worldbuilding-heavy fantasy and science fiction

A world big enough to get lost in, and a way not to

Secondary-world fiction fails at the seams: a magic system that costs nothing in chapter 3 and everything in chapter 30, a currency that changes name, a map that stopped matching the text two drafts ago.

Rules that travel with the scene

Codex entries carry a scope and an AI-context mode, so a magic system's constraints can be always-on while a minor town only enters context when the scene mentions it. The model gets the rules that matter here, not a wall of lore.

State that changes over time

State notes anchor to a scene: a city is a capital until chapter 40 and a ruin after it. The AI sees the state as of the scene you are writing, not the latest version of the entry.

Terminology that does not drift

Aliases catch every way you have written a name. The mention scan runs on every save, so a rename shows up everywhere it is referenced instead of hiding in a draft you have not reopened.

Frequently asked

How many codex entries can a project hold?
There is no cap. Context is assembled from what the scene mentions, so a large codex does not make generation slower or more expensive.
Can I import an existing wiki or bible?
You can import a project archive. Bringing in an external wiki is manual today — paste entries in, and aliases will pick up the variants.

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