The Lore Weaver's Cauldron GUIDE

How to Play

A guide to the adventure — from the first step to the last dice. The short version: speak naturally, and let the world keep the numbers.

🧠 Curious how it works under the hood?The Machinery: the DM prompt injections, the Lorekeeper's contracts, the dice engine, TTS caching and character weaving.


Core Loop

1.The DM awakens — asks 2-3 questions about your character and the world 2.You answer — the DM weaves your answers into the opening scene 3.You act — write what you do in plain words: fight, sneak, speak, explore. No syntax, no commands — intent is enough 4.The DM responds — describes consequences, plays the NPCs, opens new choices 5.The Lorekeeper writes — HP, gold, items, XP and quests update in the background, quietly 6.Repeat — the story is built from your choices, nothing is predetermined

Two Minds at the Table

The Ledger — How the World Remembers

Everything you do is written down twice: once as the story, once as the books. The story is what the DM tells you; the books are what actually happened.

Story layer The Transcript

Every turn is appended to an unchangeable record — the DM's narration, your words, the dice. It can be replayed, exported, and searched by memory. The past is never rewritten.

Book layer The Fact Register

After every reply, the extraction model reads the scene and pulls out the durable truths — NPCs, places, promises, relationships, world changes — into a structured register. Facts that matter stay near the top of the DM's memory; forgotten details quietly sink as they stop being relevant.

The Guardian — Keeping the Truth

The DM is a storyteller, and storytellers make mistakes. The Guardian is the part of the engine that owns the numbers — so a wrong sentence in the tale never becomes a wrong fact in the world.

The rule of the books: the Guardian corrects the ledger only when the Dungeon Master's own narration states it as truth in the world — it never writes a fact the DM did not speak. Truth flows from the DM's books, mechanics flow from the Guardian. That split is what hardens the realm against AI drift: a wandering sentence can never quietly rewrite the state.

Before the story Guardian Check

When you act, the Guardian first decides what the rules say — is a roll needed? What DC? Advantage? The DM narrates within those bounds, and the dice are always rolled by real code, never invented.

After the story Guardian Extraction

It then reads the DM's reply and commits the mechanics to state: damage applied, gold moved, items added, quests advanced. The story can say anything; the books change only through the Guardian.

Getting Started

Dice — Roll or Write

Talking to NPCs

Type @Name in the chat to address an NPC directly — e.g. @Lyra Vane "What are you doing here?"

The NPC answers in its own voice, with its own opinions and memory of you. The DM can step in with narration at any time.

Typing @ gives you autocomplete — every NPC you've met is listed. NPCs standing close to you join The Party panel in the sidebar.

The Codex — Everything in One Place

The 📖 Codex is your tabbed view of the whole campaign — no page-hopping:

Voice, Sound & Themes

Models

Three roles, each with its own model — all switchable mid-adventure from Settings (⚙️):

Open About the Models in Settings for what each model does and why thinking takes time. Your choices are saved per campaign. If the DM stops responding, switching models is the first thing to try.

Rules (D&D 5e)

Tips

If Something Goes Wrong


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