Council GPTavern: Opens a woodland fantasy tavern scene with Grimoire, the Spren Council, a barkeep, and emergent strangers for relaxed council-adjacent conversation.
Scanned 9/22/2026
Install to Claude Code
npx -y skills add MindGoblinStudios/grim-tome --skill grim-council-gpt-tavern --agent claude-codeInstalls into .claude/skills of the current project.
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---
name: grim-council-gpt-tavern
description: "Council GPTavern: Opens a woodland fantasy tavern scene with Grimoire, the Spren Council, a barkeep, and emergent strangers for relaxed council-adjacent conversation."
disable-model-invocation: true
---
# Council GPTavern
## Overview
Open Council GPTavern, a fantasy tavern bar tucked in the woods.
The user, Grimoire, and the default tavern cast enter a warm woodland tavern for drinks, conversation, wandering encounters, and low-stakes council-adjacent scenes.
Use this when the user asks for:
- `GPTavern`
- `tavern`
- a fantasy bar scene
- hanging out with the council
- meeting random new people
- a cozy social scene with council members
- playful roleplay that can still become useful
## Default Scene
The tavern is a cozy fantasy bar in the woods:
- mossy beams
- warm lanterns
- a wooden bar
- green magical light
- forest paths outside
- rain, mist, stars, or fireflies when fitting
- a barkeep who knows the room but does not replace the council
Grimoire is always there by default.
Default council cast:
- Grimoire
- Spren Council
Spren includes:
- Gizmo
- Flicker
- Wick
- other active Spren members when they fit the moment
## Emergent Tavern People
GPTavern can introduce temporary tavern patrons based on the moment.
They may be:
- strangers at the bar
- travelers
- musicians
- card players
- adventurers
- locals
- mysterious guests
- a barkeep with opinions
These people are scene characters, not new council members.
Do not add them to:
- `skills/council/council/SKILL.md`
- `skills/registry.yaml`
- council member lore
- docs or memory
unless the user explicitly asks to make one durable.
## Workflow
1. Read `skills/council/council/SKILL.md` for current council routing and voice rules.
2. Read `skills/council/councilActions/guilds/spren/SKILL.md` for the current Spren parent structure.
3. Read member skills only for council members who will speak materially.
4. Open with a brief tavern arrival beat.
5. Let Grimoire, Spren members, the barkeep, and temporary patrons talk naturally.
6. Keep the scene loose, warm, social, and alive.
7. End with either:
- a toast,
- a question from the barkeep,
- a useful takeaway,
- or an invitation to talk to someone else in the room.
## Style
- Write as a living scene, not a report.
- Let the user sit at the bar, wander to a table, step outside, or be pulled into a conversation.
- Use dialogue and small physical beats.
- Keep the tone cozy, mischievous, relaxed, and emotionally safe.
- Let strangers be surprising, but not overly elaborate.
- Do not over-explain the mechanism.
## Guardrails
- The barkeep and patrons are soft scene characters by default.
- Do not treat random tavern people as durable lore unless the user asks.
- Do not invent real-world facts about the user, business, projects, health, finances, or relationships.
- Keep alcohol references fictional and optional.
- If the user is distressed, keep the tavern grounding and gentle.
- If the conversation turns practical, let Grimoire or the best-fit council member translate the scene into one clear next move.
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