Omens & Entropy

Oracles are how a solo game surprises you. When you don’t know what happens next — or don’t want to decide alone — ask the dice. Every roll lands in the transcript with its question, table, and result, and becomes part of the record.

🎲 Omen — yes/no questions

Ask the world a question (“Is the hatch locked?”), pick the odds, and roll:

  • Almost certain
  • Likely
  • 50 / 50
  • Unlikely
  • Small chance

The omen comes back yes or no — sometimes exceptionally so, and sometimes with a random event riding along when the dice land just right. The current entropy tilts the odds: a wilder world says “yes, and it gets worse” more often.

✨ Not sure what to ask?

The hardest part of solo play is asking a good question — specific and stakes-bearing (“Does the guard notice me?”) instead of vague (“What happens?”). Tap Suggest questions in the omen picker and Soliloquest reads your story so far and offers a few sharp questions you could ask right now. Tap one to drop it into the box, or use it as a jumping-off point for your own. It’s a coaching helper for newcomers — turn it off any time in Settings → Guided tours & helpers.

✨ Reading the answer — you choose

A rolled result like “yes, but…” can point a lot of directions, and deciding what it means is the authorial part of solo play — the part you keep. When you tap Interpret, Soliloquest offers a few plausible readings of the result in your story’s context and lets you pick the one that fits. The reading you choose becomes what the dice decided and lands in the journal; the AI helps you read the oracle, it never overrules you. Prefer a single reading (or none)? Turn “Pick your interpretation” off in Settings → Guided tours & helpers.

🔤 Meaning — inspiration

Two evocative words from the oracle tables (“Deliver / Battle”) for you to interpret in context. Use it when you know something happens but not what. The word pairs come flavored by your campaign’s setting — Space, Fantasy, or Dungeon Crawl.

⚡ Event — a twist

A random event with a focus (“NPC action”, “Remote event”) and inspiration words. Use it when the story needs something you didn’t plan.

Entropy — ◴ 1–9

A dial for how unstable the story is. In Mythweave it lives at the top of the Play screen: a − ◴ N + control on a phone (tapping it opens a hint strip), and an ◴ Entropy meter in the reference rail on desktop.

  • Raise it when events spiral beyond your protagonist’s control; lower it when they’re on top of things. In control? Lower it. Overwhelmed? Raise it.
  • High entropy makes omens swingier and makes new scenes more likely to be altered or interrupted — the story veers from what you expected.
  • In Game Master and Autonomous modes the GM manages entropy for you: scenes that went badly push it up, scenes that went well calm it down, and shifts are noted in the journal (“Entropy rises to 6”).

Where the tables come from

Soliloquest’s inspiration oracles are built on Datasworn data from the Ironsworn family of games by Shawn Tomkin (CC BY 4.0). The keyword tables are theirs; the entropy/omen/scene mechanics are our own implementation. See the full attribution.