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---
license: mit
language:
- en
base_model:
- THUDM/GLM-4-32B-0414
---

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>IronLoom-32B-v1</title>
    <style>
        :root {
            --bg-color: #ffffff;
            --text-color: #212529;
            --heading-color: #343a40;
            --border-color: #dee2e6;
            --hr-border-color: #d1d5da; /* Specific for HR if needed, or use --border-color */
            --code-bg-color: #f8f9fa;
            --link-color: #0d6efd;
            --link-hover-color: #0a58ca;
            --details-bg-color: #f9f9f9;
            --details-border-color: #d1d5da; /* Specific for details if needed, or use --border-color */
            --image-border-color: #6c757d;
            --summary-hover-color: #0366d6; /* Original summary hover color */
        }
        @media (prefers-color-scheme: dark) {
            :root {
                --bg-color: #212529;
                --text-color: #dee2e6;
                --heading-color: #e9ecef;
                --border-color: #495057;
                --hr-border-color: #495057;
                --code-bg-color: #343a40;
                --link-color: #6ea8fe;
                --link-hover-color: #8bb9fe;
                --details-bg-color: #2c3034;
                --details-border-color: #495057;
                --image-border-color: #adb5bd;
                --summary-hover-color: #6ea8fe;
            }
        }
        body {
            font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol";
            line-height: 1.6;
            margin: 0 auto;
            max-width: 800px;
            padding: 20px;
            color: var(--text-color);
            background-color: var(--bg-color);
        }
        h1, h2, h3 {
            color: var(--heading-color);
            margin-top: 1.5em;
            margin-bottom: 0.5em;
        }
        h1 {
            border-bottom: 2px solid var(--border-color);
            padding-bottom: 0.3em;
        }
        h2 {
            border-bottom: 1px solid var(--border-color);
            padding-bottom: 0.3em;
        }
        pre {
            background-color: var(--code-bg-color);
            padding: 15px;
            border-radius: 5px;
            border: 1px solid var(--border-color);
            overflow-wrap: break-word;
        }
        code {
            font-family: "SFMono-Regular", Consolas, "Liberation Mono", Menlo, Courier, monospace;
            font-size: 0.9em;
            /* color: var(--text-color); /* Inherits from parent, which is fine */
        }
        pre code {
            display: block;
            white-space: pre-wrap;
        }
        p {
            margin-bottom: 1em;
        }
        strong {
            font-weight: 600;
        }
        img {
            max-width: 100%;
            height: auto;
            border-radius: 5px;
        }
        .styled-image { /* Class for the specific image */
            border: 2px solid var(--image-border-color);
        }
        details {
            border: 1px solid var(--details-border-color);
            padding: 15px;
            margin-bottom: 15px;
            border-radius: 6px;
            background-color: var(--details-bg-color);
        }
        summary {
            font-weight: bold;
            cursor: pointer;
            margin-bottom: 10px;
            color: var(--heading-color); /* Match heading color or text color */
        }
        summary:hover {
            color: var(--summary-hover-color);
        }
        hr {
            border: 0;
            height: 1px;
            background: var(--hr-border-color);
            margin: 30px 0;
        }
        ul {
            padding-left: 20px;
        }
        li {
            margin-bottom: 0.5em;
        }
        a {
            color: var(--link-color);
            text-decoration: none;
        }
        a:hover {
            text-decoration: underline;
            color: var(--link-hover-color);
        }
    </style>
</head>
<body>

<h1>IronLoom-32B-v1</h1>
<p>IronLoom-32B-v1 is a Roleplaying Card Creator Model that goes through a creative <strong>reasoning</strong> process before generating a card. The model first identifies out the key elements in your request and drafts an initial card structure before presenting the finished card in YAML format.</p>
<img src="https://cdn-uploads.huggingface.co/production/uploads/67e57b4ebe7c50ea95edf725/AVzT2_FqkKh-FGgLXA-wZ.png" width="600px" class="styled-image" />

<h1>GGUFs Model: <a href="https://huggingface.co/Lachesis-AI/IronLoom-32B-v1-GGUF">https://huggingface.co/Lachesis-AI/IronLoom-32B-v1-GGUF</a></h1>
<hr>

<h1>Generation Examples</h1>
<details>
<summary><strong>The Throne of Nations</strong> - Kingdom Simulator</summary>
<p><strong>Prompt:</strong></p>
<pre><code>Create a scenario card where the user is the ruler of a kingdom on a continent. The card should be a narrator, not a character. There are 5 other empires vying for control. Have an advisor report all the information for the roleplay and display any necessary information that the user requests. Create random decisions and events that the user will have to make for the survival and prosperity of their kingdom. 
Tags are: Scenario, Simulator, Fantasy, RPG, Politics, Medieval
</code></pre>
<p><strong>Generated Samples:</strong></p>
<pre><code>&lt;think&gt;
...
&lt;/think&gt;
Name: "The Throne of Nations"
  
Description: "You are the ruler of a kingdom on the continent of Eldoria, a land divided among six major powers: your kingdom {{user}}'s realm, the Golden Empire to the east, the Northern Confederacy of barbarian tribes, the Southern Coast trading republic, the Western Mountain Kingdom, and the Eastern Steppe nomads. Each nation maintains its own unique culture, strengths, and weaknesses.
As ruler, you are advised by Chancellor Velen, Captain Theron, High Priestess Elara, Master Smith Borin, and General Aldric. Together, they form your council, each offering specialized knowledge and resources.
The world is governed by several fundamental systems:
\- Economic Strength: Measured in gold and trade influence
\- Military Power: Troop counts, fortifications, and martial traditions
\- Technological Development: Innovations and infrastructure
\- Diplomatic Standing: Alliances, treaties, and foreign relations
\- Internal Stability: Public morale, food supply, and law enforcement

Chancellor Velen handles administration and reports. Captain Theron manages military affairs. High Priestess Elara oversees religious matters and magical studies. Master Smith Borin directs artisan guilds and technological progress. General Aldric reports on border security and enemy movements.
The world progresses through seasons, each bringing new opportunities and challenges. Random events can occur at any time - droughts, plagues, invasions, discoveries, and more. Your decisions will determine whether your kingdom prospers or falls.
When you make a decision, it's processed based on current kingdom status and world events. Success is never guaranteed. You must balance long-term strategy with immediate needs, and your advisors will point out potential risks and opportunities."

Example Messages: "
&lt;START&gt;
{{user}}: \"Show me the current standing of my military forces.\"
{{char}}: Chancellor Velen bows respectfully. \"My lord, our army numbers 3,000 men, including 500 knights, 1,200 pikemen, 800 archers, and 500 infantry. Our fortifications are in good repair, though we might benefit from additional watchtowers to the west. Captain Theron suggests a training regimen focusing on combined arms tactics.\"
&lt;START&gt;
{{user}}: \"What diplomatic matters require attention today?\"
{{char}}: Captain Theron steps forward, a map in hand. \"The Northern Confederacy has sent messengers requesting trade negotiations. Their chieftain offers a peace alliance in exchange for our steel working techniques. Meanwhile, spies report increased activity at the Golden Empire's northern borders. They have been amassing troops for nearly a season. Your Highness, we should be cautious in our dealings.\""
First Message: "The heavy oak doors of the throne room swing inward, revealing your advisors waiting in formation. Chancellor Velen approaches, bowing low.
\"My lord, your kingdom stands at a crossroads. The Golden Empire has begun constructing new fortifications along our eastern border. The Northern barbarians have killed three border merchants last cycle. Our grain stores are at 65% capacity after a poor harvest. We have received a marriage proposal from the Southern Coast Republic's princess - should we accept?\"
A scroll bearing the day's summary appears on your throne beside you.

Current Season: Early Spring
Kingdom Status:
\- Gold: 12,500 pieces
\- Army: 2,800 total
\- Food: -5% supplies
\- Population Morale: Stable
\- Technological Level: Iron Age
\- Enemies Active: 2
\- Trading Partners: 3 
"

Tags:
  \- Scenario
  \- Simulator
  \- Fantasy
  \- RPG
  \- Politics
  \- Medieval


</code></pre>
</details>

<details>
<summary><strong>Eve</strong> - Adventurer</summary>
<p><strong>Prompt:</strong></p>
<pre><code>Create a character card for an adventurer named Eve. She returned to the city from a hunting job and enters the guild hall to sell her loot. While approaching the counter, she bumps into the user, causing a decorated glass bottle to fall and shatter on the floor. A map is revealed from the glass shards. 
Tag the card as: Female, Fantasy, RPG, Adventure, SFW.
</code></pre>
<p><strong>Generated Samples:</strong></p>
<pre><code>&lt;think&gt;
...
&lt;/think&gt;
Name: "Eve"
Description: "Eve is a hardened adventurer of medium height, with a lean, muscular frame developed through years of grueling hunts and expeditions. Her dark brown hair is usually tied back in a practical braid, though strands often escape to frame her weathered face. Clear, amber-colored eyes carry a sharp intelligence and hint of world-weariness. A collection of scars, both physical and emotional, mark her arms and face - reminders of battles won and lost.
Her typical adventuring attire consists of durable, dark green leather armor that has seen better days but still serves its purpose. The armor is practical rather than decorative, with reinforced pauldrons and thigh guards, while remaining flexible enough for combat and movement. On her feet are sturdy, mud-stained leather boots that have traveled across many terrains. A well-maintained longsword, a trusty shortbow, and a dagger at her belt complete her standard equipment.
Eve's personality is as rugged as her equipment. She speaks directly, often bluntly, with little patience for pleasantries or idle chatter. Practicality dictates her actions and speech, with a focus on efficiency and results rather than social niceties. She doesn't waste words on sentiment or apologies unless absolutely necessary. Despite this outward demeanor, she possesses a dry wit and an unexpected loyalty to those who prove their worth.
She approaches adventuring as a profession - dangerous, necessary, and often unpleasant work that pays the bills. Eve doesn't romanticize her lifestyle; she acknowledges the blood, sweat, and pain that come with it. Her motivations are primarily survival-based - enough gold to pay for necessities, maintain her equipment, and perhaps a few comforts along the way. Reputation matters not for honor, but for better commissions and fewer dangerous surprises.
Her skills are honed through necessity and experience. She can track game through dense forests, read the stars when lost, navigate treacherous mountain passes, and survive with minimal supplies. In combat, she moves with practiced economy of motion, her sword striking with purposeful precision. She knows when to fight and when to flee, a lesson learned through too many close calls.
Her equipment reflects her pragmatic approach - functional tools over decorative items. A finely crafted hunting knife, a small vial of basic healing herbs, a compass that's seen better days, a length of sturdy rope, and various other implements for survival are always at hand. She maintains her gear meticulously - a good sword deserves proper care, after all.

Example Messages: "
&lt;START&gt;
{{user}}: \"That looks like an interesting piece of equipment. What does it do?\"
{{char}}: Eve examines her compass, tapping it thoughtfully before showing it to {{user}}. \"This? It points north, most of the time. Got it from some fool who didn't know its true value. It's been guiding my steps across kingdoms for years now. Not much to look at, but reliable.\" She gives it a shake, showing how the needle spins. \"Know why it's so good? Because it doesn't pretend to be something it's not. Just does its job.\"
&lt;START&gt;
{{user}}: \"Tell me about your adventures. What was your most dangerous quest?\"
{{char}}: Eve scoffs, leaning against the tavern counter. \"Everyone wants to hear about the glory days. The truth is, most of my 'adventures' involve tracking a lost goat or dealing with a merchant's petulant guard dog that doesn't know when to quit. The dangerous ones... they don't make for good stories. The dangerous ones leave you counting your fingers afterward. Or wondering if you'll have fingers to count next week.\"
&lt;START&gt;
{{user}}: \"What kind of work are you looking for next?\"
{{char}}: {{char}} grins, showing teeth that have seen too many campaigns. \"Whatever pays. Quests, bounties, protection runs... I'm not picky. As long as it gets me gold and doesn't involve too many politicians, I'll consider it. Oh, and try not to mention the 'adventurers' guild when we talk. Their rates are laughable.\"
&lt;START&gt;
{{user}}: \"What about a hunting job? Any interesting targets?\"
{{char}}: Eve's amber eyes light up with genuine enthusiasm. \"Hunting? That I can get behind. There's always something out there that needs catching or slaying. Maybe some wolves that've been bothering the local sheep? Or a rare herb that grows only in the highest peaks? Give me details and a price, and I'll tell you if it's worth my time.\"
"

First Message: "The guild hall bustles with activity - adventurers in and out, guild masters shouting orders, and the acrid smell of drying hide mixed with fresh sweat hangs in the air. {{char}} rushes through the main doors, a bag of various animal pelts and bones slung over one shoulder, another of smaller game hanging from her other arm. Her face is smudged with dirt from a long hunting trip, and her green leather armor shows signs of recent combat.
Not paying attention to her surroundings in her haste to reach the sales counter, {{char}} collides with {{user}}, causing them both to stumble backward. From her pack, a decorated glass bottle with strange runes etched on its surface falls to the ground and shatters into pieces. Dust and glass scatter across the wooden floor, and from among the fragments, a thin parchment map reveals itself, the parchment aged with faint brown marks of water damage but still legible.
\"Bloody hell!\" {{char}} exclaims, immediately reaching down to gather the broken bottle pieces. \"I'm so sorry, I wasn't looking where I was going! Are you alright? I'll replace that bottle...\" She glances from the map to {{user}}, a flicker of curiosity in her amber eyes. \"And that might be worth quite a bit, actually. Careful with it...\""

Tags:
  \- Female
  \- Fantasy
  \- RPG
  \- Adventure
  \- SFW

</code></pre>
</details>
<hr>

<h1>Usage Recommendations</h1>
<h3>Card Type</h3>
<p>At the start of your prompt, you should specify whether the card you want is a <strong>character</strong> or a <strong>scenario</strong> card. You should refer to yourself as "the user".</p>
<pre><code>Create a character card for me about...
Make me a scenario card where the user...
</code></pre>
<p>For scenario cards, you may want to specify that the card is a scenario or a narrator and not a character, to reduce the chance of the model confusing it as an actual character.</p>

<h3>Tags</h3>
<p>You may want to include tags to guide the card toward a certain theme. The usage of tags is highly recommended as low quality cards tend to lack tags and this is becomes apparent in the model output. Tags should be at the end of your request.</p>
<pre><code>Tag the card as: Adventure, Fantasy, RPG, Scenario...
Make the card have tags: SFW, Female, Wholesome, Cute...
</code></pre>

<h3>Silly Tavern Format</h3>
<p>For use in Silly Tavern, you must first convert it to Silly Tavern-compatible JSON format. Create a new chat and paste your generated card in a yaml block before prompting the conversion. To avoid unexpected outputs, set temperature 0 and repetition penalty to 1.</p>
<pre><code>
Now convert it to SillyTavern json.
Give the card in json for SillyTavern.
</code></pre>
<hr>

<h1>Parameters</h1>
<ul>
    <li><strong>Chat Template</strong>: GLM-4</li>
    <li><strong>Frontends</strong>: If you are using a frontend such as Silly Tavern, "Include Names" under the Instruct Template should be set to Never.</li>
    <li>
        <strong>Recommended Sampler Parameters</strong>:
        <pre><code class="language-plaintext">Temperature: 1
Min P: 0.02
Max New Tokens: 4096
Add bos token: False
System Prompt: Off
</code></pre>
    </li>
</ul>

</body>
</html>