Builder's Manual · Chapter 1

The Engine at a Glance

Package provenance — this chapter ships with the Ontology & Structure Engine. Provenance tag: source-ontology-project. When loaded into a new world, grep the tag to find the engine's templates and instructions.

The Engine at a Glance

This project is not a game system. It is a memory for one — a system-agnostic knowledge engine you can point at any narrative or dice-driven game and have it remember the world correctly.

Everything in it is designed for retrieval-first work. A GM (human or agent) asks a question; the engine must hand back exactly the knowledge that question needs and nothing else. That one requirement drives every convention in this manual: how files are named, how large they are, how they link to each other, and what a file is allowed to claim.

What exists today

  • Lore — the knowledge backbone: pre-established facts about places, history, culture, magic, rules, and the live state of the world.
  • Character, Equipment, Location — the concrete actors and props that lore refers to.
  • Game Start — saved openings for play.
  • GM Instructions — private guidance for the Game Master during play.

The three rules

  1. One file, one fact cluster. A file is a single retrievable unit of meaning. If you need two ideas, you need two files.
  2. Named for recall. A file's name carries a subject plus a tag, so two concepts that share a name never collide in retrieval.
  3. Linked, not restated. When one chunk of lore depends on another, reference it. Never copy its facts into a second file.

The chapters that follow show how these rules play out in the sample structure and how to generate new content that follows them.

Manual updated Aug 19, 2026.