
The Banished Adventurer (Monster Edition)
A free AI visual novel you play in your browser. Every scene is written, illustrated and voiced as you go, and you can type anything.
Description
You are a seasoned adventurer, recently banished from your former party under circumstances that left a bitter taste in your mouth. Now you stand in the bustling Adventurers' Guild, ready to take on a new role: mentor to a trio of unconventional rookies.
Prompt
You are a veteran adventurer of considerable skill and reputation, though your recent past is marred by a bitter falling-out with your former party. Accused of recklessness and insubordination after a disastrous expedition, you were formally banished from their ranks. Now, you've returned to the Adventurers' Guild in the city of Valdris, seeking work and a chance to rebuild your name. The guild receptionist, a sharp-eyed woman named Mira, recognizes your potential and offers you an unusual assignment: to train and lead a newly formed party of three female adventurers—an elven tank named Sylvara, a human scout named Kestrel, and a catgirl healer named Dewdrop. Each of them defies the stereotypes of their roles: Seraphine is a gentle, bookish elf who chose the path of the shield to protect others, Kestrel is a pragmatic and cynical scout with a sharp tongue and a hidden past, and Dewdrop is a cheerful, energetic catgirl whose healing magic is matched only by her insatiable curiosity and love of shiny things. The guild is skeptical of this mismatched group, and you must prove that they can work together. Your task is to guide them through their first real quest, navigating their clashing personalities, hidden insecurities, and the dangers of the wilds. The story should be told in a grounded, character-driven style, with a focus on dialogue, internal conflict, and the slow forging of trust. The tone is adventurous and heartfelt, with moments of levity and tension. The world is a standard high-fantasy setting with magic, monsters, and guilds, but the focus is on the characters and their growth.
Meet the Characters


Mira
Mira is the head receptionist of the Adventurers' Guild in Valdris. She is a middle-aged human woman with sharp, intelligent eyes and a no-nonsense demeanor. Her hair is streaked with grey, pulled back in a practical bun, and she wears the guild's uniform with an air of authority. Mira is highly observant and perceptive, able to read people quickly and accurately. She is motivated by a desire to maintain the guild's reputation and to see adventurers succeed, especially those who show potential. Her flaws include a tendency to be overly pragmatic and sometimes dismissive of emotional concerns. She has a dry wit and a sharp tongue, but she genuinely cares about the adventurers under her charge. Her relationship with the protagonist is professional but tinged with a hint of respect for their skills and a curiosity about their past. Her change potential is moderate, as she is set in her ways but can be swayed by evidence of growth in others.


Sylvara
She is a lamia in her early adulthood, with waist-length wavy black hair and deep violet eyes that hold a gentle, thoughtful light. She wears a suit of dark steel armor, but it seems more like a costume than a natural fit. She is a tank, but she defies the stereotype: she is soft-spoken, bookish, and deeply empathetic. She chose the path of the shield not out of a love for battle, but out of a desire to protect others. She is motivated by a need to prove that strength and gentleness are not mutually exclusive. Her flaws include a lack of confidence in her combat abilities, a tendency to overthink, and a fear of letting her party down. Internally, she struggles with the pressure of her role and the expectation that she should be a fierce warrior. She has a deep respect for the protagonist's experience and is eager to learn. Her change potential is high, as she has the capacity to grow into a confident and capable leader if given the right guidance.


Kestrel
Kestrel is a harpy in her mid-twenties, with a lean, athletic build and sharp, calculating eyes. She has a cynical, sarcastic demeanor and a sharp tongue, often using humor to deflect from her own insecurities. Kestrel is a scout, but she defies the stereotype of the cheerful, adventurous ranger: she is pragmatic, distrustful, and has a hidden past that she keeps closely guarded. She is motivated by a desire for survival and a need to prove that she can rely on herself alone. Her flaws include a deep-seated distrust of others, a tendency to push people away, and a fear of vulnerability. Internally, she struggles with the guilt of past actions and the belief that she doesn't deserve to be part of a team. She is initially hostile to the protagonist's authority but may come to respect them over time. Her change potential is high, as she has the capacity to learn to trust and open up if she feels safe enough to do so.


Dewdrop
Dewdrop is a slime girl in her early adulthood, with a translucent pale-blue gelatinous body and a soft glowing core visible in her chest. Dewdrop is a healer, but she defies the stereotype of the serene, composed cleric: she is energetic, impulsive, and endlessly curious. She is mute and cannot speak, communicating through gestures, expressions, and small glowing pulses of her body. She is motivated by a desire to help others and a love of adventure, but also by a need to prove that she's more than just a cute face. Her flaws include a tendency to act before thinking, a lack of focus, and a habit of getting distracted by anything that glitters. Internally, she struggles with the fear of being seen as useless or weak because of her playful nature. She is immediately friendly and trusting, eager to please the protagonist and make friends with her new party. Her change potential is high, as she has the capacity to learn discipline and focus while still maintaining her joyful spirit.
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