An adventure with your friends
Bring the whole table.
Explore a world together, each as your own character. One friend connects their AI to narrate the adventure. Everyone else joins in their browser.
The host needs Premium and an AI app. Friends join free in the six free worlds. The Long Road and The Arcanum require Premium for every player.
How it works
One host, one AI, a whole party.
- The host
- Plays in their AI app, invites the party and locks each shared turn. Their AI narrates for everyone.
- Read the host steps →
- The friends
- Sign in through the invitation, choose a character and submit actions in the companion screen. No AI connection needed.
- Read the joining steps →
Choose from the six free worlds if only your host has Premium. To play The Long Road or The Arcanum, every player needs Premium. Everyone needs a free Lorewend account to keep their character.
If you are the host
You run the game. Friends just join.
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Start a game as normal
Make a campaign and a character the usual way (the getting-started guide covers connecting your AI, if you have not yet). The game is yours — you are the one whose AI narrates and rolls. Not sold on your hero later? Just ask your gamemaster to remake it — the old one retires and a fresh one steps in, the same swap your players can make on their own sheets. -
Invite your players
On your dashboard, open the game and hit Invite players. You get a join link — send it to friends however you like. One link covers the whole party, and you can regenerate it any time to cut off the old one. Hosting a shared game is part of Premium — and in the six free worlds your friends join free. Check the world before you send the link: a game in The Long Road or The Arcanum needs every player on Premium, so pick one of the six if your table is not all on Premium. A friend who builds a character to join a game already underway comes in at the party's level — a clean, matched hero, never a fragile level-1. -
Run the turns
Play exactly as you do solo — type what your character does. Each turn, your friends submit what their characters do; you, as the host, lock the turn once everyone is in, and the gamemaster resolves the whole round and narrates it. In a fight, everyone takes their own place in the initiative. -
Manage the table
See who has joined — and remove anyone — from the same spot on your dashboard. Your friends are viewers of your game: they follow the story, the map and the party, but only you drive the AI and the world. Hosting a table is a Premium feature — you bring the AI subscription and a lorewend Premium plan; everyone you invite plays free in the six free worlds. -
If the host has to step away
A game lives in the host’s own account — so when the host cannot be there, the host moves. One click in the party list makes another player the host: the whole campaign — map, journal, every character, every coin — moves into their account, and they run it from there, saved backups and all. The old host stays at the table as an ordinary player with their own hero, and can be handed it back the same way, so this covers both one evening and for good. The only condition is that whoever takes over has their own Premium, since hosting is the Premium half. And whatever becomes of the table, a character you built lives in your own account, never the host’s. Before a table winds down for the last time, ask your gamemaster for the saga: the whole campaign written out as one document, yours to keep.
One thing lorewend leaves to you: the table-talk. The game runs in your AI chat and the companion screen, but deciding the plan — who does what, and when the host should lock the turn — happens the way it would at any table. Get the party onto a voice or text channel together (a Discord call, a group chat, or simply the same room), talk it out, then submit and lock.
If you are joining a friend
No AI, no setup, nothing to install.
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Open the link and sign in
Click the link your host sent and sign in with Google or Discord. That is the only thing you set up — no connector, no AI, nothing to install, and in six of the eight worlds nothing to pay. You land straight in the game. -
Make your character
Build your own hero right there — nothing to prepare in advance, and they arrive at the party’s level, not as a straggler. Already have someone saved in the character builder? You can bring that one in — as long as they were built for this world, since a hero belongs to the world they were made for. Playing costs you nothing in the six free worlds. The two Premium worlds — The Long Road and The Arcanum — are Premium for every player at the table, so a character there needs you on Premium too. It is your character: only you control it. Changed your mind later? Hit Remake on your own sheet — your character retires and a fresh one steps in at the party’s level (a clean slate, with no gear or gold of its own to start). -
Watch the story, and act in it
You get your own companion screen — the live story, the map, and the party’s sheets. Each turn, simply say what your character does; the host’s gamemaster weaves it into the round. You can change your mind freely until the host locks the turn. -
Share the loot
When the gamemaster hands out treasure it goes into the Party Stash in your Journal — a shared pool the whole party sees. Take your share (gold by the amount, items one at a time) or give your own items and gold in to trade with the others. Divide it however you all agree; the only rule is you can’t take more than the pool holds — and nobody can reach into anyone else’s character, only the pool is shared.
A shared turn
How a turn plays with a party.
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Everyone declares
Each co-player says what their character does this turn; it waits in the queue. Changed your mind? Submit again before the lock — the latest one wins. -
The host closes the beat
The host closes it when the table is ready — no more changes for that beat, and the gamemaster has the party’s intentions in hand. Nobody has to wait for a full table: a beat closes with whatever came in, even nothing. -
Somebody missing? Play on
Real tables lose people to work and sleep, so a missing player never blocks the night. Miss a beat and your character simply does nothing that turn — in a fight the gamemaster has them defend rather than freeze. Miss a whole evening and the host marks it in one click — every name in the party list carries an away button, and the list flags anyone the table has closed several beats without, so nobody has to remember whose turn went quiet. Your character then holds the camp, written out of the scene. They are kept out of every fight, so nobody can lose your hero while you are at work, and they take no share of what the party brings back that night — that is what the evening costs. Their level still rises with the party, because a level is what stops you coming back as dead weight, not a reward. Nothing expires: your character, gear and place in the party are where you left them, and the moment you act again you are simply back. -
The gamemaster resolves it
The AI resolves each character’s action on its own — their roll, their damage, their consequences — then weaves the outcomes into one scene that gives everyone their moment. In a fight it runs in initiative: each character takes their turn in order, host and co-players alike. Then the next turn opens.
The fine print, plainly
Who pays, and what to expect.
- ✦Only the host pays. The host is on Premium; every co-player joins free in the six free worlds. There, one subscription seats the whole table — in the two Premium worlds, every seat brings its own.
- ✦You play when the host plays. Your gamemaster is the host’s AI — not the host themselves — and it runs only while the host has the game open. So the party gathers when the host is in, the way a real table needs its GM present.
- ✦Co-players control only their own character. You see the shared world and party, but the host’s hero, the map and the world are theirs to drive.
- ✦A normal party is the sweet spot — bring the usual crew of friends.
- ✦Everyone needs an account (free) — that is what ties each player to their own character.
- ✦You can leave whenever you like — and so can the host free your seat. Your character is kept, not discarded: they hold the camp in the host’s story, kept out of fights and out of the loot while nobody is playing them. What ends is the waiting. And if the host invites you back later, you pick up that same hero where it left off — not a stranger.