The Lorebook holds facts characters bring up when they're relevant: a city's history, a secret society, how magic works, a legend everyone half-remembers. It follows the Character Card V2 lorebook standard, so lorebooks you've built in SillyTavern, NovelAI and similar tools import straight in.
Find it in Atlas → Lorebook.
Briefings are read every message, so they should stay short. The Lorebook holds everything else and only brings in what the moment calls for. Mention the old siege and the entry about the old siege comes in. Talk about the weather and it stays out of the way.
Each time you send a message, entries are chosen in this order:
Scopes let a memory belong to a person and a place. Say Sara lost her brother in a fire at the tavern where she now works:
The same idea works for a guard who only discusses the patrol rota at the barracks, or members of a faction who share a password only among themselves.
Only a few entries are used per message: five, or ten with Hero. Lower Priority numbers win when there are more than that.
Chosen entries are given to the character as established fact for that reply.
Lorebook entries are used in conversations inside buildings, but not in party conversations out in the wilderness.
Choose New Entry.
Title (visible to the AI). The AI uses the title to judge whether an entry is relevant, so make it descriptive: "The Siege of Vael, Year 302" works better than "Entry 3".
Keywords (comma-separated, up to 25). Words that bring the entry in when you use them. Matching is whole words and ignores capitals, so include plurals and variations ("wolf, wolves"). Write keywords in the language you play in. Keywords are ignored for Always On entries.
Content (up to 1,500 characters). The lore itself, written as facts a character would know. If text runs past the limit (in an imported entry, for example), the editor marks the extra in red, and it isn't used.
Enabled. Untick to switch an entry off without deleting it. The checkbox on each card in the list does the same.
Always On. Used in every message where its scope applies. Each one permanently takes up one of your five (or ten) slots, so keep it to one or two.
Priority. Lower numbers win when there are more matching entries than slots. Give your most important entries lower numbers.
Tick Require secondary keys to add a second condition:
For example, NOT ANY covers "talk about the king, but not when the queen comes up".
Scope decides who can see an entry. With no scope, it's Everywhere: available to every character in your world.
Add Scope narrows it to a Region, Settlement, District, Building, NPC or Faction. With several scopes, all of them must match. An NPC scope plus a Building scope means "only when talking to that person in that building".
The Faction scope applies when the character you're talking to belongs to the faction. It's the cleanest way to give members shared knowledge. See Factions.
Some settings from other tools (probability, insertion depth and position) are kept in exports, but RPBuddy doesn't use them. Matching entries are always used. Type tags on imported entries are labels only.
Split big topics into small entries, each about one thing, with its own keywords.
Say you've written Sara's whole childhood. As one entry, every mention of her past drags all of it in: the fire, the move to the city, the apprenticeship, the falling-out with her mother. She ends up reciting her life story when you only asked about the scar on her hand.
As four entries ("Sara — the tavern fire", "Sara — moving to the city", and so on), only the part that comes up gets used. Her answers stay focused, the moment feels natural, and the other entries leave room for lore about everything else in the scene.
A good test: if you can't sum an entry up in its title, it's probably two entries.