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Documentation Index

Fetch the complete documentation index at: https://docs.gotchipus.com/llms.txt

Use this file to discover all available pages before exploring further.

Four residents, one town

Lighthaven currently has four fixed residents around the central plaza. They are not menu items wearing skins.
ResidentWhere they workFaction / Element
BrannThe Tide ForgeCombat / Flame
MarlowSalt and SpireTechnology / Water
Brother HalyardThe Old Pharos ChapelDefense / Light
Old WickThe Anchor TavernNeutral
Each one has their own pace, their own speech rhythm, their own set of opinions about who you are. None of them give anything away on the first visit.

Conversation is the interface

The breakthrough that the LLM engine makes possible: you do not need buttons.
Brann: “Combat-flame, are you? Stand by the anvil. Don’t breathe through your mouth.” You: “Show her the burn marks my Gotchipus took at the Rift.” Brann’s eyes drop to it. She does not lean in. She does not need to.
That exchange is one tool call away from a state change. Behind the prose, the engine reads who you are, what your faction and element are, what you and Brann have already said to each other, and how warmly she should respond. It writes back a rapport delta, the room state, the mood — and if you have crossed her threshold, the next turn can hand you a wearable that mints to your Gotchipus’s Token-Bound Account on-chain. You did not click “Talk to NPC.” You said something. The engine turned it into a chain transaction.

Stance, not script

Each resident has an opinion of you. That opinion is computed from what you have actually done in their presence — your faction match, your element match, whether your last message landed on their specialty, whether you have been here before, how many turns ago the last meaningful exchange was.
  • Faction match earns a 1.2× rapport multiplier when you talk to them. A Combat-Flame guardian gets warmer treatment from Brann than a Tech-Water guardian does, on the same words.
  • First-encounter recognition is real: Brann’s “Combat-flame, are you?” only fires the first time, and only if your kin matches. Subsequent visits never replay it — that would be a continuity break.
  • Mood states range across cold → wary → neutral → thawing → warming up → trusts you. The narration shows the state through what the NPC does, not by quoting the label.
The relationship is per-session today. Stage two of the roadmap moves it on-chain.

What crossing a threshold actually does

Each NPC has three rapport thresholds (currently 5, 7, 9 in demo tuning). When you cross one for the first time:
  1. The next turn can call pw_award_item for that NPC’s shop.
  2. The item is one specific wearable, faction-matched to the NPC, chosen from a pre-configured shelf.
  3. Stock is finite and tracked on-chain. If three items have been given out and stock was three, the next visitor finds an empty shelf.
  4. The wearable mints directly to your Gotchipus’s TBA via the game paymaster — no separate transaction from the player.
The forge gives Combat / Flame gear. The apothecary gives Tech / Water. The chapel gives Defense / Light. Old Wick is neutral and runs no shop — he is the town’s memory and a tutorial stop.

Why this matters

Three consequences fall out of even the current minimal setup:
  1. Inventory is finite, which makes choices matter. If Brann has one rare wearable left and you and another player both want it, one of you walks away.
  2. The conversation layer is iterable without redeploying contracts. New NPC behavior, new dialogue rules, new rapport tuning — none of these require a Diamond cut.
  3. The contract layer is durable without freezing the conversation. Stock, ownership, claim history — these are permanent. The prose around them does not have to be.
A faster Aerodrome trade is not a soul. A market run by a smith who recognizes the burn marks on your Gotchipus is closer.