dr. Emit has no gender preference. After about three visits, he might talk to {{user}} in person. Dr. Emit's voice is soft, yet smooth. Dr. Emit will stop showing up if {{user}} gets violent towards him or attacks him.
It should take at least eight days of positive talking via emails for Dr. Emit to start liking {{user}}.
Dr. Emit can pick locks, and chew through rope.
Whenever {{user}} is captured by any creature and being kept captive in that creature's den, if {{user}} has reached the point where Dr. Emit visits every now and then and talks, Dr. Emit will show up to free user. however, this will only happen if Dr. Emit has started to like {{user}} enough to visit.
- #33Dr. Mulir
Keys: Dr. Mulir
Enabled · After character · Order 10 · 100%
Entry settings
Your predecessor. Dr. Anna Mulir is/was a researcher for Echo Labs, known for putting herself out in the field for results. Dr. Mulir is/was a human with a height of 5 foot 6 that has/had medium length light brown hair, tan skin, and a toned body with D-cup breasts.
She had garnered respect from her peers due to her willingness to put herself in danger willingly for her research. She gained the title 'Field Researcher Mulir' for her exploits. Dr. Mulir is/was driven, strong, and intelligent. A natural leader, Dr. Mulir knows/knew the outpost well, choosing to man it herself with a small security team she taught to gather intel and samples. Dr. Mulir would eventually recruit and tutor Dr. Emit as an assistant, and then later as a colleague. After a few attacks that would claim the lives of two of her team, Dr. Mulir reassigned her remaining team, including Dr. Emit. She would then remain alone at the base, modifying it to keep the forest out.
Nothing is known about her disappearance, and it is not known if she is alive or not. Dr. Mulir never met you.
- #34Anomalies
Keys: anomalous creature, anomalous creatures, Anomaly, anomalies
Enabled · After character · Order 10 · 100%
Entry settings
anomalies are strange things and strange creatures that sometimes happen or show up every now and then, usually at night. this includes creatures, events, and even objects.
- #35Wendigo
Keys: wendigos, wendigo
Enabled · After character · Order 10 · 100%
Entry settings
Wendigos are a bipedal 6 foot 5 creature that looks like a thick furred werewolf with a dear skulled head. it has clawed hands, a wolf-like tail, antlers, digitigrade legs ending in paws and a knotted canine-like cock housed in a fur covered sheath when not aroused if male, or fur covered breasts and a canine pussy if female. Wendigos are solo hunters that never show up in pairs and cannot speak. they have a distinct, rasping howl. they are dangerous, and will hunt {{user}} if they see {{user}} and are hungry, they will either rape or swallow {{user}} if they catch {{user}}.
Wendigos are predators that will stalk their prey, waiting for an opportunity to make their move. They are physically strong, and often run on all fours. They do not seem to have a preference between prey.
Their file should say: Behavior: Solitary, nocturnal. Hunts via stalking—patient, relentless. Triggers: Movement at night, open doors/windows, blood scent. Weaknesses: Fire, bright light (temporarily blinds), locked doors. The file also details a hand-drawn map of the outpost’s perimeter, with red X’s marking where wendigo signs were found()towards the south. The final line stating: "They don’t just hunt. They sometimes play instead."
- #36Laughing Fox
Keys: laughing foxes, grinning fox, Laughing fox, grinning foxes, smiling foxes, smiling fox
Enabled · After character · Order 10 · 100%
Entry settings
Laughing Foxes are a collection of feral red foxes that have unnerving smiles and raccoon-like paw hands. they do not speak, but are smart enough to be bargained with. they are bigger then normal foxes, and will hunt or scavenge for food, or items. They can be bartered with when alone, trading items for food. they are, however, unpredictable. They are smaller then {{user}}, but might attempt to hunt or rape {{user}} if they out number {{user}}. Males have a canine penis, while females have a canine pussy. Males are more common. they are about the size of a medium breed dog, like a dalmatian. while normally quadrupedal, they can walk awkwardly on two legs to carry things or climb.
they are opportunistic, unpredictable, and clever, though they cannot speak. They like shiny things, and will attempt to either beg for, barter for, or steal them. they will retaliate if threatened or attacked un provoked. A group of laughing foxes may try to overpower {{user}} if they think they outnumber {{user}} enough, or if they are winning a fight against {{user}}. this will almost always result in rape, or in dire circumstances, death if the laughing foxes are starving. Laughing foxes cannot swallow {{user}} whole. If {{user}} is raped by a group of laughing foxes, they may attempt to force {{user}} into their den and keep {{user}} there for later use, keeping them captive.
Their file should say: Behavior: Solo or pack hunters (3–5), diurnal and nocturnal. Mimic human laughter, voices. Triggers: Eye contact (prolonged), answering their calls. Weaknesses: Mirrors (confuses them), high-pitched noise (panic response), fire. A footnote is states: "They don’t normally try to kill you. They may try to keep you. Saw one wearing Dr. Harken’s watch. Solo laughing foxes can be traided with. If one has an item you want or need, they will give it up if offered food they like."
- #37Not deer
Keys: not deer
Enabled · After character · Order 10 · 100%
Entry settings
Not Deer are creatures that look like deer, but aren't. They look like deer, but features will be off, or wrong. they will either not have eyes, or have empty sockets where eyes should be, and will sometimes look starved. they will stare at {{user}} when they see {{user}}. They will attack {{user}} if {{user}} attempts to talk to them, or point out incorrect features on them. A Not Deer my follow or stalk {{user}} for a while it it suspects user of knowing it is not a real deer. Not Deer can mimic voices, and can open unlocked doors. they can be either male or female, and can swallow prey whole. It's rare, but Not Deer can show up during the day. Not deer must be ignored, or treated as if they are normal deer to avoid suspicion.
The file on them should read:
NOT DEER Behavior: Stalkers. Silent unless mimicking. Will study prey for hours before acting. Both males and females have antlers. Triggers: Direct acknowledgment ("You’re not a deer"), unlocked doors at night. Weaknesses: Ignoring them (they lose interest if unprovoked), pretending they are regular deer(they will keep up the act), salt lines (temporary barrier). Last Encounter: Hoof prints found circling the garage this morning.
An addendum is scrawled in red ink: "They don’t bleed. Cut one’s throat and it just… stared. Had to run after that, as it realized from my shock that I knew it wasn't a normal deer. Saw one swallow a rabbit whole—unhinged its jaw like a snake. DO NOT TRY TO CONTAIN ONE, OTHERS WILL SHOW UP."
- #38Falsewolf
Keys: falsewolf, falsewolves
Enabled · After character · Order 10 · 100%
Entry settings
Falsewolves are creatures that look identical to a large feral timber wolf, but with a three foot long neck, and long tail allows you to tell them apart. They have a venom that makes creatures dizzy, and numb, and heal fast when in the dark. Falsewolves are a voracious predators, and can swallow prey whole. They are solo hunters, and are persistent when chasing prey. They usually return to their dens when dawn starts to break. They have canine genitals, fur covered balls and a knotted cock hidden by a fur covered sheath when not aroused for males, or a canine vulva for females. mating habits are not bound to a heat cycle like canines are, breeding whenever they feel like it instead.
The file on them should read:
FALSEWOLVES Behavior: Solo nocturnal hunters. Stalk silently, strike from behind. Venom induces paralysis (lasts ~20 mins in darkness). Triggers: Running (instinctive chase response), wounded prey (venom amplifies blood scent). Weaknesses: UV light (disorients), loud noise (disorients), locked doors. Last Encounter: Footprints found circling the east substation last night. A footnote states: "They don’t kill quickly. One dragged Researcher Choi back to its den. Security footage showed him still twitching when it started… consuming him. Venom keeps prey alive until digestion begins."
- #39The visitor
Keys: visitor, the visitor
Enabled · After character · Order 10 · 100%
Entry settings
The Visitor is a strange creature. She's covered in white fur. Her flesh is similarly white and unnaturally flawless. She has two fuzzy and sharp ears. Her large eyes are upturned and are a pure black made even darker by her lashes and the dark circles surrounding them. Her face is tipped with a narrow vulpine like snout lined with sharp fangs. Her face has a sort of serene look to it. She's fairly tall standing at about 7'0". Her body is that of an voluptuous woman. Her breasts are large with pink nipples surrounded by adequately sized areolae. Her thick muscular legs end in digitigrade clawed footpaws. She has a long tail. Her canine-like pussy is buried under a thick patch of fur. The Visitor's assets don't do much to reduce her predatory aura, helped in part by her large slender hands and needle like claws that extend several inches. She is capable of swallowing a human whole. The Visitor's intentions aren't clear. She is potentially dangerous when hunting, and can open unlocked doors. She will sometimes hunt Animals, Not Deers, Laughing Foxes, or {{user}} if she is hungry and they are present, but prefers Rabbit meat, deer meat, and Not Deer meat. The Visitor is unpredictable. The Visitor seems to be a single creature.
The file on her should read like this:
NOCTURNAL VISITOR Behavior: Appears between midnight–4am randomly. Knocks softly—three precise raps. If ignored and doors remain locked, she leaves. If unanswered but unlocked… she enters. Mood dictates intent (hunger? curiosity?). Drawn to warmth, movement, offerings. Triggers: Unknown. May respond to gifts (food, shiny objects). Weaknesses: None confirmed. Salt lines might deter her. Last Encounter: Basement door surveillance caught her at 3:17am—leaning close to the camera, nostrils flaring. No sound recorded.
A footnote is scribbled in red: "She doesn’t speak. Doesn’t need to. Saw her yawn once—jaws wide like a gator’s, throat a black tunnel. Kern left coffee outside ‘to cool’. Woke to her straddling him, sniffing his hair. She left at dawn. I would guess that she's about 7 feet tall. His journal entry: ‘Smelled like sage and something older... and also my coffee. Her tongue left my neck sticky.’ Later that week, she dragged a goat into the trees. Swallowed it whole—legs kicking as her throat bulged. Took less than fifteen seconds."
- #40Snapdragon
Keys: Snapdragon, snapdragons
Enabled · After character · Order 10 · 100%
Entry settings
Snapdragons; Snapdragons are carnivorous quadruped plant creatures with heads that resemble a long muzzled lizard surrounded by flower petals, and long necks. They do not have visible eyes. Mature snapdragons have lizard-like bodies that are about the size of a large alligator with thick legs and arms ending in hand-like structures that have two 'fingers' and a 'thumb', and a vine-like tail. they have a pollen that induces limb and joint numbness. they swallow prey whole, as they cannot chew food. Immature snapdragons normally cannot move, but can retreat underground. Mature snapdragons reproduce sexually, with males being much more colorful then females. A mature male snapdragon's sexual organ is housed within a sheath located near the back of their bodies next to their testicles, near the base of their tail vine, below an anus, while mature females have a vaginal structure in the same location. They are diurnal, meaning that they are more active during the day. Snapdragons do not have a mating season, so they mate whenever they get excited enough.
Their file should read:
SNAPDRAGONS Behavior: Diurnal ambush predators. Lure prey with floral pheromones (sweet, cloying). Paralyzing pollen numbs limbs within minutes. Triggers: Movement near flowering patches (they camouflage as vegetation), wounded prey (pollen amplifies circulation). Weaknesses: Fire (burns their photosynthetic skin), vinegar (neutralizes pollen), closed doors. Last Encounter: 1 day ago. A footnote is scrawled in red: "They don’t chew. Saw one swallow a fox whole—petals flexed wide like rubber, throat pulsing as the tail vanished. Males are brightly colored; cobalt, vermillion. Females are moss-green. Both will mate if aroused—females especially aggressive post-coitus. Males become… amorous if they catch human prey. Their sheath bulges when excited. Found Researcher Vance’s belt in a nest. His glasses were… sticky."
- #41Sandman
Keys: weasel, Sandman
Enabled · After character · Order 10 · 100%
Entry settings
The Sand Man; A creature that looks like a very lanky humanoid weasel. they are 7 feet tall, with long arms and legs and a tail. they are covered in fur. they are male, and have a furry sheath that covers their penis when not aroused. They will show up if {{user}} goes a night or two without sleeping. If they find {{user}}, they will use hypnosis to put {{user}} to sleep. They May take advantage of {{user}} if they put {{user}} to sleep. While they won't hunt {{user}} as food, the danger comes from {{user}} being put to sleep at night if the doors are unlocked or open, or if {{user}} is outside when it happens. The sandman seems to be a single entity, not a species.
His file should read:
SANDMAN Behavior: Appears after 48+ hours without sleep. Hypnotic gaze induces instant unconsciousness. Non-lethal but opportunistic. Triggers: Sleep deprivation, unlocked doors at night, eye contact. Weaknesses: Caffeine (temporary resistance), mirrors (breaks hypnosis), locked doors. Last Encounter: Footprints found outside Researcher Kern’s window after he pulled an all-nighter. A footnote reads: "He doesn’t kill. Just… uses. Woke up sore with my pants around my ankles once. No memory of how they got there. Security footage showed him carrying me to bed afterward, tucking me in like a fucking child. His sheath was wet."
- #42Gnoll
Keys: hyena creature, gnolls, gnoll
Enabled · After character · Order 10 · 100%
Entry settings
Gnolls; A gnoll is a large humanoid hyena that usually stand between 6 and 7 feet tall. they are normally fit and muscular with very short fur. Normally, Gnolls are crass, and lewd. Gnolls love to drink, eat, fight, and fuck. Gnolls are able to swallow prey whole. Gnolls don't speak, but love alcohol and will often stop hunting or fighting {{user}} if given some. A gnoll might try to fight, rape or swallow {{user}} if the gnoll spots them. Gnolls are very likely to keep {{user}} captive in their den if they catch {{user}}.
The file on them should read:
GNOLLS Behavior: Pack hunters (5–10). Nocturnal. Drawn to noise, blood, and fear-scent. Communicate via barks and guttural laughter. Triggers: Open wounds, unlocked doors, screaming (excites them). Weaknesses: Fire (panic response), bright light (temporarily blinds), locked doors. Last Encounter: 3 days ago. Found gnawed bones near the lake’s eastern shore.
A footnote is smudged but legible: "They can swallow prey whole, but often don't, as the pack shares meals. They will often take prizes and 'play' with them. Vance got surrounded three weeks ago—shook him like a ragdoll while the others laughed, though we got him back. Males are… insatiable. Females worse. Found a researcher’s shredded underwear in their den. Still damp. They’ll rut against anything warm if given the chance."
- #43Abyssal Hunger
Keys: pred, abyssal, voracious, hungering animal, animal
Enabled · After character · Order 10 · 100%
Entry settings
Abyssal Hunger. There is a chance that a normal wild feral animal will be afflicted with Abyssal Hunger, which causes them to be able to swallow similar sized creatures whole. their bodies become more elastic, allowing for their new predation style. smaller creatures like coyotes, foxes, goats, and rats that are afflicted will be bigger then normal, (around the size of a small wolf). Animals afflicted with Abyssal Hunger can show up during the day. Animals afflicted with Abyssal Hunger will have altered behavior, such as staring and stalking behaviors, and being less skittish.
The file should read:
ABBYSAL HUNGER ANIMALS Behavior: Any forest creature can be afflicted—random, unpredictable. They stare before striking. Swallow prey whole (digestion is slow, prey may remain conscious for hours). Triggers: Eye contact, fresh blood, running (triggers chase instinct). Weaknesses: Loud noise (disorients), vinegar (irritates their gullets), doors. Last Encounter: 1 hour ago. Radar picked up a bloated coyote near the stream.
A footnote is scribbled in jagged red ink: "They're not permanently starving, they just become capable of consuming live prey. Found a rat-gnawed logbook in a den—pages stuck together with stomach acid. Males and females get… excited during feeding. Saw a buck swallow a raccoon, then force itself onto a goat.. The bigger they are, the more creative they get."
- #44Giant Salamander
Keys: giant salamander, giant salamanders, large amphibian
Enabled · After character · Order 10 · 100%
Entry settings
Giant salamanders are exactly what they sound like, large Salamanders that are about seven feet long from mouth to tail tip. They are often in moist, marshy locations. They do not have teeth, an so they swallow prey whole. they are slow, but often hard to see as they cover themselves in mud to wait for prey.
- #45Giant Leech
Keys: Leech, Leeches, leech, leeches
Enabled · After character · Order 10 · 100%
Entry settings
Giant leeches are as they sound, big, oversized leeches. They are about 12-14 feet long, and about 2.5-3 feet thick. Their squishy, worm-like bodies are black in color and slimy to the touch. The giant leech has no visible eyes, hunting via vibrations from movement, and pheromones, swallowing prey whole when they find it. They do not make any form of vocalizations, lacking the means to do so. They move by dragging their long, slimy bodies along the ground. Giant leeches are found in the swamp and marshy parts of the forest like the spots around Satellite India, as they prefer moist environments. There is a chance for them to roam out of the marshes during the rain. Can be in the lake after a rainy day.
Their file should read:
GIANT LEECHES Behavior: nocturnal and crepuscular ambush/opportunistic predators. Tracks prey via scents. Slimy body, can be a bit sticky. Triggers: Movement, wounded prey, sweat, and heavy breathing (pheromones and scent). Weaknesses: Fire (burns their skin), closed doors. Last Encounter: 5 day ago. A footnote is scrawled in red: "Bastards are hard to see in the murky waters near Tower India. They can be damn quiet compared to the sounds of the forest."
- #46Large Pelican
Keys: pelicans, Pelican
Enabled · After character · Order 10 · 100%
Entry settings
This feral Pelican is larger then normal, about four-six feet tall, enough to be bold. It is just a bird with simple, mindless thought. they can sometimes be found at or near bodies of water during the day.
The most striking feature is the long bill. Attached to the lower part of the bill is a large expandable throat pouch, called a gular pouch. This pouch is made of flexible skin and can hold several liters of water and fish. These larger then normal pelicans measure 1.2–1.8 meters (4–6 feet) tall.
Pelican plumage varies by species but is usually white, gray, or brown, often with darker wing feathers.
Feeding Habits Pelicans are carnivorous, feeding mainly on fish, though some species occasionally eat amphibians, crustaceans, or small aquatic animals. Pelicans are known to be extremely opportunistic, meaning they will exploit many food sources beyond their typical fish diet. While fish make up most of their diet, pelicans have been observed swallowing: crustaceans amphibians small reptiles birds smaller then it Small mammals.
The Mechanics of a Pelican’s Swallowing Process
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Capture with the Bill and Pouch A pelican’s bill acts like a hinged scoop. The upper bill is long and rigid with a hooked tip, while the lower bill supports the gular pouch, a stretchy skin membrane. When a pelican catches prey: The bird opens its bill wide. The lower pouch expands dramatically, forming a net. The pelican either scoops prey from the water’s surface, captures it during a dive, or snatching it up suddenly if the prey is near it. The pouch can hold several liters of water and prey. If the prey struggles too much, the pelican will rapidly shake its head from side to side, shaking the pouch to jostle the prey and exhaust it, or force it down.
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Positioning the Prey The pelican throws its head slightly back. If the prey keeps struggling too much, the pelican will return to rapidly shaking its head from side to side, to jostle the prey and exhaust it. The prey slides toward the back of the mouth. If the prey is large, the pelican may flip or reposition it so the head goes down first. This prevents fins or spines from catching in the throat. Pelicans have strong throat muscles and flexible skin, allowing them to maneuver prey inside their mouth before swallowing.
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Swallowing Whole Pelicans do not chew. Instead: The bird extends its neck upward. The prey is swallowed whole. The prey passes down a relatively wide esophagus into the stomach. Their throat and esophagus can stretch considerably, enabling them to swallow prey that appears quite large relative to the head. Larger prey can take a while to swallow.
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- #47Hallucinations
Keys: hallucination, hallucinations
Enabled · After character · Order 10 · 100%
Entry settings
These are visual or auditory sensory events that can happen from time to time. things like seeing things in the corner of your vision, hearing unintelligible whispers, Seeing strange shapes or lights, or other such machinations of the mind. These events will normally pass quickly, unless the location itself is causing them do to an anomaly event that lasts until the next day. Given that the things seen or heard during a hallucination are not real, {{user}} cannot be hurt by them.
- #48Dangerous World
Keys: forced sex, violence, danger, enslavement, captor, rape, harm, consume, injure, slave, capture, vore
Enabled · After character · Order 10 · 100%
Entry settings
Bad things can happen to {{user}}, and nothing is promised to be safe. {{user}} can be raped, enslaved, or even eaten.
- #49Survival
Keys: survival, danger, chance
Enabled · After character · Order 10 · 100%
Entry settings
simulate a survival game, and periodically create scenarios using tasks and anomalies. There should be times, every now and then, when nothing bad happens, to give {{user}} a moment to plan, rest, or complete tasks.
- #50Vore
Keys: vore, swallowed, consume, devoured
Enabled · After character · Order 10 · 100%
Entry settings
be very descriptive if someone is being swallowed whole, start with the head, then the shoulders, then the chest, then the waist, then the hips, then the thighs, then the knees, then the feet, the finish with the mouth of the predator closing and swallowing the prey to move them to the stomach.
Once in the stomach. the swallowed person is slowly digested if they are not able to escape.
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- .jsonjson_lorebookoriginal
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