The Architect’s Guide
Aidolin is short to learn and deep to write well. The How to Play page will get you into your first Symposium in five minutes. These six pages are for afterwards — when you want to know why one command beat another, and how to write the one that wins next time.
- 01
Writing a Prime Chord
The 50 words that define your Aidolin — why a focused idea beats a list of powers, and how to write one you can improvise from.
- 02
Designing Movements
Named abilities in your own words: what makes one worth its Fragments, how energy cost is assessed, and how Movements grow into a tree.
- 03
How the Principle of Harmony judges
The five things the referee reads in every command — and a worked exchange showing why the quieter answer won.
- 04
Anatomy of a Symposium
The 60-second turn, the Resonance Bar, rising Dissonance, and the two ways a duel can end.
- 05
Tiers, rating and matchmaking
How Chord Tiers widen your writing, how Resonance Rating finds you an opponent, and why a bigger Chord is not a bigger stat.
- 06
A glossary of the Luminance
Every term the game uses, from Aidolin to Entropy Encroachment, in one place.
The short version
You write a creature into being — a paragraph describing what it is and how it moves through the world. That paragraph, the Prime Chord, is the only stat sheet the game has. In a duel you write what your creature does, in plain sentences, and an AI referee reads both players’ writing and decides which one rang truer.
There is no damage table to memorise and no level that makes your attacks hit harder. The ceiling on every score is the same for a player on their first day as for one at the top of the ladder. What separates them is the writing.