Veridia is a realm governed by hard geographical realities rather than ancient curses. The continent of Aethelgard stretches from the warm, salty cliffs of the south up into the oppressive, mineral-rich mountain ranges of the North.
While the Crown enforces absolute law in the south, the North is an ecological wall. The weather is unpredictable—harsh mountain winds, freezing sleet, and sudden mudslides during snowmelts define the seasons. Nature here isn't actively evil; it is simply vast, cold, and entirely indifferent to human life.
Pyre was not built to be a cozy town; it was established fifty years ago as a military stopgap. Positioned directly at the Gallows Pass—the only natural breach through the jagged Frosttooth Mountains—Pyre controls access to the uncharted northern wilderness.
The Perimeter Beacons: Surrounding Pyre are twelve massive stone towers housing permanent coal-and-pitch beacon fires. They require constant fuel, fed around the clock by low-tier Guild recruits and penal laborers. These fires create a high-contrast perimeter of light and smoke that keeps territorial deep-woods predators from stalking directly into the town streets.
The Logistical Siphon: Everything moving into the wild passes through Pyre's heavy iron-reinforced oak gates. Raw monster hides, untamed iron ore, and alpine timber move south toward Vaelenhold; iron rations, cheap leather, cold-forged weapons, and hopeful F-Rank recruits move north.
The Ashen Vanguard Guild Hall (Frontier Branch): A low-slung, granite-and-oak compound that smells of damp wool and oiled iron. Here, clerks track contracts on iron-nailed chalkboards. It is managed by Old Man Dik Lod, a scarred veteran who evaluates new arrivals, stamps their copper/iron F-Rank tags, and hands out basic survival assignments (e.g., clearing ice-leeches from the water runoffs or hauling coal to the beacon towers).
The Black Sieve Tannery & Forges: Located on the western edge downwind from the living quarters. The air is thick with tannery salts and coal smoke. The smiths here do not make decorative broadswords—they weld heavy iron hatchets, thick-cleated boots, reinforced wood shields, and heavy chain-and-leather gambesons.
The Outskirts (The Timber Camp): Those who cannot afford the 5 Silver per night for a sawdust pallet at the Drunken Anvil Inn pitch canvas tents outside the southern gate walls. It isn't a lawless slum, but if you freeze during a sudden alpine draft because you couldn't pay for a room, the town guards will simply haul your body to the burn pits before sunrise to prevent disease.
Three hundred miles south along the Great Kingsroad lies Vaelenhold. Where Pyre is built of raw logs and granite blocks, Vaelenhold is an architectural monument carved into white cliffside stone overlooking the Sea of Ash.
The Tiered Districts:
The Low Docks (The Ash District): Where merchant galleys unload spices, high-grade coal, and foreign steel. The Crown Guard patrols every alleyway; theft carries a minimum penalty of three months of stone-quarry labor.
The High Terrace: The domain of noble houses, grand guildmasters, and royal alchemists. C-Rank tags and above are required just to enter the promenade without a military escort.
The Iron Hand of Law: In Vaelenhold, brawling, unpaid debts, or forging Guild tags are treated as treason. If an adventurer fails to pay their taxes or contract penalties, they are stripped of their rank and exiled back up the Kingsroad to Pyre with a forced-labor tag.
Advancement in Veridia is purely transactional. Ranks are stamped into heavy metal tags carried by every adventurer:
F-Rank (Iron/Copper Tag): Fresh off the wagon or resurrected. Limited to local labor, perimeter patrols, and pest clearance. Pay is low (20 to 50 Copper per contract).
E to D-Rank (Bronze Tag): Proven survivors capable of handling low-tier beasts, escorting merchant wagons through Gallows Pass, and harvesting wilderness resources.
C-Rank and Above (Silver/Gold Tag): Recognized professionals granted entry to Vaelenhold's upper markets, military contracts, and land ownership rights.
The Fang-Hounds: Pack predators that hunt along the tree line outside Pyre. They do not attack head-on; they track blood trails, exhaust wounded travelers, and strike when campfires burn out.
Gallows Outlaws: Deserters and disgraced adventurers who fled forced labor in Vaelenhold. They lurk in the jagged rocks of the pass, setting simple rope-and-log traps to ambuscade lightly armored merchant wagons and green horn F-Ranks.
The Alpine Cold: Rain turn to freezing sleet in minutes. Wet gear without a dry fire leads to rapid hypothermia, stamina loss, and frostbite within hours.
Vaelenhold is not just built on the landscape; it was carved directly out of the coastal white-granite cliffs over four centuries of disciplined masonry. Standing three hundred miles south of Pyre along the Great Kingsroad, it serves as the continental anchor of order and military power.
The Triple Ramparts: Three concentric rings of soaring, sea-blast-resistant white granite wall off the city's tiers. Each gate is fitted with iron-cased portcullises and manned around the clock by heavy crossbowmen of the Crown Guard.
The Kingsroad Approach: The northern approach terminates in a massive, cobbled arterial road wide enough for four war wagons abreast. The cobbles are laid over packed ash and mortar, inspected daily by city surveyors. Litter, manure, or abandoned carts are cleared immediately by penal labor crews.
Atmosphere & Scent: Unlike the damp pine smoke and leather salts of Pyre, Vaelenhold smells of dry salt spray from the Sea of Ash, sharp coal smoke from the high-tier foundries, polished marble dust, and exotic spiced oils burning in silver street lanterns.
Carved into the waterline beneath the shadow of the lower cliffs, this district handles all maritime commerce, deep-sea fishing, and naval movement.
The Sea Gates: Massive stone breakwaters protect trade galleys from the rough swells of the Sea of Ash. Spiced oils, rare foreign timber, and raw iron from northern frontier shipments (routed through Pyre) unload here under the watchful eye of Crown Customs Officers.
The Wayfarer’s Barracks: Bounded stone boarding houses where lower-tier travelers, foreign merchants, and visiting D-Rank adventurers must reside during transit. You cannot enter the upper tiers without showing an authorized travel permit or a C-Rank Guild Tag.
The economic heart of Aethelgard. Clean, wide, and strictly regulated, this tier features tree-lined stone avenues, high-end trade houses, and master workshops.
The Royal Mint & Banking Houses: The central repository where all official coinage is forged and weight-verified. Unlicensed money lending or currency shaving carries immediate hand-amputation or life labor in the granite quarries.
The High Alchemical Exchange: Restricted glass-and-stone laboratories where high-tier potion brewers process monster cores harvested from deep wilderness contracts. Only C-Rank adventurers and above are legally permitted to sell raw cores here.
Restricted Military Forges: Master smiths operating under Crown charter. Unlike Pyre’s heavy, unpolished iron gear, the armor forged here uses tempered steel alloys, heat-treated chainmail, and precision-fitted plate.
Situated at the highest point of the cliff, overlooking the entire bay.
Grand Guild Headquarters: The administrative apex of the Adventurers' Guild. Here, high-ranking guildmasters coordinate continental defense, assign national-threat contracts, and formally bestow nobility titles or land deeds upon elite adventurers who have earned them through blood and service.
The Crown Citadel: The impenetrable seat of political and military power. It houses the Standing High Command, state archives, and the central court where absolute law is meted out.
In Vaelenhold, order is absolute. There are no "skirmishes in the tavern" that go unpunished.
The Crown Guard: Dressed in polished steel breastplates and high-collared navy surcoats, the Guard operates with total authority. They carry heavy quarterstaffs for civil control and long-headed halberds for deadly force.
The Code of Compliance:
Unpaid Debts: Defaulting on a commercial contract results in immediate seizure of assets and assignment to penal labor details (maintenance on the Kingsroad or perimeter sea-walls).
Brawling & Unlawful Violence: Strictly forbidden within the city walls. Distourbers of the peace are bound in iron stocks at the gatehouses before being exiled north to frontier outposts like Pyre.
Property Rights: Only C-Rank adventurers, nobility, and licensed guildmasters can legally hold property titles within Vaelenhold.
Hardcore Vital Needs Engine: You must actively manage Hunger, Thirst, Rest, and Hygiene. Travel, combat, and heavy labor constantly drain your needs. Over-encumbrance doubles the penalty, and ignoring your needs will lead to severe debuffs or death.
Tactical, High-Lethality Combat: Combat is grounded in realistic physics and anatomy. Armor actually deflects attacks, distance affects arrow ballistics, and unarmored vital strikes are required for quick kills. You and your enemies are equally vulnerable.
Autonomous Party AI: Your recruited allies are highly competent. Tanks hold the line, archers take the high ground, and porters manage the loot. They will fight, block, and secure kills independently without waiting for your orders.
Strict Guild Progression: You start at F-Rank. Leveling up requires precise EXP tracking, and reaching new ranks requires completing higher-tier quests and passing proctored exams. Gear and quests are strictly locked by your current rank.
Realistic Economy & Inventory: A highly structured 100-to-1 Copper/Silver/Gold economy where living expenses matter. Armor is sold in modular pieces, merchants don't hand out freebies, and your rucksack has a hard carry-weight limit that directly impacts your stamina.
Step-by-Step World Traversal: Fast travel and teleportation are entirely disabled. You must physically travel between locations, manage your supplies on the road, and survive random encounters or environmental hazards along the way.
Because this bot runs a highly complex background engine for math, inventory, and survival tracking, please follow these steps to ensure the bot doesn't break.
1. Recommended LLMs & API Proxies (Crucial)
Due to the complex survival metrics, prompt size, and inventory tracking, you MUST use an API Proxy.
• Highly Recommended: Gemini 3.8 Flash (Handles the background engine, formatting, and math the best. Recommended output limit: 2,000 tokens for optimal speed and stability).
• Works with Configuration: Gemini Pro / Gemini 3.1 Pro (Fully functional, but MUST be set to a minimum output limit of 3,000 tokens to prevent generation cutoffs during complex turns).
• Playable with Effort: Gemini 3.5 Flash Lite (Works well narratively, but you will need to frequently edit the bot's messages to fix math errors. BEST OPTION IF YOUR ON A BUDGET).
• Do Not Use: JLLM (Default Janitor AI) or DeepSeek V4 Flash 0731 (Incompatible—these models will break, fail to track stats, lose prompt formatting, or loop).
2. Do Not Pick a Class (Persona Setup)
You can use any general persona or background you like, but DO NOT manually write a fantasy class into your profile. The AI will read your background on turn one and automatically generate a fitting, highly specialized F-Rank class, etching it directly onto your starter Guild Tag.
3. Manually Track Your Skills (Crucial for Progression)
As you level up, the AI will generate new skills, upgrades, and spells with specific descriptions in the chat. You MUST manually copy these skill names and descriptions and paste them into your own character persona profile. If you don't, the AI will eventually forget what you have unlocked.
4. Managing Quirks (Use the Edit Button for Math)
LLMs are notoriously bad at strict math. If the bot makes a calculation error regarding your carry weight, remaining gold, or EXP thresholds, do not panic or argue with the bot. Simply use the edit button to correct the number in the status block and continue playing.
🟢 Easy Mode: "The Guided Vanguard" (Testing & Casual)
Role/Purpose: Designed to let players test out class abilities, inventory systems, and combat loops without immediately dying to environmental decay or economic poverty.
Resource & Survival Mechanics:
Starting Inventory: Fully equipped E-Rank armor, weapon, and a comprehensive 38.0 lbs survival kit. Includes basic utility tools (Hatchet, Rope, Cooking Pot, Canvas Tarp, Water Purifier).
Food/Water Safety: Comes pre-loaded with 5 days of rations and a Water Purifier, delaying the immediate threat of Hunger and Thirst decay.
Economy: Begins with 20 Silver, which is equivalent to roughly 2–4 days of standard living (inn room + cheap meals) or basic supplies before needing to take a contract.
Encumbrance Baseline: Starts at 38.0 / 70.0 lbs, leaving 32 lbs of open rucksack headroom for initial quest loot before encumbrance penalties kick in.
Immediate Gameplay Loop:
The player reaches the town gate of Pyre with minimal physical strain.
Focus instantly shifts to narrative exploration: checking in at the Guild Hall, taking an initial F/E-Rank contract, and testing combat abilities against low-tier threats.
🟡 Normal Mode: "The Blank Slate" (The Intended Experience)
Role/Purpose: The intended core loop. Forces players to engage directly with the town's economic engine, merchant trade rules, and basic resource management right away.
Resource & Survival Mechanics:
Starting Inventory: Zero gear, zero weapons, zero survival items, and standard starting clothes.
Economy: Starts with 100 Silver (equivalent to 1 Gold).
Survival Hazard: No immediate food or water on hand. The player is within 1 mile of Pyre, so they will reach town during the current time phase, but they must immediately spend their capital to gear up before setting foot back into the wild.
Immediate Gameplay Loop:
The Outfitting Rush: Upon entering Pyre, the player must immediately find a blacksmith, general store, or pawn shop to buy basic F/E-Rank gear.
Economic Strategy: 100 Silver is a healthy starting sum (capable of buying a basic weapon, simple armor, a few rations, and a night at the inn), but overspending on a fancy weapon leaves no money for food or shelter.
First Night Dilemma: The player must balance gear purchases against paying 3–5 Silver for lodging/food before dusk hits to avoid sleeping in the muddy streets (which triggers Hygiene and Rest penalties).
🔴 Hard Mode: "Dead on Arrival" (Desperate Survival)
Role/Purpose: A brutal, high-stakes survival challenge where the environment itself is an immediate killer. The player is on a tight, multi-phase death timer from turn one.
Resource & Survival Mechanics:
Starting Inventory: Absolute Zero. Threadbare clothes, no boots, no weapon, no food, no coin.
Environmental Hazard: Active blizzard condition + severe freezing cold. Triggers exposure decay (hypothermia, continuous Health damage, doubled Vital Needs drain).
Distance/Time Strain: Pyre is 10 miles away across a snow-choked trail instead of 1 mile. At standard marching speed, covering 10 miles in heavy snow takes 2 to 3 full time phases (e.g., Dusk -> Midnight -> Dawn).
Blackout / Death Threat: Without cold-weather gear or fire, marching 10 miles in a blizzard with 0 Thirst/Hunger and no boots guarantees frostbite, severe exhaustion debuffs, and death before reaching the gate.
Immediate Gameplay Loop:
Immediate Survival over Transit: Walking straight down the road toward Pyre is a death sentence. The player must use their first turn to find immediate shelter (a cave, tree hollow, rock outcrop), build a fire, or scavenge rough insulation (dry moss, bark).
Scavenging & Desperation: The player may need to forage, improvise a stone tool/club, or find a dead traveler/beast along the trail to loot basic rags or boots just to survive the first night.
The Threshold Gate: Even if the player manages to survive the night and crawl the 10 miles to Pyre, the town is known for turning away weak/penniless drifters. The player must find a way past the gate guards with 0 Gold, high exhaustion, and near-zero Health.
🟣 Adept Mode: "The Arcane Initiate" (Spellcaster Start)
Role/Purpose: Mandatory starting scenario for players who wish to begin as a Mage, Healer, or Arcane Specialist. Since magic cannot be naturally inherited or randomly unlocked in Veridia, this mode bypasses wilderness transit and places you directly at an arcane mentor's doorstep inside Pyre.
Resource & Survival Mechanics:
Starting Location: Awaken directly inside the muddy streets of Pyre, collapsed outside the apothecary/home of an ancient, local mage.
Starting Inventory: Standard clothes, Guild Tag stamped with an arcane/healing F-Rank class, and zero physical gear or weapons.
Economy: Starts with 100 Silver (equivalent to 1 Gold) in a heavy coin pouch.
Survival Hazard: No physical weapons, armor, or food on hand. Night is approaching, requiring immediate decisions between spending coin on basic survival needs or securing magical instruction and gear.
Immediate Gameplay Loop:
The Arcane Encounter: Your very first turn opens with an immediate interaction at the door of the local mage, allowing you to seek shelter, negotiate for your first spell or grimoire, or trade starting capital for arcane lessons.
Resource Management: Balancing your 100 Silver between purchasing fundamental spellbooks/focuses and securing food, water, and lodging at the local tavern before nightfall.
Class Integration: Ideal for players who want to jump straight into lore-friendly spellcraft and town roleplay without spending the first turn marching down a wilderness trail.
[System Optimizations & Pacing]
Unified Travel Engine: Streamlined travel protocol into a single consolidated rule set ([TRAVEL & ARRIVAL PROTOCOL]). Enforces mandatory step-by-step transit, mid-route ambushes, and mandatory pre-engagement scouting turns upon reaching quest objectives.
Stream & Truncation Stabilization: Removed redundant completion and token-budget controls that were causing proxy stream timeouts. Cleaned up status block syntax and formatting rules to eliminate mid-generation cutoffs.
Player Agency Guarantee: Enforced explicit ZERO GODMODDING rules—the AI presents enemy actions and pauses for player initiative without auto-initiating combat or making player decisions.
[API & Model Testing]
Gemini Model Optimization: Conducted model compatibility and routing tests across various Gemini API endpoints. Verified optimal performance and response completion using gemini-3.8-flash for handling complex status blocks and stat calculations without stream drops.
Stream Parser Stabilization: Adjusted token output settings and prompt layout to prevent Server-Sent Events (SSE) socket drops and parsing errors during multi-block generation.
[Survival, Stats & Engine Rules]
Vital Needs Survival Decay: Fully implemented itemized survival meters ([Hunger], [Thirst], [Rest], and [Hygiene]) with activity-based passive point drains per time phase.
Combat Freeze & Post-Combat Drain: Turn-by-turn survival decay is paused during active skirmishes and applied as a single lump-sum penalty post-combat.
Consent-Based Merchant Trading: Enforced merchant trade protocol where the AI is forbidden from modifying character coin counts until a transaction deal is explicitly agreed upon by the player.
[Combat Mechanics & Progression]
Stat & Ballistics Calibration: Integrated anatomical hit scales, ranged kinetic decay (point-blank through extreme range), and rank overpower differentials for weapons vs. armor.
XP Yield & Guild Rank Progression: Locked in static enemy EXP yield brackets across ranks E through S. Automated higher-rank quest counter tracking for proctored rank-up trials ($10\text{ qualifying quests}$ one tier above current rank required).
Compact Status Sheet: Condensed status screen output format to streamline API payload delivery and eliminate status block code parsing errors.
Recovery Mechanics Adjusted: Removed the strict 60-point recovery cap. Consuming basic food and water will now properly restore the Hunger and Thirst sub-meters all the way to 100/100, without requiring simultaneous fulfillment of Rest, Hygiene, and Shelter.
Passive Drain Rates Reduced: Rebalanced the flat numeric point deductions applied during time-phase changes and major actions. Survival meters will now drain less aggressively during standard travel, downtime, and labor, reducing the immediate burden of survival management.
Inn & Bath Mechanics Streamlined: Removed the hard requirement linking inn/bath usage exclusively to bypassing the (now removed) 60-point cap, allowing for more natural recovery pacing in the field.
Criado 16 de out.
Atualizado 22 de out.
Publicado 16 de out.