How LoreMind Works
The mental model behind LoreMind, on one page: how documents, tags, Entity Minds, context, memory, and credits fit together. Everything here is covered in depth on its own page — this is the map.
The Pipeline
Lore Documents ──tagged──► Tags ──filter──► Entity Mind ──► POST /npc/interact
(world knowledge) (what an (who the NPC │ + context (the scene)
NPC may is: personality, │ + playerId (who's asking)
reference) speaking style) ▼
NPC response
│
Long-Term Memory
(remembers the player)Every NPC response consumes credits from your team balance.
Lore Documents
Your game’s world knowledge — locations, history, factions, items — uploaded as documents. NPCs are generated from this lore and reference it when they respond. You can upload documents by hand or bulk-import them with the Lore Scanner.
Tags
Tags connect documents to NPCs. Each document carries tags (village, blacksmithing, quest-dragon-slayer); each Entity Mind is assigned Knowledge Tags and can only reference documents whose tags match. This is how a blacksmith knows about metalwork but not the thieves’ guild.
Entity Minds
An Entity Mind is an NPC: name, personality, backstory, speaking style, and its Knowledge Tags. Create one manually or let LoreMind generate it from your lore.
Two related structures add depth:
- Relationships — how NPCs know each other, so they can mention one another naturally
- Locations — where NPCs live and work
→ Entity Minds · Relationships · Locations
The Interact Request
At runtime, your game (via your backend or a game engine SDK) sends the player’s message to POST /npc/interact with:
entityMindId— which NPC is speakingplayerId— a stable identifier for the player (enables memory and per-player rate limits)context— optional scene information (see below)activeKnowledgeTags— optionally narrow the NPC’s knowledge per request (e.g., quest-gated lore)
This is the stable integration surface; everything else in the API is editor tooling.
→ POST /npc/interact · API Quickstart
Context
Context is the scene at the moment of conversation: location, time of day, weather, the NPC’s mood and activity, what the NPC observes about the player, recent world events. Without it, NPCs respond generically; with it, they feel present in your world.
Long-Term Memory
With a stable playerId and memory enabled, NPCs store what players tell them and recall it in later sessions — a merchant remembers your past purchases, a guard recognizes a returning troublemaker.
Credits
Usage is billed in credits: your subscription plan’s monthly allotment is consumed first, then top-up credits (which never expire). Response length settings, memory, and the Lore Scanner all affect cost.
Where Everything Lives
| Concept | Configure in | Use at runtime via |
|---|---|---|
| Lore Documents | Dashboard → Documents | retrieved automatically per request |
| Tags | Documents + Entity Mind config | activeKnowledgeTags (optional) |
| Entity Minds | Dashboard → Entity Minds | entityMindId |
| Context | — (runtime-only) | context object |
| Memory | project settings (on by default) | playerId + memory.retrieve |
| Credits | Dashboard → Billing | 402 when exhausted |
Next Steps
- Quick Start - See the whole pipeline in your browser, no code
- Entity Minds - Craft your first real NPC
- Server Integration - Wire it into production