1 · Everyone has a past
Live
1,283 written lives
Every character on the realm has a life story of its own: where they came from,
what they lost, what they are after. It shapes everything they say.
A story, a temperament, a goal
Each character has a backstory, a way of speaking and a motivation. The motivation points at something real — a person, a place, a cause or an old enemy.
A trade and a household
What you do with your hands and who your people are. 1,275 of 1,283 carry both, and both ride in every prompt they speak from.
True to the Classic era
A judge model reads every story and turns back anything from a later age: no Lich King, no Outland, no place that does not exist yet.
33 temperaments from the world
The stock "Gamer" and "Trickster" personalities are gone. No character thinks it is a player. Every prompt speaks to them as a person of Azeroth.
Company histories
Every company has a founding story, and members' pasts are written to match it. Even a joke name gets an explanation that makes sense in the world.
Write your own in the browser
The Lore Gate lets you write your character's history on a web page. A model shapes it to fit the era, or refuses and says why.
2 · Feelings that last
Live
104,391 ties · 41,810 moments
Characters remember more than your last few lines. They remember you:
whether you fought beside them, let them die, or insulted their company.
A feeling for everyone they've met
Each character holds a feeling from −100 to +100 toward each person they know, and a sense of how well they know them. Ties are directed — what she feels for him is not what he feels for her.
Earned, with the reason recorded
Fights, deaths, invitations and insults all count. A judge model weighs the harder cases and writes down why, from each side: they blamed your poetry for the world's pain, −5.
Spoken in words, never numbers
A character is told "you trust her" or "he let you down", never "+64" — so what they say sounds like a person, not a stat sheet.
They talk when you're not around
1,976 conversations between bots with no player present, each one changing how the two feel about each other.
Acquaintance grows by nearness
Characters who keep crossing paths slowly come to know each other. Strangers who barely registered are forgotten.
A held tongue
A character who does not get to answer remembers what they nearly said. Others can tell something was held back, but never what.
3 · What they carry
Live
36,376 memories
Not everything that happens is worth remembering. What is gets written down by
the character it happened to, in their own words, and weighed out of ten.
Written by whoever lived it
A model turns the evening's deeds into a memory in that character's voice — the place, who was there, what happened and what died.
Weighed, and the heaviest kept
A 10/10 was a defining night; a 3/10 was an errand. The heaviest tend to be deaths and near-misses.
Companions by name
Measured over two real dungeon runs: 85% of the party's memories name a companion, and every boss memory named the right killer.
Nothing is lost
When a character's store fills, the oldest are archived rather than dropped. A memory can outlive the room it was made in.
4 · Companies that fight for land
Live
20 companies · 38 lands · 122 relations
Guilds are no longer a name over someone's head. Companies hold territory, keep
grudges that go back years, and push into each other's ground. Membership is earned.
History, seats and rivals
Every company has a founding story, home lands and relationships with reasons behind them — one disturbed a rival's ritual to seal a Scourge crypt, and neither has forgotten.
Land won by deeds
Members earn their company influence in a land by what they kill there, rare beasts counting most. Lands change hands, and every change is written down.
Joining is earned, not granted
Bots answer your charter based on how they feel about you. Win them over and an officer whispers you an invite. If they refuse, they say why, in character.
Loyalty and defection
Unhappy members leave. A bot who likes you more than its own company may leave it for yours — and its old companions will not forget that.
Bot companies move on their own
They recruit people they like, lose members who have soured, and trade members over time, with no player involved.
An ending with a story
When a company dies its history is archived, its neighbours hear of it, and its members carry the memory into their own stories.
5 · News that travels, and changes
Live
60 entries · 2 faction scribes
What happens in one corner of the world does not stay there. It is written down,
carried along the roads, and retold a little differently in every town it reaches.
A scribe for each faction
Brother Anselm Marlowe writes for the Alliance and Mokra Oathkeeper for the Horde, each writing up every four-hour watch from what actually happened.
Rumours move along real roads
A tale travels one land further per watch, following a hand-drawn map of Classic borders, the Deeprun Tram, the ships and the zeppelins.
Every retelling drifts
A silent rogue becomes a beast that steals sound from the air. A company called Expendable Shadow becomes an army of shadows.
Locals repeat what reached them
Characters mention the version of a story that has arrived in their own town. Two towns may flatly disagree, and both will argue.
Your own chronicle
A scribe in Booty Bay writes up your household's deeds every watch, in a reader of its own.
6 · Talk that sounds like people
Live
2.50 → 1.06 replies per line
A crowd of chatbots is not a crowd of people. Who speaks, how much they say and
what they notice were all rebuilt, so a party feels like company rather than a wall of text.
Knows who you're talking to
Before anyone answers, a small fast model decides who your line was meant for. One person replies, not the whole party.
Bots start conversations
A character can turn to someone by name instead of remarking to the room — and bots standing together hold conversations with no player there at all.
The right length, in whole sentences
Each line gets a length that suits the moment. Caps cut at the end of a sentence, never mid-thought.
Words, not numbers
Level-ups, quests and the state of a fight reach the model as plain description. "A task you took on" replaces quest IDs, and no gold figures leak into speech.
Nothing reminds them it is a game
83 prompt and event templates and 173 knowledge entries were rewritten in-world. A typo becomes a joke about dwarven ale, not a broken illusion.
The tics get hunted
Repeated verbal habits are measured and driven down — one stock phrase went from 11.3% of lines to 3.0%, confirmed against the null.
7 · Every life, in the order it happened
Live
965 journeys · 56 places · 26 instances
Under everything is the ledger: an append-only record of every kill, death,
quest, level, group, sale and word spoken. Everything else is built from it.
One character's whole record
Every kill, quest, level, journey, conversation, feeling and memory, in order, grouped by day and by place, with the companions they were with.
Filter it into a transcript
Leave only Talk and you have every word they ever said. Leave only Deeds and you have a plain campaign log.
Follow a friendship from both sides
Names inside a record are links. Click a companion and you are reading their journey of the same night.
Offline characters too
A journey survives its character being logged out, re-levelled or asleep for a week.
8 · The era, and the market
Live
16 phases · 11,215 Classic goods
The realm launches as Classic and moves forward only when you decide — and the
people move with it.
A release schedule you control
Classic at level cap 60, then Onyxia, Blackwing Lair, Zul'Gurub and Ahn'Qiraj; then five Burning Crusade phases and five Wrath phases.
Only the races and classes of the age
Blood elves, draenei and death knights stay off the realm until their expansion arrives.
The Classic court
Bolvar Fordragon and Lady Prestor hold Stormwind Keep. King Varian and the later Jaina are set aside until their time.
Merchants, and bots who sell
Named traders stock three auction houses from an era-checked list, characters list what they loot, and prices are learned from what actually sells.
9 · Runs at home, on your own models
Live
no cloud service, no per-message bill
Every word is generated on machines on one home network, and the work is shared
out so the game never waits.
One router, many machines
A router speaks the same API as Ollama, so the chat module needs no changes. Behind it the work spreads across every machine, and if one is busy or down another takes over.
The right model for each job
A fast model handles everyday chatter, a large one careful replies, a novelist model the chronicles, and a small one the quick calls — who was spoken to, and whether a story fits its era.
The world server never waits
No prompt assembly makes a database query or an HTTP call. The slow thinking happens in Python services that write rows; the module reads them from memory.
Every feature has a switch
Feelings, companies, the chronicle, the lore gate and each chat behaviour can be turned off on its own, without touching the rest.