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How it works

From nothing to narrating in about a minute

Three steps, then a story that is yours. Here is what a Lorekeeper session actually looks like.

01

Pick or create your adventure

Start from the shelf of hand-written adventures, each with its own setting, tone, and suggested party. Or, if you are on the Guild plan, write your own world premise and rule set and the game master opens from there.

  • Choose a tone: cozy, heroic, mysterious, swashbuckling, or eerie.
  • Set the intensity: gentle for younger tables, standard for classic adventure, gritty for something tenser.
  • Name your character and pick a role, or let the game master suggest one.
  • Invite friends to join your table, or play solo.
02

Play out loud

The game master opens the scene and narrates in a real, characterful voice. You reply by speaking or typing. Lorekeeper reacts to what you do, not just the options it prepared, so the story goes wherever the table takes it.

  • Speak your action or type it. Both work equally well.
  • When the outcome is uncertain, the game master calls for a roll and tells you the odds.
  • Dice land on our servers, not inside the model, so the result is honest.
  • Losing a roll is not a dead end. It is the next chapter.
03

Your campaign is remembered

Every choice shapes the living record of your campaign: the party, the pack, the location, the open threads. Come back a day or a week later and the world is exactly as you left it. The game master picks up mid-sentence.

  • Party members, their health, and their notes are saved after every beat.
  • The pack and quest log update as things are gained, spent, or resolved.
  • A rolling summary keeps the important story beats, not a raw transcript.
  • Adventurer and Guild subscribers can run multiple campaigns at once.
A moment of play

What one beat feels like

Here is the shape of a single exchange, from narration through roll to outcome.

The game master narrates

The scene opens in a warm voice. You are standing at the mouth of the old mine. Somewhere below, a single note is holding.

1

You make a choice

You say, aloud or in the text box: I take the lift down and hold the lantern out in front of me.

2

A roll is called

That is a Perception check. DC 12. Roll a d20. The dice hit the server. You roll a 15, plus your modifier: 17. Success.

3

The story continues

The narration resumes. The lantern catches something in the dark. A face, still, eyes open, not breathing. Then the note drops a tone.

4

Under the hood

How the AI makes this possible

The language model drives the story and the rules, ElevenLabs gives the narrator a real voice, and an image model paints the scenes. A plain, honest explanation of what each part does is on the next page.