Memory, knowledge and relationships
Recorded experience
The memory hierarchy is turn → event → perception → belief.
- An event is the objective, immutable record of what happened.
- A perception records what one character witnessed, heard, was told or inferred. It may be partial or mistaken.
- A belief records what a character has come to believe beyond one event.
- Story threads retain unresolved promises, mysteries and goals.
The record keeper writes queued rounds when the GM requests it or the backlog limit is reached. It may read its edits back before completion. Events are sealed with the completed commit; later corrections edit perceptions rather than rewriting history.
Recall
Recall combines explicit cues, full-text search and optional semantic vectors. A reranking provider can refine a wider candidate pool. Importance, relevance, story-time recency and retention choose the final memories.
Imperfect memory fades detail according to elapsed story time, importance and repeated recall. Important memories remain at least faded. Disabling it gives exact recall and accurate perceptions.
Relationships and knowledge
Character relationships are directional profiles. No outgoing profile means the other character is a stranger. Meeting someone creates an acquaintance edge when appropriate.
Knowledge of locations, items, exits and lore is an explicit closed-world graph. No edge means unknown. A knowledge edge identifies an entity; it does not reveal its current location, owner, contents or condition. Navigation intended by a character uses only its known map.