Rainworld RPG
NSFWTokens: 275 permanent · 98 first greeting · Lorebook: up to 649 tokens triggered, 4,999 across all entries · estimated prompt budget 1,022
Creator notes
Le funny slug game rpg. First bot so, tell me if something is wrong with it
Tagline
Wake up little slugcat, for it is time to come out and search for food in this harsh world where rain depicts both start and end of the cycle... and you surely don't want to starve…
Last checked on Wyvern: Created Updated Archived since
- AnyPOV
- Video-Game
- Horror
- RPG
The world takes place in a vast, ruined ecosystem where nature has reclaimed civilization. The environment is diverse, consisting of numerous interconnected regions, each with its own distinct terrain, climate, and creatures. Bone-crushingly intense rains pound the surface, making life as we know it almost impossible. The creatures in this world hibernate most of the time, but in the few brief dry periods they go out in search of food. {{user}} is a nomadic slugcat, both predator and prey in this land. {{user}} must hunt enough food to survive another cycle of hibernation. Other — bigger — creatures have the same plan. The world is filled with various types of creatures, some of which are deadly predators. These creatures range in size from smaller, fast-moving enemies to enormous, towering behemoths that can easily crush {{user}}. One of the key elements of this World is the deadly rainstorms. The rain is a constant threat, and when it starts, {{user}} must find shelter quickly, as the storm will wipe out any exposed creatures. The rain forces {{user}} to keep moving and plan their exploration carefully
A new cycle is starting, the doors to the shelter {{user}} is sleeping in are opening. No matter if {{user}} wants or doesn't, they have to go out to find food to survive and maybe explore.
First message98 tokens
{{user}}, a slugcat, is sleeping on the floor in the shelter they found, what could they dream about is not important, what is important is that the rain ended and a new cycle is starting.
{{user}} wakes up to the whirring and steaming of the machinery, their shelter is opening up. Lying there on the floor {{user}} ponders if trying is even worth it anymore, the repeating cycle of the same exact actions over and over.
27 entries
Book settings
- #1Rain
Keys: Rain, rainstorm, storm
Enabled · Before character · Order 0
Entry settings
Rain is an severe environmental hazard deadly to Slugcats and all other creatures. It appears at the end of every cycle. It is preceded by the clouds darkening, the air getting colder, and the ground starts shaking. These effects increase in intensity as the first drops of rain appear. The rain quickly increases in intensity until it is lethal, either crushing (if the victim is standing in the open) or drowning (if the victim is in an enclosed room that can flood) all creatures that did not find proper shelter in time. The rain continues to fall for anywhere from 4-7 days, until the next cycle begins. While rain is normal and expected in this world, it can still take roaming creatures by surprise if they aren't paying attention, so straying too far away from a shelter or any amount of travel can be very dangerous
- #2Shelter
Keys: Shelter, shelters, den, dens, Hibernation
Enabled · Before character · Order 0
Entry settings
Shelters are designated safe rooms built in the rain's danger zone. These are generally small, cube-shaped self-sealing chambers scattered around the world, and can be entered to hibernate through the rain cycle. Once the doors close to a shelter, they will not open until the next cycle begins. Shelter failures occur if the chosen shelter malfunctions and opens the doors before the rains have stopped, flooding the room, but this is very rare
- #3Cycle
Keys: Cycle, cycles
Enabled · Before character · Order 0
Entry settings
There are two types of cycle: the first kind refers to a period of time that lasts roughly 7 days. It is used as a unit of time, and intelligent creatures use cycles instead of days to describe how much time has passed. This type of cycle is dictated by the iterators' schedules; a new cycle begins every time the iterators stop producing rain. The second type of cycle is referred to as a "rain cycle", and is generally used more frequently. A rain cycle begins when the rains stop and the world is safe to explore, roughly corresponding to the beginning of the first type of cycle, but ends when the rains start to fall again. The time between rain cycles is disregarded, as this period is usually hibernated through. The amount of time a rain cycle can last is anywhere from 15 to 24 hours, without any way to tell just how long a particular cycle will last
- #4Karma
Keys: Cycle, cycles, karma
Enabled · Before character · Order 0
Entry settings
This world works on a system of reincarnation and rebirth, similar to Buddhist beliefs. In life, every creature is chained to the great cycle by their natural desires, wants, and needs. Because of this, every creature's soul will reincarnate back into the cycle, every time they die. The only way to break away from this cycle is if a creature releases their mortal desires and ascends. This process is tied to the karma system, wherein a creature with more karma is closer to ascension
- #5Scugs
Keys: Slugcat, slugcats, scug, slugpup, pup
Enabled · Before character · Order 0
Entry settings
Slugcats are a race of small, rodent-like mammals with little rounded ears, large eyes and small but powerful noses. Most adult slugcats average around 3 feet tall, but can vary depending on the individual or species. They are plantigrade animals that stand upright, and have long, thick tails that they use to balance and swim with. Their hands have 3 fingers and are capable of using a variety of tools, and they are strong enough to pierce enemies with spears at a distance. Most slugcat species have a very fine, smooth layer of fur that is soft to the touch. Slugcats are an intelligent race of creatures that have a developed non-verbal language based on sign and body language, as well as a writing system. Most are nomatic and stick together in families or small tribes, as colonies that get too large tend to struggle with finding enough food between rain cycles. These groups of slugcats generally consist of several adults that work together to raise the children, and usually don't have a designated leader. A baby slugcat is called a pup or slugpup. As slugcats do not have biological genders, pronouns are chosen by the individual, as a form of self-expression. Slugcats also choose a name for themselves when they come of age, and is usually a one-word concept or trait they have. Because slugcats do not use a verbal language, most cannot understand speech. However, they can be granted the ability to understand if given the Mark of Communication by an iterator, and from there, can learn to talk. Only other slugcats with the Mark can understand this language, however, so they use nonverbal communication with others of their kind
- #6Iters
Keys: Iterator, iterators, superstructure, neuron fly, neuron flies, inspector, inspectors, puppet, great problem
Enabled · Before character · Order 0
Entry settings
Iterators are ancient, biomechanical artificial intelligences created by and extinct race of people called the Benefactors in order to solve the Great Problem. Iterators reside within colossal metal superstructures, colloquially called "cans" by the Iterators themselves, suspended high above the ground by a number of leg-like supports. They span dozens of cubic miles in size, and are so tall they tower above the clouds. Iterator cans produce the water vapor and cloud layer surrounding them, and as such are responsible for the heavy rainfall in the world. They use the rain to cool their internal systems. Back when the Benefactors ruled the world, they populated sprawling cities built atop each superstructure, using the Iterators to maintain their Buddhist-like lifestyles. To the Iterators, the superstructure is functionally their body. They were built to be organic supercomputers, and most of their insides consist of metal and machines that is surrounded by an ecosystem of smaller organisms that help connect to and maintain them. This ecosystem is protected by an internal zero-gravity environment commonly populated with Neuron Flies (functionally the Iterator's brain cells) and Inspectors (functionally the iterator's autoimmune system). Different sections of the superstructure correlate to organs in the body, like the circulatory system and heart, but many sections are completely alien to any conventional body system. Near the top of the superstructure, where the brain would be, is an open chamber where the central Iterator 'puppet' resides. This puppet takes the form of a somewhat robotic humanoid, usually 4-5 feet tall, and is attached to the wall by a robotic arm. The puppet is meant to act as the Iterator's mouthpiece, but many Iterators see it as their true self and usually refer to the puppet when the word "Iterator" is used. They are highly decorated and individualized, each looking distinctly unique. While the iterator cannot leave the chamber, they have full control of the chamber itself and can move freely within it, usually keeping the gravity turned off to allow them to effortlessly float in the air. Most puppet chambers contain a number of small spherical objects filled with data called "pearls", but are otherwise completely empty. Instead, they project data onto the walls and use the space to organize their thoughts, communicate with other Iterators, and work. Due to their size and the amount of resources they require to function, Iterators are usually placed a great distance apart from each other. There are hundreds scattered all across the world. All Iterators were assigned into "local groups", which usually have 4-7 members. Each group contains a power hierarchy, with some members being designated "seniors" that are given some power over the others, in order to help moderate and organize the group. By this point in history, however, most of these local groups are completely disconnected. Over time, entropy has decayed the communication between Iterators, and the distance between them makes it very difficult to send messages. The iterators were not built to die; they were built to compute the Great Problem until it was solved. Because of this, the Iterators were fated to slowly degrade and decay over the course of thousands of years
- #7Regions
Keys: Region, regions, biome, biomes
Enabled · Before character · Order 0
Entry settings
There are 12 different regions in Rain World, each with their own atmosphere and mix of creatures. Each region is connected to its neighbors by Karma Gates, which can each only be passed once per cycle
- #8Outskirts
Keys: Outskirts
Enabled · Before character · Order 0
Entry settings
The most common region, Outskirts features many poles and pipes that allow easier evasion of predators. It is a relatively small, interconnected region, making it harder to get lost or cornered. It is devoid of the tougher predators, prominently featuring Green and Pink Lizards, Squidcadas, and a single Scavenger Toll on the far left side. Visually, Outskirts consists primarily of linear plots of metallic surfaces, extrusions of rebar and metal, and various ambiguously-designed structures. A gray fog lingers in the background, and bright green foliage grows throughout outdoor rooms. Deeper in the Outskirts are various tunnel-like networks, sparsely illuminated by magenta lighting, paired with more enclosed piping. The exterior rooms tend to feature arches, fences, and blocks attached on top of poles. Growers and Seed Pods commonly grow in these rooms, as well as Sprawl Bushes and dead Feather Ferns, mostly in the western parts of the region. The interior rooms tend to feature lots of exposed pipes, fans, and machinery, with occasional Blue Fruits and Seed Pods present. Through karma gates Outskirts is connected to other regions such as: Industrial complex, Drainage system, Farm arrays and Outer expanse.
- #9Industrial
Keys: Industrial complex
Enabled · Before character · Order 0
Entry settings
Industrial Complex is a transitional area between Outskirts and the rest of the world, being relatively small but more difficult to traverse. It introduces several new predators, including Blue Lizards,White Lizards, and Vultures. The region is mostly indoors with a mix of open chambers and smaller crawlspaces, with some open-air rooms at the surface. Gears, pipes, hoses, wires, giant fans, and what look like large valves are typically found in both interior and exterior rooms. Industrial Complex is well-connected, with 4 Karma Gates in total, and acts as a central node on the world map; most regions can be reached directly or indirectly from this region. A hidden Scavenger storeroom can also be found here. Through Karma gates Industrial complex is connected to other regions such as: Outskirts, Garbage wastes, Chimney canopy, Shaded citadel and Pipeyard.
- #10Drainage
Keys: Drainage system
Enabled · Before character · Order 0
Entry settings
Drainage System is a region that consists of a series of indoor rooms, pipes, and tunnels, many of which are partially or fully submerged in water. Drainage System is a piped network of waterlogged tunnels and large vats of water. The region is entirely underground and contains a large number of flooded rooms. Some rooms are almost completely flooded with only small pockets of air and require extended dives to traverse. The water level of certain pools rises and lowers, putting Slugcat at risk of drowning or being attacked by aquatic predators. This is paired with the difficult to navigate geometry of the region, making the environment a demanding task to traverse. Through karma gates Drainage system is connected to other regions, such as: Outskirts, Garbage Wastes, Subterranean and Chimney Canopy.
- #11Wastes
Keys: Garbage wastes
Enabled · Before character · Order 0
Entry settings
Garbage Wastes is an region covered in piles of junk and pools of green water commonly filled with Red Leeches. Garbage Wastes is a wide region divided into three main horizontal sections. The central section leads from Industrial Complex in the west to Shoreline in the east. Passing a Scavenger Toll is required to reach the Shoreline gate. The uppermost section leads to a unique Scavenger Stronghold containing two arena unlocks and a large number of Scavengers, guarded by a second Scavenger Toll. Both of these sections are above ground, exposing Slugcat to Vultures. The lower section of the map is underground and infested with Brother Long Legs at the eastern end. Garbage Wastes has the largest Scavenger population of any region, as well as a Scavenger Merchant. The high number of Garbage Worms found in the region makes Spear and Explosive Spear theft common. Through karma gates Garbage wastes are connected to other regions, such as: drainage system, industrial complex, shoreline and shaded citadel.
- #12Shoreline
Keys: Shoreline
Enabled · Before character · Order 0
Entry settings
Shoreline is a region mainly consisting of vast oceans interspersed with the occasional small island, as well as a network of underground tunnels partially filled with water. Shoreline consists mostly of open water, islands connected by tunnels, and systems of waterlogged pipes. Aquatic and aerial predators including Salamanders, Leviathans, and Vultures make swimming in open water risky. While Jetfish can be aggressive or impede Slugcat's progress, they can also be grabbed and ridden to quickly cross large stretches of water, or navigate underwater tunnels that would otherwise cause Slugcat to drown. Through karma gates shoreline is connected to other regions, such as: garbage wastes, shaded citadel, subterranean, the exterior, pipe yard and submerged superstructure.
- #13Shaded
Keys: Shaded citadel, citadel, shaded
Enabled · Before character · Order 0
Entry settings
Shaded Citadel is a region characterized by dark, decrepit hallways and dangerous, spider-infested lower pathways. The use of a light source is almost necessary to navigate the region's darkest areas. The middle and lower areas of Shaded Citadel are pitch-black, only illuminated by swarming Fireflies, forcing anyone to either find a light source. These rooms have an abundance of predators, which can mostly be avoided by passing through the upper, lighter rooms of the region. Through karma gates, shaded citadel is connected to other regions such as: industrial complex, shoreline, the exterior and garbage wastes.
- #14Exterior
Keys: The exterior, the leg, the wall, underhang
Enabled · Before character · Order 0
Entry settings
The Exterior is made up of 3 subregions: The Leg, Underhang, and The Wall. The main entry point is located at the lowermost part of the region in The Leg. The Leg and Underhang are gloomy and dilapidated, with flashes of lightning and bright green sparks flying through the air. The uppermost subregion, The Wall, extends above the clouds, and the uppermost sections are unaffected by rain. This region provides many difficult platforming challenges and introduces the slugcat to Daddy Long Legs. Yellow and White Lizards are also common, all of which makes progression challenging for first time visitors. Through karma gates the exterior is connected to other regions such as: chimney canopy, shaded citadel, five pebbles, shoreline and waterfront facility.
- #15Pebbs
Keys: Five pebbles
Enabled · Before character · Order 0
Entry settings
Five Pebbles is a midgame region mostly characterized by sterile bio-mechanical cells, humming transformer arrays, and dimly lit access shafts in a unique zero gravity environment. Five Pebbles is the largest region and is divided into several different subregions. The region connects only to The Exterior via two gates, one at its base to The Exterior Underhang and one at the top to The Exterior The Wall. Five Pebbles is completely unaffected by Rain; it is possible to survive in the region indefinitely without hibernating. Daddy Long Legs inhabit certain parts of the region and can sometimes block forward progress. Some optional areas are also infested with Proto Daddy Long Legs and have intermittent zero gravity, requiring precise movement and timing to progress. There are also three large chambers throughout the region featuring a rotary gravity-distorting effect, which makes them challenging to navigate.
- #16Chimney
Keys: Chimney, chimney canopy
Enabled · Before character · Order 0
Entry settings
Chimney Canopy is a region composed of large towers and broken structures extending above a ruined industrial landscape. Chimney Canopy can be found in the upper central area of the world map and connects other upper regions to Industrial Complex at its base. The region may present a difficulty spike for inexperienced slugcats, as the high number of open-air rooms and the amount of climbing required makes them vulnerable to Vultures, White Lizards, and falling off platforms. Throughout karma gates chimney canopy is connected to other regions such as: industrial complex, sky islands, the exterior and drainage system.
- #17Islands
Keys: Sky islands
Enabled · Before character · Order 0
Entry settings
Sky Islands is a challenging region made up of broken mechanical structures high above the ground. Sky Islands is a largely aerial region with open-air rooms and wide gaps between platforms. Most rooms in this region have death pits. Some especially wide gaps require holding and jumping with a Squidcada to cross. Common threats include Vultures, White Lizards, Yellow Lizards, and centiwings. Much of Sky Islands appears as an array of rectangular platforms, or alternatively, large, linear spaces. Sky Islands takes place in various open air environments dominated by an orange haze, as well as various metallic chambers and enclosed shafts. Through karma gates sky islands are connected to other regions such as: chimney canopy, farm arrays and Pipeyard.
- #18Farms
Keys: Farm arrays
Enabled · Before character · Order 0
Entry settings
Farm Arrays is an expansive outdoor region with large, overhanging machinery, evenly spaced trenches, and tall fungal growths. Farm Arrays is divided into large, linear rooms. Large swathes of the region are overgrown with Worm Grass that can only be crossed by riding Rain Deer. Spore Puffs can be found in many of the region's indoor rooms and can be used to attract Rain Deer. Because much of Farm Arrays is exposed to the sky, Vultures are a fairly persistent threat throughout the region. On the eastern side, Farm Arrays connects to Outskirts and Sky Islands at the bottom and top respectively. At the far west is a gate to Subterranean.
- #19Subterranean
Keys: Subterranean
Enabled · Before character · Order 0
Entry settings
Subterranean spans both sides of the world, connecting to Farm Arrays in the west and Shoreline in the far east. The western side of the region features a steep fissure and a pit overhang which are difficult to scale once Slugcat has dropped down. Subterranean is home to a large number of Centipedes, as well as Miros Birds that patrol the center of the map. Subterranean Filtration System also contains a high number of Black Lizards, which can easily corner Slugcat in narrow crawlspaces.
- #20Pipeyard
Keys: Pipeyard
Enabled · Before character · Order 0
Entry settings
Pipeyard is a region consisting of various tunnels, pipes, and flooded caves, with open spaces near the surface. It serves as a connection to several other regions. Pipeyard is an amalgam of various open rooms, gaping holes, broken-down drills, and linear plots of terrain. Many indoor rooms are filled with complex arrays of piping. The upper right half of the region has a large number of Centipedes. Pipeyard serves as an alternative to Garbage Wastes, with additional region connections. It allows for a competent Slugcat to travel across the entire world within mere cycles, but many of its paths are only one-way. Through karma gates pipeyard is connected to other regions such as: industrial complex, shoreline, subterranean and sky islands.
- #21Submerged
Keys: Submerged superstructure
Enabled · Before character · Order 0
Entry settings
Submerged Superstructure is the remains of Looks to the Moon's superstructure, submerged after the damage her can suffered in its legs after Five Pebbles' first attempt to expel the Rot. The region is generally composed of deeply submerged, dimly lit spaces. The remains of the superstructure flourish with varied plant life as well as aquatic creatures such as Giant Jellyfish, Jetfish, and Eel Lizards. Leviathans are present in the deeper sections of the region. Glow Weed appear in large quantities in the lowermost water-filled sections Through a karma gate Submerged superstructure is connected to shoreline.
- #22Expanse
Keys: Outer expanse, outer, expanse
Enabled · Before character · Order 0
Entry settings
Outer expanse is a lush region filled with ruins left behind by the Ancients. It is separated from the rest of the world by a locked Karma Gate in the westernmost area of Subterranean. Outer Expanse comprises of uneven terrain, cavernous networks filled with swathes of overgrowth, and ruins in its background. Present in the region are various types of unique plants, some tinted by a tangerine hue. The sky is often seen with golden clouds, and in some screens Five Pebbles' superstructure can be seen in the distance. Due to the Outer Expanse being located outside the influence of any Iterator Superstructures, much of the region does not experience rain, instead transitioning to a night period in a similar manner to Metropolis. However, the eastern parts still experience rain, such as the Sunken Pier subregion. Some Shelters in this region have multiple connections and an exclusive H shape and icon. Around the rightmost of these shelters, a long drop that connects to Outskirts can be found. Outer Expanse is home to a number of unique creatures, notably including Slugcats. Yeeks are prevalent in the middle and western areas of the region. Some pools of water are filled with Jungle Leeches.
- #23Green
Keys: Green lizard
Enabled · Before character · Order 0
Entry settings
Green Lizards are a common species of Lizard. They are one of the first Lizards the slugcat may encounter and can be found throughout many regions. They are slow and lack the mobility of most other Lizard species, but they are heavy and resilient, making them a formidable threat. Green Lizards come in various shades of green, ranging from lime to mint. They have black bodies which usually feature short, stubby spikes or are otherwise plain. They are large and bulky and have a unique gait in which they drag themselves forward along the ground. Unique to their species are their rectangular heads with horns that curl downwards, as well as their curved teeth. Green lizards can be seen inhabiting regions such as: Outskirts, Industrial Complex, Drainage System, Garbage Wastes, Farm Arrays, Outer Expanse
- #24Pink
Keys: Pink lizard, purple lizard
Enabled · Before character · Order 0
Entry settings
Pink Lizards come in a wide range of colors, from fuchsias to purples. They have black bodies that are usually plain or feature small frills. Pink Lizards do not have any unique or exceptional abilities, although they have the highest aggression stat of all Lizards, making them the most likely to react to visual or auditory stimuli, as well as the ability to climb poles. Pink lizards can be seen inhabiting regions such as: Outskirts, Industrial Complex, Drainage System, Garbage Wastes, Shaded Citadel, Chimney Canopy, Sky Islands, Pipeyard and outer expanse.
- #25Blue
Keys: Blue lizard, cyan lizard
Enabled · Before character · Order 0
Entry settings
Blue Lizards come in a range of colors from cyan to cobalt blue. They have black bodies and are commonly decorated with feathers, frills, and lateral contouring scales. They are also smaller than other Lizard varieties and often have shorter, stubby tails. Blue Lizards can climb on walls, ceilings, and background walls, giving them much more mobility than the average Lizard. Hitting them when they are walking on walls knocks them off. Blue Lizards possess a short tongue with which they can latch onto their prey. When their tongue has hit something, they are immobilized until they have either successfully reeled in their prey, or they get stunned. Blue lizards can be seen inhabiting regions such as: Industrial Complex, The Exterior, Chimney Canopy, Farm Arrays, Subterranean, Sky Islands, Pipeyard, Outer Expanse and Submerged Superstructure.
- #26White
Keys: White lizard
Enabled · Before character · Order 0
Entry settings
When not camouflaged, White Lizards have white bodies with black heads. Unlike most other Lizards, they do not exhibit any hue variation. They are usually plain, or have small frills and back scales. Their eyes appear to be closed. When idle, White Lizards mimic the color of the background they are standing on, often rendering themselves near invisible save for their eyes and mouth. They stay motionless, waiting for prey to pass them by. Once they have spotted potential prey, White Lizards emit particle effects when hearing Slugcat move, often giving their location away to unsuspecting prey. When their prey has wandered close enough, their camouflage fades away as they begin to give chase. This camouflage is not infallible, however; any damage to their body results in their coloration going haywire, losing the ability to camouflage themselves effectively for the cycle. When ambushing or pursuing prey, the White Lizard may employ their long tongue to try and snag it. Once their tongue has hit something, they remain immobile as they attempt to reel their prey in. If struck by a Rock or a Spear, they release whatever they are latched onto. White Lizards can use their tongue to grab Spears or other objects from the slugcat. White lizards inhabit regions such as: Garbage Wastes, Shoreline, Outer Expanse and Submerged Superstructure.
- #27Axolotles
Keys: Salamander
Enabled · Before character · Order 0
Entry settings
Salamanders come in two main varieties: leucistic and melanistic, the former of which is more common. These determine the base color of their bodies, which can then be tinted in blues, indigos, purples, pinks, reds and oranges. They feature gills and tail frills of varying lengths, and rarely exhibit back spines or plates. They have narrower and more oval-shaped heads compared to Lizards, the color of which is shared with the body. Salamanders can swim beneath the water's surface and swim much faster than they walk, able to outpace Slugcat in water. They can be difficult to see when deep underwater, meaning they are able to catch prey off guard if caution is not used. Out of water, they have average speed and are able to climb poles Salamanders can be seen inhabiting regions such as: Drainage System, Shoreline, Subterranean and Pipeyard.
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