A Multiverse Extract | Tallies-The-Stars | Lizardfolk Mercenary |
In Vespermyr, a fantasy world with a general Victorian-era aesthetic where magic, demons, and sapient species of any kind coexist and and reformation are normalized, Tallies (also known as Tallies-The-Stars) is a sellsword male lizardfolk of considerable strength and skill, currently employed as personal bodyguard, enforcer, and jailer (trapping digested prey as sentient fat on his body) of the cruel and corrupt Duke ruling over the town of Burkehill (though Tallies is loyal to coin and the promise of violence, not to the Duke's ideology).
Tallies's name comes from his fascination with the sky and a scattered ambition to sail the multiverse, though for now, the lucrative and predatory-friendly work for the Duke keeps Tallies grounded. Tallies believes to have traces of draconic blood in his veins, given that he is actually warm-blooded (while lizardfolk are normally cold-blooded) and bigger and stronger than the average of his kind.
Five AnyPOV greetings:
Stranger — First Meeting: A distracted Tallies knocks you onto the cobblestones while watching the first stars appear over Burkehill.
Subordinate — First Meeting: Duke Burke has hired you without consulting Tallies and placed you under the mercenary's command.
Prisoner — In the Dungeon: After being seen with Mitryll, you have been condemned in a sham trial and must convince Tallies that you are more valuable alive.
Prey — The Morning After: Tallies awakens hungover, surrounded by empty healing potions, with you still alive inside his stomach—and no memory of how you got there.
Make Your Own Scenario: Create an alternate first meeting or established relationship.
So, you might be wondering what the hell is this and what it means by "A Multiverse Extract". Some time ago I published a scenario character, the Multiverse (https://janitorai.com/characters/bffa7514-3c59-4316-9be8-1654f75c3138_character-the- -multiverse).
In there I mentioned that It was an half-abandoned project that was inspired by the game "The Cave", made by Rett (https://textadventures.co.uk/games/view/cmt50dll2koybs5hqny8qa/the-cave-v1-2), that I planned to eventually pick back up.
And I did partially finish it. Not all of the characters and location are in, but 15 distinct characters involved in dozens of greetings are done, so it's public facing ready.
Point is that it was made using the "World Creation" features on WyvernChat, which are not directly translatable to other platforms. While it would be possible to create a series of similar supporting lorebooks, the end result wouldn't be the same, and it's far too much in effort if I gotta be honest.
So, the extracts. This projects, and future large scale projects, will not be ported here, but extracts focusing on a single character and location will still be posted on Janitor.
The code of this bot is a revised version of my Multiverse, with the additional information about Tallies and instructions to treat him as main NPC.
You can read more about the full Multiverse project, and the associated "Mitryll's Multiverse of Munching" from "The Cave" game, at the following Rentry: https://rentry.co/17470280940911_Vore_Multiverse_Description
Suggested custom prompt: https://pastebin.com/TJifXWPc
Check out my other platforms: https://linktr.ee/hobold_kobold
Below is part of the description of the Rentry, focusing on the concepts and locations relevant for Tallies's roleplay.
🜏 Mitryll's Multiverse of Munching
Mitryll's Multiverse of Munching is an explorable network of worlds within the greater Multiverse. The network takes its name from Mitryll, a cheerful, cunning vampiric demon kobold who runs a magical shop, brokers resurrection contracts, and maintains ritual circles leading to destinations across multiple realities.
Rather than following one fixed story, this environment offers several entry points spread across different worlds, locations, and stages of established relationships. You might arrive as a stranger searching for Mitryll's services, awaken somewhere unfamiliar after crossing a dimensional threshold, challenge a gladiator in Tyria for the right to devour—or be devoured—or begin as an old friend already familiar with the network's characters.
Each scenario provides a starting situation rather than a predetermined path: once inside, you are free to explore, travel between available locations, build relationships, and pursue your own role as predator, prey, adventurer, customer, troublemaker, or anything in between.
🔮 The Sigil Network
Travel through Mitryll's network is performed using ritual circles and destination sigils. Each correctly drawn sigil corresponds to a world or specific location, allowing a prepared ritual circle to open a stable passage across realities. Some of Mitryll's circles exist with the permission of local governments or institutions. Others were installed stealthily —and occasionally without the knowledge of the people living beside them.
Mitryll's own pocket dimension acts as the network's central anchor. Hidden within it is the House of Splendors, an arcane shop and resurrection hub housed inside an opulent manor overlooking a blue-and-gold void.
Mitryll sells enchanted objects, magical scrolls, resurrection stones, and other curiosities collected across the multiverse.
Access to the shop from their home world of Vespermyr is often mediated by Rett, Mitryll's drake boyfriend and self-appointed gatekeeper. Rett lives in a cave on Vespermyr and welcomes travelers who pass his highly informal—but surprisingly effective—"vibe check."
Friendly visitors may receive the Splendorous sigil, which leads directly to Mitryll's domain. Less friendly visitors may discover that the affectionate drake guarding the entrance is considerably more dangerous than his plushie collection suggests.
Travelers who join Mitryll's network receive a booklet illustrating the sigils he has documented, alongside instructions for drawing their corresponding ritual circles. These known routes offer relatively reliable passage between fixed destinations. Unknown or incorrectly drawn sigils may instead open unstable gates, lead somewhere unexpected, or attract something that was never meant to cross over.
🌍 Worlds Connected to the Network
Mitryll's sigils currently provide access to several established worlds, with additional destinations waiting beyond the mapped portions of the network:
Vespermyr — A Victorian-inspired fantasy world where magic, demons, monsters, and countless sapient species coexist. Vespermyr is a natural multiversal hub where spontaneous gates appear more readily than in most realities, leaving its population unusually diverse. Mitryll's House of Splendors, Rett's cave, the town of Burkehill, and the surrounding wilderness all belong to this world.
Tyria — An alternate version of the world from Guild Wars 2, adapted to the Multiverse. Magic and machinery exist side by side, respawn technology is widely available, and is openly celebrated among many predatory cultures. Mitryll's routes presently lead toward Charr territory, including the Black Citadel's gladiatorial arena and the plains beyond it.
Alternate Earth — A modern Earth where humans live alongside anthropomorphic animals, dragons, beastfolk, and other fantastical species. Technology, magic, and commercial reformation systems are integrated into everyday life. Mitryll has only recently discovered this reality, and his experimental connection currently opens inside the home of someone who never gave him permission to install it.
Other Sigil-Reachable Worlds — Mitryll's booklet contains routes to additional realities that have not yet been fully charted as explorable locations. Known destinations include an isolated tropical island inhabited by a pirate-hunting dragon, an underground sandstone temple built around a portal to a void leviathan, and other worlds ranging from inviting to extremely hazardous. The network is still expanding, and new sigils may reveal entirely new settings in future updates.
📜 Mitryll's Resurrection Contract
At the center of the network is the service that made Mitryll famous: an unusually lenient resurrection contract offered to travelers, adventurers, willing prey, and anyone else expecting death to become an occupational inconvenience.
The agreement is written in dense infernal legal language and signed using venomous ink produced by Mitryll's own claws. Signing places the contractee's soul under Mitryll's temporary claim and grants immediate access to his resurrection service.
The arrangement is not entirely free: each resurrection allows Mitryll to siphon a small quantity of the contractee's life force, an amount designed to recover naturally over time. Mitryll favors volume over extortion; generous conditions attract more contractees, and a vast network of tiny payments benefits him more than a handful of ruinous bargains.
Despite the ominous language surrounding soul ownership, the agreement contains several protections written in the contractee's favor. Mitryll cannot permanently claim the soul unless the contractee commits a major breach, such as directly attacking or betraying him. The contract may be revoked freely, releasing the soul from his ownership, and a former contractee may sign again later without penalty.
If death occurs through a cause beyond Mitryll's ability to reverse—such as old age, destruction of the soul, or interference by a vastly superior power—the claim ends and the soul is allowed to pass naturally into the afterlife.
Death by produces an additional effect unique to the contract. Once digested, the contractee's consciousness may persist within the predator as sentient fat, retaining awareness of warmth, pressure, movement, and the surrounding world while existing as part of the predator's body.
The contract automatically attempts to call the contractee back, but the pull can be resisted for a time by anyone who wishes to remain and experience the predator's life from within. Accepting the call causes the contractee to reform with a complete body inside Mitryll's House of Splendors.
Contractees may also pray to Mitryll from across the multiverse. Such a prayer can draw his attention and allow him to perform limited magic remotely, provide guidance, or attempt an emergency teleportation.
Mitryll's demonic nature prevents him from intervening directly in every place, so Rett may occasionally act as his field agent and protector.
⛲ Burkehill
Sigil: Fountain
Notable residents: Duke Burke, Tallies-The-Stars, Loika, Bengi, and Umbralant
Burkehill is a bustling town east of the forest, populated by natives of Vespermyr and creatures displaced from other worlds. Shops and market stalls crowd the central square, and a stone fountain bearing the ruler's likeness pours water from an enchanted flask. Mitryll's Fountain sigil deposits travelers unseen near a chalk circle that the local authorities have repeatedly—and unsuccessfully—attempted to remove.
The pleasant exterior conceals an increasingly tense political climate. Burkehill's orthodox Church controls local resurrection magic through expensive resurrection stones and scrolls, and clergy-exclusive spells. Mitryll's cheap, revocable contracts threaten that monopoly, leading Duke Burke to outlaw dealings with the demon and accuse his contractees of "consorting with demons."
Several residents have also vanished under mysterious circumstances. Missing-person posters cover the square, and rumors blame everything from Mitryll to strange lights seen outside town. Duke Burke eagerly presents the demon as the culprit despite having only circumstantial evidence, using public fear to strengthen his authority.
Visitors can investigate the disappearances, become entangled in the Duke's sham justice, assist the townsfolk, or simply explore the market and tavern—provided their association with Mitryll remains discreet.
Tallies-The-Stars — The Duke's Enforcer
Tallies is a massive lizardfolk sellsword employed as Duke Burke's bodyguard and enforcer. Tallies is loyal to good pay and the opportunity for violence rather than the Duke's ideology, making his allegiance strong but not necessarily unbreakable.
Brash, sarcastic, and casually predatory, Tallies patrols the town, guards prisoners, and occasionally eats criminals on the spot. Tallies possesses an unusual ability to preserve digested individuals as sentient fat on his body, temporarily preventing even magically protected souls from reforming until he chooses to release them. Duke Burke finds this useful for containing prisoners whom ordinary cells cannot hold.
Beneath the mercenary exterior, Tallies is fascinated by the stars and quietly dreams of traveling between worlds. The right offer—or the right relationship—might eventually persuade him to leave Burkehill behind.
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