The table's own rulebook

The Player's Handbook

Everything you need to know to get the most out of LoreWind, gathered in one interactive guide. Red ✦ notes are kept by Quill, LoreWind's game master, whichever model powers his writing that day.

Search the handbook

The short version

Your own world in 6 chapters

✦ Six chapters. That is all that stands between you and somewhere else entirely.
  1. The Spark

    Set the title, premise, tone, play style, and choose the model narrating your story and the world creator.

  2. The Path

    Choose a full world forge or build every detail yourself.

  3. The World

    Author its places, peoples, species, factions, items, faiths, history, quests, arc, calendar, and look. This chapter carries its own contents, so you can jump to any section and see at a glance how full each one is.

  4. Your Hero

    Name and shape the person at the center of it.

  5. Cast & Opening

    Write the main cast, the opening scene, its first choices, and the cover picture the world's cards show.

  6. Review & Create

    Review every promise, optional blank, and generation cost. The button at the foot reads Forge the world when a premium world forge still has to run, and Create the world when it does not.

01

The words LoreWind uses

✦ Learn the table's tongue first. It is a short vocabulary, and unlike my cast, it keeps no secrets. · Quill, in his notes

A world, story, and timeline are related, but they are not the same thing. Knowing the difference makes the rest of the interface much easier to read.

World
The reusable setting: its opening cast, geography, history, quests, rules, and starting situation.
Story
Your story inside a world. Beginning a published world creates your own story.
Timeline
One branch of a story, with its own transcript and evolving world state.
Forge
The creator that builds a new world and hero from your idea.
Model
An AI model filling one of LoreWind's four seats: story narrator, story chat, forge chat, or one-time world creator.
Game master
Quill, who runs every story and writes with the model you choose. A table owner can work beside him.
Mature rating
A creator-selected content rating for non-explicit adult themes. It is not an NSFW tag.
NSFW tag
An automatic story state applied when sexually explicit content is detected and the player confirms the transition.

02

Choose your starting point

✦ Doors, as far as the eye can see. I only ask that you open one. · Quill, in his notes

Read the chapter for the path that interests you; there is no need to read both.

Begin a published world

Choose a reusable starting point made by LoreWind or another player, then begin your own story inside it.

Read chapter 03: Begin a published world

Forge your own world

Begin a story, describe the world and hero you want, then ask the world creator to build around your ideas or author every word yourself.

Read chapter 04: Forge your own world

03

Begin a published world

✦ A shelf full of worlds other hands built. Take one down. It was put there hoping you would. · Quill, in his notes

The Worlds gallery contains reusable starting points made by LoreWind and other players.

Find your starting point

Filters, sorts, and badges (Official, ratings, NSFW, difficulty) help you find one; each published world supports one story per player.

Beginning one creates your own story from its Day one cast, hero, opening, and rules. It never drops you into the author's save.

Put away what is not for you

If a world is not for you, Hide on its card takes it off your gallery, out of Hot this week, and out of your searches, for you alone and at no cost on any plan.

The card goes at once, with an undo beside the confirmation, and the worlds you have put away wait on your Account page until you unhide them.

Hiding changes browsing and nothing else: a direct link still opens the world, and a story you already began there keeps playing.

Report a world that breaks the rules

Report on a published world's card is for a world that breaks the Terms. Pick what the world does, pick the section of the Terms it breaks, and say in your own words what it does and where you saw it. The Terms open beside the box so you can read the rule while you write, and what you have written is still there when you close them.

A person reads every report. We never tell the world's author who reported them. You hear back once, when your report is closed, and you can send five in a day.

Not signed in yet? The home page holds a playable scene that needs no account and costs nothing: a fight, with real choices and dice rolled against a character sheet. Beginning a world of your own needs an account, and the free week is free.
Return instead of duplicating. Beginning the same published world again resumes your existing story instead of making a duplicate. Before your first move you also decide who the hero is to you: play them as written, or reshape them.

Make the published hero yours

Beginning a published world opens a claim dialog with two doors.

Play as the hero

Takes them exactly as the creator wrote them.

Make this hero mine

Opens the whole character sheet so you can reshape the hero for your story.

  • Name and aliases
  • Sex
  • Age
  • Physical age
  • Height
  • Build
  • Hair
  • Sexual orientation
  • Species
  • Ethnicity
  • Faith
  • Factions
  • Occupation
  • Form
  • Relationship status
  • Partner
  • Parents
  • Siblings
  • Background
  • Aspirations
  • Speech style
  • Appearance
  • Personality
  • Example lines
  • Portrait
  • Voice

Authored species, peoples, faiths, and factions appear as optional suggestions under their matching fields; tap as many as fit, or write something the world creator never listed.

Factions are where a hero's allegiances live: the guilds, houses, orders, crews, or courts they answer to, separated by commas, with a rank in parentheses where the world has one.

Physical age
Physical age is the age the body is, whatever the calendar says. It stays linked to your age until you unlink it for a being the story made that way, and unlinking asks which kind. Portraits and casting follow the physical age.
Why the two ages differ
Four kinds of being have a body that does not match their years, and the sheet asks which one this is. Made as an adult: an android or golem created already grown, like Data from Star Trek. Grows up faster than humans: a clone, or another kind whose young reach adulthood in fewer years than humans do, like the Star Wars clone troopers. Long-lived or undead kind: elves, vampires, dragons, and anyone whose years stopped matching their body. A two-hundred-year-old elf, Babette from Skyrim. Changed by magic or science: a body transformed away from the years the person has lived. Shazam. The rules ask one question: is this character grown, or still a child? A being made as an adult, or of a kind that grows up faster than humans, counts as its physical age. Belonging to such a kind does not by itself make a character an adult: a young clone is still a child. Everyone else counts as the younger of their two ages, which is why a three-hundred-year-old vampire with a ten-year-old body is ten. A character under 18 by the calendar cannot be given an older body without one of these reasons.
Portrait
Repainting the portrait to match your changes spends Paint; keeping the creator's artwork costs nothing.
Story scope
Everything you change touches only your story, never the published world.

Creator locks keep the hero recognizable

  • Creators can lock parts of that surface, and each locked detail shows the creator's reason for sealing it.
  • Locking any detail also locks the character themselves, with its own explanation of why the authored hero cannot be swapped: the world is about this hero, not a stand-in.
  • Locks are part of the world's identity, so they keep holding after you begin. The Lore Book greys the same fields inside your story, with the same reasons.
Difficulty changes the check, not the hero. In Game mode the same dialog sets your story difficulty, and it means exactly one thing: Easy is minus 2 DC, Medium is plus 0 DC, and Hard is plus 2 DC on every check your hero makes. Creation points never change with difficulty; your hero is built the same at every tier, the way the classics do it. The creator's recommended pick comes preselected, and a creator can lock the world to a single difficulty. Customizing rebuilds the sheet your way: spend your own attribute points and pick your own three tags, with the author's attributes and tags shown alongside as reference; one click copies the author's build exactly.

04

Forge your own world

✦ Bring me a spark and I will raise a bonfire from it. Bring the bonfire built and I will not move one log. · Quill, in his notes

Press Begin a story in your library and the World Forge opens on its own page. Describe the world and hero you want.

  • The world creator builds around your ideas: give it as much or as little as you have, and it forges the rest of the world around your words.
  • Author every word yourself: your world lands exactly as written, unlimited at every tier.

You can save a world-in-progress to your library at any point and resume it on any device; forging never uses up the saved draft, so you can reuse the same setup as often as you like. Two devices on the same draft never overwrite each other quietly: when the copy in your library is newer than the board in front of you, LoreWind stops and asks which one survives, naming what each answer would cost before anything is written.

Two paths through The Path

The second chapter, The Path, asks whether the world creator expands around your ideas or you author the world yourself. You decide it before the world itself, hero included, and every chapter after it carries the path you chose under its heading, with Change creation path beside it. The last chapter says there what pressing its button spends: on the forge path, the Hammers the forge costs, which is the world creator's price plus one more when Grok paints the world's pictures, and the Paint for any images you chose past the ten the forge includes; none when you build the world yourself or when your world has already been generated.

The world creator builds around your ideas

A full forge may take several minutes and continues in the background before landing in the Lore Book for review.

In the forge path, every world-detail field starts unlocked. The game master can fill or expand unlocked fields across peoples, species, factions, items, faiths, laws, currencies, places, geography, history, and starting quests.

Author every word yourself

The self-authored path is unlimited at every tier and uses no world-generation allowance: your premise, hero, opening, cast, quests, and arc land exactly as written, and blanks stay blank.

It therefore requires a premise, hero name, opening scene, and all 12 months when you choose a custom calendar. Its opening chapter can also seed the structured Day-one tracker with a location, scene time, present cast, summary, display date, year, month, day, and clock. The last chapter lists the major optional sections you left empty.

Writing for any hero

Each story made from your world can have a different hero. Write {hero} anywhere in your world's text, in the premise, the opening, a law, a character's background, and in a story it becomes that story's hero name. If the hero is renamed, {hero} shows the new name. Outside a story, on a world's card in the gallery, it reads “the hero”. The editor explains this once; you can find the instructions here again. Naming a particular hero yourself is fine too; use the token when the name should follow the story's hero.

What you choose at the door

Genre
The genre is a mechanical choice, not just a flavor: it decides which 10 skills exist in your world, so a modern mystery rolls different skills than a high fantasy. The creator makes this easy to explore: a button under the genre picker opens every genre's full skill table, and the character step lets you switch genre again once you're looking at the actual skill list (switching swaps the list and clears your tag picks).
Tone, play style, and perspective
Choose the tone, the play style, and the narration perspective. Chapter 05, Choose how you play, compares the play styles and perspectives in full.
Art style
Preview each look and edit its art direction into your own, or let the game master design or best-match one.
The model narrating your story
Choose the model that narrates the story. Each model has its own Ink price, shown beside its name. One model writes every reply, and you can change it whenever you like once the story is running. Choose Nobody and Quill goes quiet: the story waits until you choose a model again.
Starting fame
Choose a starting fame from Unknown to Legendary, so the world already knows them (or doesn't) the moment you begin.

Your hero, authored as fact

You also author your hero's identity as fact the game master must honor.

  • Name and aliases
  • Age and how old they appear
  • Species
  • Ethnicity
  • Occupation
  • Background
  • Enduring aspirations
  • Speech style
  • Appearance
  • Personality
  • Up to five example lines in their own voice
Occupation
Occupation records their lasting role or station.
Aspirations
Aspirations hold the future they are trying to build, distinct from the immediate Goals that change during play.
Speech style and example lines
Speech style is the stable voice rule, while example lines demonstrate it in their own words. The game master uses those examples only while that character is present, so a voice stays recognizable without crowding unrelated scenes.
Build the Game-mode sheet. In Game mode, the hero creator works like the classics: spend 5 attribute points, then tag 3 signature skills. Every skill's starting value grows out of the attributes that govern it, tags start higher and train at half cost forever, and the game master can assign the whole build if you'd rather describe than allocate. Immersion and Writer stories skip mechanics entirely: you create just your hero's identity, and the first time you cross into Game mode you set up your sheet then (point-buy or game-master assign), while the game master rolls one up for every other character.

Truth and detail controls

  • Use the padlock to lock any field when it must stay exactly as written; authored names always remain fixed. Hero and cast member sheets use the same locked and unlocked vocabulary, and neither a whole-sheet or whole-card writer nor Quill chat can alter locked text. Refine still works on a locked field, because pressing it is you asking for that one change, and the field stays locked afterwards.
  • Your hero, cast members, places, factions, and items all have an Advanced truth fold for aliases, Day-one state, public facts, and private game-master secrets. A secret you write for your own hero is a secret from everyone else at the table: the game master steers by it, and nobody in the story knows it until you show them.
  • Before you forge, their Type menu can turn any cast member, location, faction, or item into another of those types. Shared truth and the image gallery move with it; if filled character-only or location-only fields would be lost, LoreWind names them and asks first.
  • The Cast and Opening chapter can set directional opinions among your hero and any named cast members.
  • Peoples, species, factions, items, and locations may be painted or uploaded before the world is created.
  • Each named place separates its location description from where it sits relative to the rest of the map and the routes or travel times connecting it. Authored places become full location entries in both creation paths, while their where and travel fields stay permanent geography facts.
  • You can also name the world's optional third game resource, such as Magicka, Sanity, or Charge.

Quill works the draft with you

A Quill seal sits at the left edge of the forge page and stays there however far down a chapter you have read. Press it, or the q key, and Quill joins the draft you have open: he reads the form exactly as it stands, so you can ask him what a field is for, think out loud with him, or hand him a change to make. Any edit he proposes lands on the unsaved form only, never straight into a saved world, and each one comes with a receipt naming which fields were applied and which were refused. Before any of it lands, his wording is yours to change. Every proposed change waits in a card with its words in a box you can write over, so what goes into the form can be half his and half yours, and Reset to Quill's proposal puts his version back. He follows the same rules you do: fields you locked stay exactly as written, and if you edit a field yourself while he is answering, your words win. Everything he changes is written into Quill's changes, which you can open from the top of his chat at any time, even weeks later and long after that conversation is gone: each answer shows what every field said before and what it says now, and Undo this answer puts a field back to what it said before. A field you edited yourself after he changed it is left exactly as it is, and the view tells you so, so an undo can never throw away your own later work. Undoing costs no Ink. Once the world is forged, the same room follows it into the Lore Book. The model powering Quill's forge chat uses the choice saved with this draft, or your account default while unset. The line above Quill's chat names whichever model is answering, and Chat settings, the gear beside it, makes the choice from any chapter or from the Lore Book; The Path shows the same setting. A change takes effect from the next answer. The draft choice never changes your account, the one-time world creator, or the model narrating a story. Quill's editing mode, in Chat settings beside the model, sets what he may do with a change here. Ask before changing is the default: every change he suggests waits on a card for you to read, edit and place. Discuss only keeps him to conversation, so he writes ideas and wording into the answer and changes nothing. Apply changes automatically lets him place a finished answer into the form without asking, all of it or none of it, and you can undo the whole answer afterwards. The choice belongs to this draft, and to each world's Lore Book separately; your account page sets which one new work starts on, and changing that never touches a draft or a world you have already started. Locked fields are refused in every one.

Either path can begin with a dynamic scene backdrop, compose a main theme, and score an opening playlist of up to eight pieces. Music choices show their weekly music-time cost beside the final forge control, and unavailable playlist counts stay unselectable. A world you build yourself paints its opening scene when the world is created, and that spends Paint; that picture is what its story card shows until you choose a cover. Upload your own there instead and nothing is painted. The Cover section beside the opening scene is where the world's own cover is settled: upload a picture, choose one of the pictures your world already has, or paint one made to be a cover, from your opening scene in your world's art style. Painting one spends Paint, and the line above the button says so before you press it.

05

Choose how you play

✦ Some want dice. Some want pure prose. Some want to rewrite my narration, which I have decided to take as a compliment. · Quill, in his notes
Comparison of LoreWind play modes
ModeWhat it changes
GameCharacter sheets, real dice, battles, experience, levels, and permanent mechanical outcomes.
ImmersionPure prose play without manually editing or deleting the game master's passages.
WriterPure prose play with direct editing and deletion when you want editorial control.

First-person narration tells the story in your hero’s own voice as “I,” especially useful in Writer mode for novel-voice drafting. Second person calls the hero “you.” Third person follows the hero by name, and shared multiplayer tables always use third person. Game and prose live on parallel timeline families so rules and progression never get added retroactively to a prose history.

Iron man is a separate rule, not a mode. You can enable it alongside any play style until that timeline's first move. It disables alternate tellings and ordinary retells, and limits forks to the opening, with four carve-outs: the fork before an NSFW boundary, a fork back from a permadeath ending, a retell of narration the server itself confirms came out corrupted, and one retell of the exact reply that triggered a safety block without a strike. Stopping a reply while it writes stays allowed even here: a stopped reply never happened, though the Ink is still spent.

06

Take a turn

✦ You act, I answer. It has worked since the first campfire and I see no reason to change it now. · Quill, in his notes

After each game master reply, Quill leaves a red ✦ table note above his reasoning fold, reacting to what you actually did. Beneath it, he offers options in the dialogue wheel, written for that exact moment. They are suggestions, not a menu of everything you are allowed to do. Choose one, use Refine my dialogue beside the composer to turn an intention into several approaches, or ignore the wheel and write any action yourself (including a move that simply asks the game master for ideas). Refining the human game master's narration, whether drafted or already posted, or refining a player's move draft costs the same Ink as one reply from the story's model. Options carry a tone, not a morality grade. Quiet table hides Quill's note; separate play preferences can hide the wheel, hide its eccentric or investigative flavors, and collapse Quill's visible reasoning. Under The model narrating your story, choose the one model that writes every reply, and each reply costs the Ink listed beside the model. A model you cannot choose says why on its own row. Every AI telling carries a subdued “{Model} powering Quill's narration” byline, so the page remembers which model narrated it even if you change models later.

⚖️ Hero · the principled voice: honor, duty, and the right thing said plainly.

😏 Rogue · the charmer: wit, misdirection, and a grin that opens doors.

🧊 Villain · the cold edge: threats, leverage, and no patience for niceties.

🔍 Investigate · the questioner: press for the details others would rather skip.

🃏 Eccentric · the wildcard: the sideways move nobody at the table saw coming.

Try it here

You are currently hunting a monster in the barony which is responsible for stealing and slaughtering livestock on nights of the full moon, by contract of the local baron. While on the road, a stranger lies against a tree bleeding. She reaches out a hand as you pass by on the road before falling into the snow.

Options ride the reply in play. Writing your own move is always allowed.

In Game mode: when an outcome is uncertain, LoreWind rolls and resolves battles in code. Your attributes, skills, condition, and the other character's earned opinion can affect the result.

Where the timeline allows it, Tell it differently (the right arrow past the newest telling) preserves the current version and adds another one you can move between. Retell discards every stored telling for that reply and starts it over. Read-aloud, illustration, and animation controls live on the individual message they belong to.

Every message also has a small ribbon beside its timeline controls. Press it to leave your bookmark on that page; press another to move it, or press the filled ribbon to remove it. The silk ribbon in the manuscript's top-right margin jumps back to the marked passage. It is private to you and to that exact timeline, so a newly made fork starts with a clean ribbon.

Use Contents in the story controls to jump to the beginning, your saved bookmark, the newest reply, or a chapter you have reached. After a jump, Return to where you were takes you back to your previous reading position.

Focus mode. The focus mode button in the story controls (a small page with a side panel), or the f key, hides the site's top bar, the story's title row and the party and world panel beside the story, while the controls you play with stay where they are. Press it again, or the f key, or Esc, to bring everything back. The button works the same way on phones and computers. Nothing about the story, your Ink or your place in the book changes either way.

Sent a move you didn't mean? While the game master writes, the Send button becomes Stop. Stopping hands your words back to the composer and removes the move from the story as if it never happened. The Ink is still spent: the writing was already underway.

Leave and come back. A reply keeps writing on the server even if you close the tab or wander to another page; return and a catch-up banner delivers what you missed. Your library shows each story with your latest move, supports favorites and search, and reopens the timeline you last had open. Hide tucks a story into your own collapsed Hidden shelf without changing anyone else's library or blocking play. Deleted stories and saved Forge drafts wait in Trash for 30 days, where you can restore them or delete them forever. One nuance: stopping during a resend or recovery keeps the move that already entered the story and discards only the reply that was forming.

07

Play in Game mode

✦ This is where the numbers live. They are honest numbers, rolled in code where I cannot reach them, and between us I am relieved about that. · Quill, in his notes

Game mode gives your hero a real character sheet: 7 attributes (Luck, Endurance, Willpower, Dexterity, Intelligence, Charisma, and Strength, i.e. your Luck, Endurance, Willpower, Dexterity, Intelligence, Charisma, Strength: your L.E.W.D.I.C.S sheet.LEWDICS sheet) rated 1 to 10 with 5 as an ordinary person, plus 10 skills written for your world's genre and rated 0 to 100. Every skill's starting value derives from the attributes that govern it (an agile hero simply is a better climber), with Luck lending half a level per point to all of them, and at creation you tag 3 signature skills, which start well above their derived value and train at half cost for the rest of the story. Attributes also derive your vitals: health, stamina, and, where the genre has one, a third pool named by the world itself (mana, focus, whatever fits). Build it yourself or hand it to the game master to assign; every other character in the world gets a sheet rolled up behind the scenes.

Your Luck, Endurance, Willpower, Dexterity, Intelligence, Charisma, Strength: your L.E.W.D.I.C.S sheet.LEWDICS sheet

Two rules are shared by all 7. Checks rolled with an attribute add its value minus 5 to the die. And attributes stay live: spend a point and the skills it governs rise immediately, 2 levels where it leads, 1 where it contributes.

Luck: the wild card. It governs no single skill and touches all of them, New Vegas style: every skill gains 1 level per 2 points of Luck, a stepped bonus rides every roll your hero makes (minus 2 at rock bottom, plus 1 at 6, plus 2 at 8, plus 3 at 10), you earn 3% more experience per point above 5, and at 9 or higher a natural 19 is also a critical success. Every point buys something distinct on the climb: 6, 8, and 10 deepen the roll bonus, 7 and 9 lift your whole skill board a level, 9 opens the wider crit. Still the fallback die when nothing else fits the attempt.

Endurance: toughness. Each point is 2 health (20 plus 2 per point) and 1 stamina (10 plus Endurance plus Willpower), and it leads Survival and Athletics while toughening skills like Grit.

Willpower: resolve. Each point is 1 stamina and, where your world has a third pool, 1 of that (10 plus Intelligence plus Willpower). It leads composure, courage, and the will-driven arts, and it is the stat of the unbreakable: once per battle, a blow that would drop you meets a d20 plus Willpower minus 5 (Luck rides too) against a bar of 12; holding fast leaves you standing at 1 health, and a natural 20 on that die, helped by nothing, restores you completely. The attempt spends whether you hold or fall.

Dexterity: speed and precision. Your guard in battle sits at 10 plus Dexterity minus 5, so each point above 5 makes every enemy swing need 1 more, and it leads nimble skills across the genres: stealth, archery, lockpicking, piloting, riding.

Intelligence: wits. Each level grants 5 plus twice your Intelligence in skill points (15 for an average mind, 25 at the peak), counted at the moment you level, never back-paid, so early wits compound. It also feeds a point of the third pool and leads a wide range of scholarly and technical skills.

Charisma: presence. It leads persuasion, deception, and leadership, defaults when you try to talk a fight down, and hearts warm to you faster: every point above 5 makes the good opinion you earn grow 10% quicker. Souring opinions sour at full speed no matter your charm.

Strength: raw might. Rolls feats of muscle, leads Brawling and Climbing, contributes to Blades, and drives melee: attacks rolled with Strength land 1 point of damage harder per point above 5, and softer below it.

Hover or tap any attribute in the character creator or on your sheet to open its card: the exact skills it governs in your world's genre, and the checks and pools it feeds.

Luck, Endurance, Willpower, Dexterity, Intelligence, Charisma, Strength: collectively, your Luck, Endurance, Willpower, Dexterity, Intelligence, Charisma, Strength: your L.E.W.D.I.C.S sheet.LEWDICS sheet.

When an outcome is genuinely uncertain, the server (never the game master) rolls a real 20-sided die, adds your bonuses, and compares the total against the difficulty of the attempt. The anatomy of every roll: d20, plus a tenth of the skill used (up to plus 10 at mastery), plus the paired attribute minus 5, plus Luck's stepped bonus, plus any applicable named perk modifier, and the character's opinion of you when the attempt targets someone. Checks with no fitting attribute roll your Luck itself. Your story difficulty tilts that bar for every check your hero makes (2 lower on Easy, 2 higher on Hard), and the roll chip names the shift so nothing is hidden; creation points are identical at every difficulty. A natural 20 is a critical success and a natural 1 is a fumble, no matter the odds. If the attempt targets a character, their earned opinion of your hero tilts the roll: someone who has come to trust you meets you halfway, someone you have wronged does not. The dice verdict is ground truth the narration must obey, so the prose can never quietly hand you a success you did not roll.

👶 Baby 4 🪽 Easy 8 🛡️ Medium 12 ✊ Hard 16 💀 Impossible 20

Try it here

+3 Persuasion

Tap the die · d20 + Persuasion 34 (+3) + Charisma 7 (+2) + Luck 6 (+1) vs DC 12

Roll when you are ready.

Persuasion 34 gives +3, Charisma 7 gives +2, and Luck 6 gives +1: skills add a tenth of their value, the paired attribute adds its value minus 5, and Luck adds its own stepped bonus on top of every hero roll. Raising Charisma also raises the Persuasion skill it governs.

Only the foe holding the field is drawn in full: their name, their face, and their health. Every combatant on both sides also keeps an orb in their row for the whole fight, the way a trainer's belt counts a party: bound while they wait in the dark, broken open while they hold the field, struck grey when they fall, so a glance always answers how many stand on each side. All a waiting foe's orb gives away is how heavy it is. Tap one to hear what the fight can tell you about it; everything else waits until it takes the field. Battles run in rounds: your action resolves first, then one enemy answers it while the rest hold back and telegraph what they'll do next, so a crowd threatens you without burying you. Drop their leader or half their number and the survivors may lose their nerve, breaking into a rout or throwing down their arms. Willpower grants a second wind: once per battle, a hit that would drop you can leave you swaying at 1 health instead, and a natural 20 on that roll puts you back at full. Defeat, when it comes, is soft by default. Your hero survives going down, and the game master makes survival cost something instead: captured, robbed, rescued at a price, left for dead. At a shared table the fight is not lost with you: a hero who drops is down and out of it, wounded but alive, their seat passed over in the turn order while the rest of the party carries the fight, and the battle is only lost when the last of you falls. Being down does not send you away from the table, either. Your dialogue wheel greys out, because there is no move left for you to make, but the composer stays open: whatever you write reaches the story as words from the ground, a groan or a gasped warning or a last thing you needed to say, and the game master writes them in as exactly that. Nothing you say from down there rolls a die, takes a turn, or puts your hero back on their feet. The Permadeath setting removes the net: if your hero falls in battle, the game master writes their death as the story's true ending, the timeline locks behind a GAME OVER, and only forking back to an earlier moment can change their fate (that fork stays available even under Iron man). Solo game-mode stories only; turn it on at creation or any time after, and it never turns off. When the end does come, Quill closes the book himself: a short memorial appears on the GAME OVER page, quoting your hero's real deeds and best lines back from the pages they earned them on. If the game master ever records the wrong death, open the world changelog and revert that state update; the death record remains in history beside the correction.

Every fight also carries your standing intent: a Lethal / Subduing switch on the battle panel decides what a felling blow means before you swing. Lethal means a blow that fells a foe is meant to kill; Subduing means it leaves them alive, out cold or yielding. The switch only answers when your move does not: write the intent into the move itself, knock him out, run her through, and your words win over the standing choice. A foe felled under Subduing is recorded alive and out of the fight, so mercy is a real outcome the world remembers, not flavor. And mercy has a mirror. Striking a helpless, already-subdued foe with lethal intent is not another uncertain check, because there is nothing left to contest: the game records it as an execution, and the story treats it as exactly that.

Named opponents remember too. A rival who survives a finished fight learns from it: their real sheet can rise, closing part of the level gap between you, and the change is canon, written into the world changelog and carried onto the field the next time they face you. Ordinary unnamed foes never grow this way; that kind of grudge belongs to the ones with names. And beneath the stage, a folded Chronicle keeps the whole fight in words, round by round, newest first: every strike, fall, telegraph, and break of nerve the engine reported, kept for the length of the fight. It is the arithmetic under the animation, and the full record if you play with motion reduced.

The stage carries the place with it. LoreWind keeps a house set of backdrops drawn in every art style, so a fight in a forest, a great hall, or a harbor is played against that place rather than a dark panel, and it costs nothing and touches no allowance. Worlds with an art style of their own can go further: on Loremaster, with Dynamic backdrop on, the stage paints its own backdrops in that style the first time a fight breaks out somewhere new, and every later fight there is played on it.

Progression stays in your hands. The server awards experience only for resolved events (checks passed, battles that end short of defeat, story beats reached). Each level grants a pool of skill points that scales with your Intelligence (15 for an average mind, up to 25), plus 1 attribute point every other level, and you invest them yourself from the Hero panel. Advancement gets steeper as mastery grows: a level of skill costs 1 point up to 50, 2 up to 75, and 4 beyond, with your tag skills paying half at every step. Attributes stay live, New Vegas style: spend an attribute point and the skills it governs rise with it, 2 levels where it is the primary governor and 1 where it contributes, alongside its check modifier and anything else it feeds. Luck is the exception that proves it: governing nothing, it moves everything, and whenever a Luck point carries its half-hand to the next level, every skill on your sheet rises by 1. Training costs still price purely by a skill's current level, and the only things that cheapen them are a tag and the perk that grants one untagged skill the same half-price lane. No stat ever moves because the AI felt like it, and the journal tracks the quests, side matters, and objectives your play opens along the way.

Levels also buy identity. Every odd level from 3 to 19 grants a perk pick, 9 across a full run, chosen from an illustrated gallery on the Hero panel. The sheet keeps the full perk record open at any time: every oath you have sworn, the road ahead with each perk's demands, effect, and flavor, and the 3 capstones waiting at the end, tailored to who your hero is (Seducer courts as a man, Seductress as a woman). Perks are permanent, named talents with real engine hooks: sharper seduction, a lower crit bar, a second second wind, a 4th tag skill. Most ask something of you first (an attribute at 5 to 8, a level, and 2 of them an adult hero), and whenever a perk modifies a roll, that bonus shows up by name on the roll chip, so you always see your build working. The road ends at level 20, where you choose 1 of 3 capstones: a single defining gift, taken once, kept forever.

08

Understand the world

✦ Everything your story touches gets written down. This chapter shows you where I keep it. · Quill, in his notes

The side panel splits into tabs so the encyclopedia stays first:

World

The encyclopedia: characters, places, factions, facts, opinions, and geography. Search by name or alias with drop-down suggestions, or click any portrait in the transcript to jump straight to that character's entry.

Scene

The current scene, a button to illustrate it, and the library thumbnail for this story: regenerate it, upload or choose an existing image, and lock it so the card stays fixed while the scene keeps changing.

Hero

In Game mode, your current sheet, pools, level, experience, attributes, skills, and progression, plus your Equipment, Wallet and Inventory. Equipment is the weapon in your hero's hand: you choose one to start with, and the card tells you what a fight does with it, how heavy it swings and what that weight costs your aim. You can draw a weapon or put it away between fights, never during one, and a weapon the story takes off you leaves your hand. The Wallet tracks whole-number story money; Inventory holds the physical things your hero carries.

Journal

Your living quest journal: what the party has taken up, objectives and progress, and how concluded quests ended. The story writes in it on its own as you play, and the owner keeps the pen: correct an objective, strike one out, or remove a whole quest, with any experience it already paid staying paid.

Memory

Long-term summaries and the earlier facts or scenes the game master drew on for the latest reply.

Settings

Narration voice, The model narrating your story, the play-rule toggles, the calendar, and where you rate the world.

One more surface sits outside the panel: the Party card lists the players seated at a shared table, their claimed heroes, and open seats. Invitations that have not been answered yet appear only to the owner who sent them. The quests a world ships with live in the Lore Book's Quests pane, beside the living journal.

Characters also carry reputation you can read: a hero-or-villain alignment shaped by how your hero acts, fame that spreads from deeds, and each character's earned opinion of your hero on a scale from devotion to hatred. These are not decoration; opinion weighs on targeted dice checks in Game mode, and fame changes how strangers receive you. Your hero's pinned entry in the World panel keeps the whole dossier together: alignment gathers around the portrait as heroic light or villainous smoke, the morality ladder names the exact tier and score, fame keeps its own ladder and progress bar, and prose stories keep the wallet just above it.

When a world uses money, your Wallet gives its primary currency pride of place and lists every nonzero secondary balance beneath it. Its recent history keeps each credit and debit beside the named currency and the reason it moved. Completed rewards, purchases, fines, gifts, thefts, and transfers can move the named currency automatically when the story states a clear amount. Spending requires that exact currency: LoreWind never exchanges money silently, and a money changer records one debit and one credit. Offers and quoted prices do not move a balance. The game master can correct any currency with an unlocked, reasoned adjustment. Story money is fictional and cannot be bought, cashed out, sent between LoreWind accounts, or used for plans and Lore Points.

Try it here

She snuck out the window in protest of a betrothal to a man she doesn't wish to marry, while you stood guard unaware at her door as her sworn shield. When you realized that she wasn't in her room, and set out to find her, you tracked her to the tavern and found her ordering a tankard of ale.

Princess Mira · Opinion of you: +20 warm

you are her sworn shield, and lately something closer to a friend

In play, every character keeps a tally like this about you.

Everyone at a shared table can read the world. The owner can open the full Lore Book to revise its authored details.

Day one and Now

Day one is the authored opening definition shared within your timeline family and used when the world is published. Now is the living state on this timeline: where someone is, what they know, what they carry, how they have changed, and what the story has done to them.

Play changes Now without contaminating Day one. Before the first player move, saving a Day one bio also updates that character's Now state, so the story begins exactly from the revised definition. No model call or extra confirmation is needed.

After play begins, saving Day one changes only the reusable authored definition and leaves the story so far untouched. Three parts remain authored truth everywhere: a character's personality, their short example lines, and their identity (age, ethnicity, height, build, faith, factions, occupation, aspirations, speech style, orientation, family) update the living character across the whole timeline family even after play, because the story never rewrites who someone fundamentally is or how their authored voice sounds. For everything else, to carry an intentional retcon into the current story, use Reconcile Day one with Now. LoreWind compares the previous and revised Day one bios with the character's current state, then shows a proposed diff for approval before writing anything.

Reconciliation affects only that character on the current timeline. It can adjust aliases, current details, and facts while preserving what play has established. It cannot change mechanics, experience, numeric wounds, opinions, the scene, other characters, or the transcript. An accepted change enters the world changelog and can be reverted; if nothing conflicts, LoreWind applies nothing.

Day one remains shared across your timeline family. A sibling timeline that has not begun follows the updated starting state, while played siblings keep their own Now state.

Another player's published copy is independent and pinned to the version they began. Editing your source world never rewrites someone else's existing story.

09

Edit your world

✦ The author's chisel. Carve anything you like; I will note which walls were load-bearing. · Claude, powering Quill. Quill has underlined "load-bearing" twice.

The Lore Book is where the owner shapes authored truth. Members read the same pages as a codex; only the owner changes them. Its world sections include first-class species, separate from peoples and from the species already carried by the cast. The opening can be rewritten by hand or refined with the ✦, and every ✦ Refine in the editor first asks what you want changed. Wherever the ✦ writes, here or on the World Forge page, an answer longer than the box allows is never dropped into it behind your back: Quill says which box it is, how many characters that box holds, and how far past that the answer runs, and you pick from there. Ask Quill to shorten sends it back to be written again inside the limit, keeping every fact and every name; Trim it myself puts the long answer in the box so you can cut it down; Report this tells us the answer came back too long. Closing that question leaves your own words exactly as they were. The editor also holds the world's art direction, chosen from named presets, written as your own custom direction, or applied from the My styles library saved on your account. The story page's World panel holds the running settings, including The model narrating your story, the story's optional Quill chat override, and how often scenes are painted automatically. Account settings holds your Quill chat defaults and the narrator selection that seeds new stories.

Beyond the cast, the editor covers the world's body and past: geography and the map, travel, peoples, faiths, laws, world history, and the calendar. A faith records its names, kind, tenets, practices, organization, holy places, and relations. Its secrets remain private game-master truth until the story reveals them. A faction's own page lists who answers to it, read back from the Factions field on each character's sheet, so allegiance is written once and visible from both sides. World history records the wars, falls, and bargains that made the present setting this way, and the game master treats it as authored truth. Each character page carries their portrait gallery (pick the current portrait, which also acts as the reference for future paintings, and set a physical age), plus identity, occupation, background, aspirations, speech style, personality, example lines, current state, facts, secrets, and their opinions of others. It also records whether the character is alive, deceased, undead, nonliving, or of genuinely unknown fate. Deaths and returns append to a dated lifecycle history instead of erasing one another. Example lines are written one per row, up to five, and the ✦ can write or refine them while keeping the character's established facts. Where a deletion shows the Undo toast, you have several seconds to take it back before it becomes real (eight for a fact or an image, ten for a whole character); heavier removals (like arc Delete mode) use their own explicit confirmation instead.

If your story began from a world in the gallery, there is a road back at every size. A character's Day one tab can restore the bio they arrived with, leaving their picture, their voice, what they remember, and the opinions people hold of them exactly as they are. The Opening pane can restore the opening scene and its choices, and the Cover chapter beside it is where the world's cover picture is chosen, painted, changed, or removed. And at the bottom of Revise the world, under Danger, Resync with the world gallery puts the whole story back the way it was the day you claimed it: every message is deleted, play begins again at the opening, and the cast, lore, journal and plan all return to what the world was published with. You choose whether your hero comes with you or comes back as the creator wrote them, and you enter the story's title before the button will do anything. Nothing on this road costs you Paint or a reply, and the pictures you have paid for are never deleted.

Laws are the truths Quill never gets to forget. A world law binds what can happen in the fiction, such as magic always demanding a price. A table rule binds how the telling runs, such as keeping scenes small or letting consequences land promptly. You can author up to fourteen, decide which ones players know, and refine each law without disturbing the rest. Hidden laws stay hidden from the players. Quill still reads them and lets events imply them until the story reveals them.

Memories are what a character carries out of the scenes they lived. As you play, the game master keeps writing them down in the character's own voice, a line at a time, and reads the relevant ones back whenever that character stands in a scene. Each character's page lists them in the order they happened, showing the day, whether the memory was lived or only heard secondhand, and whether it was told in confidence. Search them, filter by kind or by how heavily a memory weighs, and read the whole cast's memories at once when you want to see who knows what.

You can fix one that came out wrong, write in something the game master never noticed, or forget one for good. Write in first person, the way the character would say it ("I promised the smith my silence"), and date it in the world's own words; a new memory is dated to the day the story is on. Anything you write or revise becomes yours: nothing overwrites it and nothing prunes it away as the story grows. Forgetting one is deliberate and final, and it takes the index that finds it along with it. When the story disproves something a character remembers, there is a gentler answer than forgetting: Replaced by points the old memory at the later one that corrects it, and from then on the game master is handed only the correction. The replaced memory stays on the page, dimmed and still readable, and Let it stand puts it back in play. Below the list, Test recall puts a question to the character and shows exactly which memories a turn would carry, in order, with the line a real turn draws marked. It does not call the game master or spend any of your allowance. Memories are the owner's view only: they hold things said in confidence, and players read the world, not the game master's private notes.

10

The story arc

✦ Every story bends toward somewhere. Here is how to draw the bend, and how to leave room to miss it. · Quill, in his notes

Every world can carry an arc: a map of where its story is meant to go, drawn as a flowchart on the Arc tab. Each card on that board is a story beat, a moment the tale is steering toward. The arrows between them are paths, the routes the story can take from one story beat to the next. A story beat with two or more paths leading out is a fork where the story can genuinely diverge, and a world can hold several different endings: paths that split do not have to meet again. Chapters number themselves from how deep a story beat sits in the map; you never number anything by hand. Their names are another matter: when a chapter closes, Quill titles it the way a printed novel would, looking only at what was actually lived. Write a chapter title on a story beat's card yourself and he will use your words instead, without comment.

The AI game master reads the current story beat and the paths leading out of it, and steers the scene toward whichever one the story's events actually satisfy. Your choices decide which path is walked. The arc is a plan, not a rail: play can bend away from it, and the plan can be redrawn around what really happened.

Spoilers stay sealed. During play you see the road already traveled and, at most, a whisper about what may come, sometimes surfacing in the journal's rumors. The full branching plan ahead (every future story beat, fork, and ending) is shown only when the owner deliberately opens the spoiler view, and it seals itself again on leaving.

Owners edit the future, never the past. On the board you drag story beats to arrange them, drag a story beat's handle onto another to lay a path, add story beats and endings, and write each one's happenings, player-safe whisper, and private notes. Delete mode marks story beats and paths for removal and removes nothing until you confirm the whole set. Story beats already lived stay history: they cannot be deleted or re-routed, only their wording sharpened. You can also hand the wheel back to the AI: ask the game master to replot the road ahead around what actually happened, with a direction of your own if you have one.

A published world publishes its Day one arc: the plan every new player inherits, separate from wherever your own story has wandered. A world with no arc at all is simply freeform; where the story goes is up to you and the table, and you can write an arc by hand at any time.

11

Retellings and timelines

✦ Regret is a tool at this table. Walk back to any moment, take the other road, and I will keep both. · Quill, in his notes

A retelling changes only the latest game master response. A fork creates a separate timeline from a chosen message and leaves the original untouched. The new branch receives the world as it stood at that moment, while keeping the world's canonical Day one definition.

Open a new timeline returns to the opening and seeds its character state from the current Day one definition. Switching between Game and prose for the first time also creates a parallel path from the shared opening; later switches return to that existing path.

12

Play with friends

✦ Bring your friends. I have run tables of one and tables of five, and the five always find trouble faster. · Quill, in his notes

There are no public join links; everyone at a table got there by consent. Add someone by their exact display name on the Friends page, they accept the friendship, the story owner invites them, they accept that too, and then they claim someone from the cast or forge a new hero. If someone declines your friend request, you can ask them again after thirty days. Every player has their own hero, sheet, and dialogue suggestions while sharing one third-person story.

When several people want the next move, LoreWind coordinates turn claims, and a contested moment goes to a spotlight roll rather than to whoever types fastest.

The owner also has a human game-master seat beside the AI. From it they can narrate directly (game-master narration is final, with no alternate tellings), refine any passage, call checks with advantage or disadvantage, grant experience, and plan privately with the AI game master in a whisper the table never sees. And every player at the table, owner or not, can Ask the GM: a shared thread where Quill answers questions between turns, rules questions plainly, story questions with a tease. He can see the whole hidden plan; he has simply never once been tricked into reading it aloud. His answer may lay the relevant quest, a quoted passage that jumps back to its page, or the current hero sheet directly on the table. Quill also keeps a deliberately rare tally of the player's own best lines, anchored verbatim to the message where they earned his notice, so a line worth keeping can return chapters later or in the closing memorial.

13

Art, voices, and music

✦ A story should be seen and heard. Portraits, voices, a score that follows the mood: my staging budget is generous. · Quill, in his notes

Art

Generate or upload a character portrait; the current portrait doubles as the reference future images are painted from. A character keeps one primary picture at a time. Every new take lands in their gallery beside it, tapping any image in that gallery shows it up close without changing anything, and one button under the gallery makes the image you are looking at the primary one. If the story began from a world in the gallery, another button brings back the picture that character arrived with, however many times you have painted over it since, and it costs nothing because it copies a file that already exists. Painting a character, the first time and every time after, opens Guide the look, where a build, a hairstyle, and an outfit can be handed to the painter as references; every pick is optional, and the written appearance wins wherever it describes the same feature. The body types are all painted from grown figures, so for a character under 18, or one whose sheet gives no age in years, the body type row is not offered and the outfit row keeps only the plain covered garments. Hair is offered for everyone. A character whose age is a word like "ancient" gets the body types back by carrying a physical age in years with the reason it differs.

World pictures keep every take too. In the World Forge, a new take becomes the picture at once. In the Lore Book, you see the new take on the sheet straight away, and the button under it makes it the picture used everywhere in the story. Takes keep their current gallery order, and new takes are added at the end. Choosing a different primary moves only the mark. View picture under any tile opens that take in the picture viewer, where you can step through the others, make one the primary, or delete one while looking at the whole picture. A picture opens whole, and the viewer's controls step the magnification, fit the whole picture back in the window, or take it to its actual size, which is the picture drawn at its own pixels however large that is. Before you delete a take from a world picture's gallery, the confirmation names it and shows the whole image when it can be loaded. Characters and world subjects alike keep up to 24 generated or uploaded takes each. Delete a take before adding another when the gallery is full, and pick any remaining take as the primary for free. Paint instructions can steer the next result, and Paint a new take from this picture uses the current picture as a reference and spends Paint. When you are signed in, Quill introduces himself once in Forge and once in the Lore Book, and closing the message or opening the conversation puts it away for good. World art stays out of the character-picture choices in Forge.

Illustrate any message on demand, or let LoreWind paint scenes automatically at the cadence you set. Scene paintings follow the story clock, carrying dawn, daylight, dusk, or night into the light outdoors and through windows and doorways. When the forge gallery finishes short, its review names what failed and the unfinished art can be painted again from the Lore Book. Every world is created with a picture for its opening scene, and that picture is what its cards show until a cover is chosen. The cover is set in one control, drawn the same way in three places: the Review and create page of the World Forge while you build the world, the Cover chapter of the Lore Book afterwards, and the panel beside your story. Change picture gathers the ways to get one: upload your own, take one of the world's own pictures, or have one painted for it from its name, its opening scene and its art style. Adjust crop turns the picture into a workspace: drag it to say which part of it a card keeps, drag the slider to show more or less of it, and press Save crop when it looks right. Both shapes a cover is drawn in are outlined on the picture while you work, so you can see what the world card keeps and what the gallery's featured row keeps at the same time. Painting a cover spends Paint; the cover you already have keeps its place until the new picture arrives, and if you choose a different one while it paints, your choice stands and the painted picture waits with the world's pictures. The Lore Book's Current story state paints and uploads the scene picture the story is standing in, and that picture never becomes the cover by itself. Art direction comes from the world's style, and your saved My styles can be applied anywhere.

Voices

Read passages aloud with one voice per character; the cast is voiced automatically, a world premise can be read aloud before you begin, and claiming a hero includes picking their voice. A story's Settings tab opens on a card headed Read aloud: the narration voice there belongs to the story and its owner chooses it, while the switch under it is yours and follows you into every story you play. It is off until you turn it on. At a shared table the panel also holds that table's own rules, where its owner may cover everyone's read-aloud from their own allowance; covering the table's Ink is a separate switch and does not cover its voices. Wherever a voice gets chosen, the picker opens a shelf of voices: one animated orb per voice, its own description underneath. Tap a voice to audition it as your candidate, then press Save (or Save and exit) to keep it; Cancel or closing the shelf leaves the old voice in place. Search the shelf by name or description, or narrow it by gender and language when the whole catalogue is more than you want to scroll. Listening costs nothing on any plan. Speaking works the other way too: the microphone beside the story composer, in Quill's game-master panel, and in every refine box transcribes your spoken words into editable text at the cursor, and never sends anything by itself; the recording is transcribed and discarded, never stored. Custom voices are created on the Voices page, stay private to your account, can be deleted anytime, and must be replaced with standard voices before a world can publish. Slot counts vary by plan; see Pricing.

Video

Video creation is currently unavailable.

Music

Compose a main theme, score up to eight opening pieces while forging, build a mood-spanning playlist later, or create a song that exists inside the scene itself. The forge shows each piece's current weekly music-time cost before you build. Music draws on its own allowance, separate from Paint and Ink.

Battles in game mode score themselves. Every fight plays from a built-in library of house recordings, which costs nothing and touches no allowance, and the fight picks its own mood from what is actually happening in it: a boss on the field, the party down to its last hero, a scuffle the story was already playing for laughs. The volume sits on the battle panel beside the round counter, and silencing it remembers the level you were at, so turning it back on gives you your own level rather than ours.

Ordinary scenes have a quiet bed of their own, in every kind of story rather than only in game mode. It follows where the scene is and what the weather is doing, so a night road, a hearth, and somewhere stranger each sound different, and like the battle music it is free and spends no allowance. Its volume lives at the top of the music menu beside your story, above the playlist, and setting it to zero turns it off. It steps aside for anything louder: a battle takes the music while it lasts, and a track you composed and pressed play on outranks it, with the bed returning when neither is playing.

Exact allowance numbers live on Usage and Pricing, which are always current.

14

Publish or export

✦ When your world deserves other heroes, put it on the shelf. I will hold the opening exactly as you left it. · Quill, in his notes

Publish a world

The picture on a world's gallery card is the cover chosen in the Cover chapter: an upload, one of the world's own pictures, or one painted for it. A world cannot be published without one, and changing the cover on a world already in the gallery changes the picture on its card there, crop and all. Publishing shares the reusable Day one setting, cast, opening, quests, map, and music. It does not publish your story transcript or the changes and spoilers produced during play. If a plan, play-count, or custom-voice requirement blocks publishing, the dialog shows the server's exact reason and nothing is shared. Keep working on a world you have already published and publish it again, and the gallery card you already have is the one that changes: its ratings and its place on the shelf carry over, and the dialog says so before you commit. The two staff badges are the exception: LoreWind Approved and LoreWind Official vouch for the exact content staff played, so a republish sets them aside until staff review what you shipped in its place.

The publish dialog is also where you set the world's terms: a recommended difficulty (optionally locked so every player uses it), and hero claim locks with your reasons, sealing any part of the hero that is not yours to hand over. Players who already began your world stay pinned to the version they started; later edits reach only new players. Ratings come from people who actually played (subscribers with at least 10 played messages); tapping your current star removes that rating again. A world placed under review leaves the public shelves and cannot begin new stories until staff resolves it. Publishing has a daily cap.

Export your story

Export the full transcript as a Word document or PDF, with an existing image or a freshly painted cover. The book reads like a clean novel (chapter headings, prose, no speaker tags) with your illustrations placed at their moments; settings let you drop the images or add the game notes (dice, reputation, speaker tags). Your stories remain yours to keep and use.

15

Mature, NSFW, and safety

✦ Grown-up doors are clearly marked, and I check who walks through them. Nothing in this chapter is an accident. · Quill, in his notes

Every LoreWind user must be at least 18; there is no separate adult tier. But first and last, it is a storytelling RPG: nothing here is built for sexual gratification, and serious or adult subject matter earns its place only when the ongoing story justifies it, going no further than that story requires. Within that frame, Mature is a rating a creator chooses for non-explicit adult themes, while the NSFW tag is a story state that only you can switch on. The first time a move would turn sexually explicit, LoreWind pauses before writing it and asks whether to add the NSFW tag to this timeline. This is deliberate informed consent, and it is asked even when your age is already verified: verification proves you may, the dialog asks whether you want to. Continue sends the same move forward; Decline hands your words back to the composer with nothing written and the story unchanged.

If your age has not been verified yet, the same paused move walks you through a one-time independent check first and then resumes exactly where it stopped. Starting the check yourself normally asks for an active paid plan on the account, because completed checks can cost LoreWind a provider fee whether they pass or fail; a trial does not open it, and guests see no age-check control. The provider is named before you begin. Didit estimates age from a selfie and may ask for ID to confirm you are 18 or older. LoreWind keeps four things: whether you passed, whether the check used a selfie or an ID, the date, and a reference number for the check itself. Didit sends back its age estimate so LoreWind can confirm the result. LoreWind does not keep the estimate and never stores your selfie or ID. When your check ends, approved or not, LoreWind tells Didit to delete the whole check: your selfie, your ID if you showed one, and the face data made from them. If Didit does not confirm the deletion, LoreWind keeps asking until it does. Didit is not allowed to use anything from your check to train its software. A completed check stays with the account, whatever plan it carries later. There are two attempts; after both are used, the page points to human support, and a housewide daily spending breaker can pause new checks until the next UTC day.

Until verification, reopening an existing NSFW timeline reveals only the pages before its stored boundary. The explicit tail stays on the server, with one verification card where those pages begin. Pass the check and the same transcript refetches and continues from there.

Accepting the tag never rewrites what came before: the pre-NSFW portion of the timeline stays intact, with a visible option to fork from it so a clean branch can carry on without the tag (this fork stays allowed even under Iron man).

One boundary does not bend. Sexually explicit content is refused outright at any shared table: NSFW play is solo territory, always. Every model on the bench can currently power Quill in an NSFW-tagged story. If a model is ever limited to safe-for-work stories, its card on the picker says it is not for NSFW stories, and choosing it for a tagged story is refused with that same reason.

Imagery has its own floor, and it does not move. Every image LoreWind paints is safe for work, in every story, always: taking the NSFW tag frees the game master's prose, never the artist's brush, and sexually explicit imagery is simply not generated. That does not mean intimate moments go unpainted. The artist frames them the way prestige television would shoot them: faces and eye contact, an embrace framed shoulders-up, light and fabric carrying the rest, so the scene keeps its picture without the picture ever turning explicit. Living scenes inherit the same floor, since video can only ever animate an illustration that already exists. What NSFW-tagged stories do enforce on images is an age standard: when an adult character's current portrait is identified as depicting them as a child, LoreWind hides it immediately so it never shows in that timeline. What happens next follows your Auto-update portraits setting: with it on, an accurate adult depiction is repainted for you automatically; with it off, the portrait stays hidden until you choose to replace it, since spending Paint is always your call. Choosing a child-era image is a door, not a wall: LoreWind offers to repaint the character grown so the story can continue with them accurately depicted as an adult. The full boundaries live in the Terms of Service.

Detection is automatic. Every message you send is screened by a small classifier before the game master writes, and anything that is not sexual passes at once. Only a message the classifier reads as sexual goes to a second, stricter check, which asks whether the request clearly puts someone underage in sexual content. A confirmed flag blocks that move and is recorded; no person reads it unless a review you have consented to needs it. Repeated confirmed flags freeze the account automatically while a person reviews it. Staff see redacted flags first; private text is revealed only with your permission and a recorded reason unless the law requires otherwise. A freeze carries an informational seven-day appeal deadline, never an automatic ban. Human staff may unfreeze the account, exonerate it by clearing the flags and freeze together, or impose a permanent ban after review if the flags accurately reflect attempts to cross that boundary.

16

Usage and account help

✦ The accounting chapter. Less romantic than dragons, I admit, but even legends keep books. · ChatGPT, powering Quill, trying not to drool over Quill's bookkeeping

Plans measure game master replies in Ink. Some models spend more Ink per reply, and their exact rate appears in the picker. The current bench runs from DeepSeek V4 Pro, Gemini 3.8 Flash, and GPT 6 Luna at 1 Ink a reply up to Claude Opus 5.5 at 15 Ink; Pricing shows the tier and Ink cost of each. On each model card, Intelligence is that model's Artificial Analysis Intelligence Index score, out of 100, Writing Elo is its score on EQ-Bench's creative-writing leaderboard, Reasoning says whether a turn on that model asks it to think before it writes: yes when the turn sends a thinking setting, no when the turn switches thinking off. The speed line is what the machine serving that model right now published for the last half hour of its own traffic: how long a request waited for its first token, how many tokens a second followed, which machine that was, and when we read it. We re-read every machine every thirty minutes, and a model whose machine has no fresh reading says nothing about speed rather than showing you a stale one. Nothing on a card says how a model writes: that is not something we can measure and stand behind, and the one consistent thing about these models is that they surprise you. Not every meter runs on the same clock: on paid plans, Ink, Paint (the allowance for pictures), voice, and dictation are daily, refilling at midnight UTC, with a weekly ceiling of three days' worth that resets Monday (a binge night is fine; seven of them in a week is not), while the free trial uses one weekly budget for each instead. World forges spend Hammers, daily with a weekly ceiling of their own, music is weekly, and publishing has a daily cap. Your live meters on Usage are the authority.

Creating an account with email? Fill in the sign-up form and press Continue, then type the six-digit code from your email on that same screen. The code lasts fifteen minutes. Resend becomes available after a minute; Change address takes you back to the form. The account is created when the code is confirmed. Google already checks your address, so its sign-up follows its existing steps.

Locked out? The sign-in page offers password recovery and passwordless email links or codes, and, wherever Google sign-in is switched on, a Continue with Google button above the form. Every account keeps a password of its own either way, so a lost Google account is never a lost LoreWind account, and resetting your password through recovery signs every device out and disconnects Google, so the password you choose there is the only way in until you connect Google again. Your Account page holds the practical levers: renewal (opt-in, off by default, with a reminder before it runs), refunds computed by a published formula (refunding pauses resubscribing for ninety days), referral codes, and Lore Points: four-star-and-up ratings on your published worlds, and referred friends who stay subscribed a full month, earn points that buy percent-off-renewal coupons. The row What should Quill remember about you? keeps one optional account note that Quill reads only at Support and Ask the GM, never while writing the story. How you sign in lives there too, as three rows: the password (changed from the recovery page), the email address you sign in with (the Email row takes the new address and your password, then mails a code to the new address, and nothing switches until you enter that code back), and Google, connected or removed with your password to confirm. Alongside those sit your email preferences, play preferences, linked apps, hidden worlds, saved art styles, and account deletion. If we ever place a hold on an account because we believe it may belong to someone under 18, the notice explaining it sits at the top of every page, with the deadline and everything you can do before it. A check required under a safety hold never needs a paid plan. Custom voices are the one thing not kept there: they live on the Voices page. News lands on the Announcements page; announcement email can be switched off.

Character letters are off by default. Star a story in your library (the star sits on your story's card, not in the gallery), opt in on Account, and choose a cadence. That cadence is both the minimum time the world must sit unplayed and the maximum frequency of its scheduled letters. Write me a letter now works even when the schedule is off and waives that dormancy wait, with one request available per hour. Each letter costs the same Ink as one reply from the story's model. A deceased character never writes a new letter. Including a portrait spends Paint. Letters collect in your mailbox, and any of them can be taken off the shelf, with an undo beside the confirmation in case you meant the one below it. Clearing the shelf does not hurry the next letter along: the cadence counts from when the last letter was written, not from what is still on display.

For how Mature ratings, the NSFW tag, consent, and age verification work, see Mature, NSFW, and safety above.

Want LoreWind on your phone or desktop? Download the Windows or Android app from the links in the site footer, or follow the Add to Home Screen guide. Wherever you are, Quill is the first door: his red seal answers LoreWind product and account questions on every page, and in the middle of a story his game-master panel holds the story-aware thread instead. For a question that still needs a person, join the LoreWind Discord or email [email protected].

17

Ask Quill anything

✦ A whole chapter about me. I told the developer it was excessive, and then checked twice that he kept it. · Quill, in his notes

Every table at LoreWind is run by the same game master. Quill forges worlds from a spark, narrates through whichever model you choose, keeps your story's plans and secrets, and answers questions at every door of the house. He is sharp-tongued, fonder of his players than he will admit under questioning, and genuinely useful. There are two places to talk to him directly.

Quill's voice is yours to choose: pick it the first time he greets you, or change it anytime under your account's play preferences. The whole house follows your pick, pronouns included. Not signed in yet? The same card asks, and your answer holds for the visit; it is never written onto an account. Every answer he gives carries a Read aloud control, at the table and at the support desk both, so he can say it in the voice you picked.

At the table

Inside a story, press the ✦ ask beside the composer, or begin a message with #, and Quill answers as your table's advisor: rules, recaps, what a journal entry means, which of your options he would test first. He reads your pages, your journal, and your visible sheet, and he guards the story's hidden plan absolutely: tease him all you like, he will name exactly how badly he wants to tell you and refuse anyway. At a shared table his answers post in front of everyone; switch to In private for counsel only you see, which is also where he lays a finished story open, spoilers included. One story-chat model answers everyone at that table: the story's own choice when its owner made one, otherwise the owner's account default. The line above the chat names whichever model is answering, and the owner changes it in Chat settings, the gear beside it, or in World settings; both places show one setting, and a change takes effect from the next answer. Each asker pays that resolved model's listed Ink rate by default, independently of the model narrating the story. The owner can choose Cover this table's Ink in World settings to pay for every narrator reply and Quill story-chat answer requested there, including guests; the owner's own allowances and limits apply until the switch is turned off. New conversation starts a fresh thread whenever you want one.

At the support desk

Everywhere else in the house, the quill seal on the page's edge (or the Q key) opens the support desk. That chair answers questions about LoreWind itself: plans and prices, models and allowances, how a feature works, what just went wrong. He answers from the product's own pages and your account's real numbers, never from memory or guesswork, and when a question truly needs a human, he says so plainly and offers to hand you over. Inside a story the seal opens your table's chat instead, and Switch to support chat at the top of that chat brings the desk to you without leaving the story; Switch to story chat takes you back. It is one support conversation either way, so a question asked from inside a story is still there when you open the desk from any other page.

What he will not do. Predict a roll, promise an outcome, or reveal a plan your story has not yet earned. Dice fall in the story, not in his chair.

The table is set.

✦ Your journey starts here. Grab your trusty sheet and set off into the greatest worlds of your imagination. Bring a hero, or bring nothing at all; the fire is lit either way. · Quill, in his notes
Begin your story