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 Dungeon Master narrates everything — the world, the NPCs, the drama. It thinks in stories, not spreadsheets
- The Lorekeeper is the quiet scribe behind the DM — it reads every reply and turns it into real mechanics: damage applied, treasure added, map updated, journal filled
- While the DM answers you, the Lorekeeper works in parallel — you can see its progress live (Lorekeeper reviewing the action… → DM weaving the tale… → Parsing mechanics… → Lorekeeper updating the world…). The story never pauses for bookkeeping
- Mechanical effects arrive as a 🦉 Lorekeeper Report in the chat — that's your proof the numbers landed
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.
- Each fact is deduplicated and versioned — if the world changes, the old truth is superseded, never silently edited
- Facts are injected into the DM's context every turn as an authoritative block: FACT REGISTER (authoritative — never contradict)
- NPCs carry their own dossier: a relation (allied, neutral, enemy or unknown) plus notes the Guardian keeps per person — what they know, what they remember about you — surfaced when you talk to them
- The 📖 Codex → Facts tab shows the full register with rank — how hot each memory is right now
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.
- If a drift happens — the DM narrates something that contradicts the books (a dead NPC returns, an item you sold appears) — the authoritative fact block keeps the truth visible, and the Guardian's state wins
- Every contradiction is caught by the "never contradict" rule in the DM's context plus the mechanical state the Guardian owns
- You can correct the books directly: /guardian my HP should be 18 — the Guardian updates the ledger, no re-narration needed
- Every 50 turns a compaction pass sweeps the fact register: stale, irrelevant details are down-ranked so the memory window stays focused on what matters now
Getting Started
- Sign in at the Gate — free account, 50 fresh turns every day, no email needed
- What costs a turn: every chat message is 1 turn; a painting, a voice narration, character summoning or a memory search each cost 1 turn of their own — everything else (the Guardian, the ledger, the map) is free
- Choose how to begin: Prepare Adventure (describe a world and/or upload .md/.pdf files — Qwen extracts characters, locations, quests and lore) or New Adventure (the DM freestyles an opening on the spot)
- Create your character: pick an archetype or describe your own, then Summon Character — the AI writes the full sheet
- Pick your DM model and step to the table. The DM awakens and asks its first questions
Dice — Roll or Write
- When an outcome is uncertain, the DM calls for a roll and a Roll or Write card appears in the chat
- Click the 🎲 dice to roll — a short ceremony, flicker and glitter, then the verdict
- Or click the 🖊️ pen to describe your attempt in words instead — the chat unlocks and you narrate freely
- The chat is locked while a roll is pending, so the dice stay fair and deliberate
- Natural 20 = triumph, rendered in gold. Natural 1 = catastrophe, rendered in blood
- You never need to type dice notation anywhere — the DM and Lorekeeper handle the math
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:
- Character — full sheet: stats, HP, inventory, equipment, notes
- NPCs — every person you've met, with relation and lore
- Map — locations discovered so far
- Journal — the logbook of your adventure
- Facts — pinned truths about the world
- Spells — known spells and slots
Voice, Sound & Themes
- Voice of the DM — a ▶ play button on every DM reply reads the narration aloud; pick a male or female storyteller voice above the input. Voices are generated on demand and cached
- 🔊 Sound effects on/off — dice, coins, crits and battle jingles, all synthesized in the browser
- Theme switcher in the top bar — five dark-fantasy palettes (Terminal, Blood, Arcane, Ember, Iron), remembered between visits
- Typewriter reveal on messages, with pixel-particle bursts on every DM, Lorekeeper and player message
Models
Three roles, each with its own model — all switchable mid-adventure from Settings (⚙️):
- Dungeon Master — the storyteller. Higher reasoning models think longer but write richer prose; watch the DM's reasoning bubble if you're curious what it's weighing
- Lorekeeper — the mechanic extracting numbers from the narration
- Background (extraction) — used for worldbuilding uploads and avatars
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)
- The DM runs the table on the 5e ruleset: 1d20 + modifier vs DC, initiative and turn order in combat, advantage/disadvantage, rests, death saves
- You don't need to know any of it — the DM applies the rules and explains them as they matter
- Unsure about a rule? Ask the DM directly — argue your case, and the table will judge
- The DM is still the final judge. The rules are a framework, not a prison
Tips
- Write freely — you can attempt anything (you may try, you may not always succeed)
- Everything is remembered — grudges, favors, prophecies half-fulfilled. Leave for a season; the world keeps your place
- Click any avatar (yours or an NPC's) to change its image
- 📊 Usage in Settings shows exactly which models ran and what they cost in tokens — full transparency
- 📦 Export in Settings downloads your entire campaign as a ZIP
- 🚪 Leave in Settings returns you to adventure select — your campaigns wait for you there
If Something Goes Wrong
- The state looks wrong? (missing item, wrong HP) — tell the Lorekeeper directly with /guardian my HP should be 18 and it corrects the books
- No reply from the DM? The chat shows the underlying error — an HTTP code like HTTP 429 (rate limit), HTTP 500 (server), or a network message
- If the issue persists, change models in Settings (⚙️) — a different model often routes around the problem
- Connection dropped mid-reply? The chat recovers the DM's answer from the transcript automatically
- Check the 🛠️ Engine Room in Settings for live debug logs if things look wrong; /help in the chat lists the few remaining shortcuts
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