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Loremind Platform APIHow LoreMind Works

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.

Lore Documents

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.

Organizing with Tags

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 speaking
  • playerId — 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.

Runtime Context

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.

Long-Term Memory

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.

Credits & Billing

Where Everything Lives

ConceptConfigure inUse at runtime via
Lore DocumentsDashboard → Documents retrieved automatically per request
TagsDocuments + Entity Mind configactiveKnowledgeTags (optional)
Entity MindsDashboard → Entity Minds entityMindId
Context— (runtime-only)context object
Memoryproject settings (on by default)playerId + memory.retrieve
CreditsDashboard → Billing 402 when exhausted

Next Steps

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