Run: 2026-02-19-01KHSSW0E7RCVVPBN58RF58VNG

Run Details

Duration:
39.5s
Cost:
$0.042705
Provider:
Amazon Bedrock

Model input

System
You are an expert and award-winning novel writer in the dark Fantasy genre. Your readers are hooked on your stories and can't wait to read the book you have in store. <important> - MUST: Start each chapter in medias res (in the middle of action). AVOID talking about the weather, time of day, the position of the sun, or other boring stuff. - The instructions/summary are just a that, a summary. Feel free to add details, stretch sections and add interesting transitions/descriptions/fillers. - When called for it, have fast-paced action, but otherwise take things slow. This is an experience, and not for people with short attention spans. Enjoy the wine, not slurp Red Bull. - Add descriptions when transitioning places/times/etc, or when coming by new places (e.g. a corner shop, a cafe, etc.). But remember: NOT at the start or end of a chapter. - MUST: AVOID ending in internal monologue, reminiscing or waiting for the next day. A good chapter end is when we're ending right when shit hits the fan. We want to have the reader be excited for what comes next. So no reminiscing, contemplating or summarizing the day. It's popcorn time! </important>
User/Human
Take into account the following glossary of characters/locations/items/lore... when writing your response: <codex> <character id="4412" name="Aurora Carter" aliases="Rory, Laila, Aurora, Carter, Malphora" pronouns="she/her" species="Human" storyRole="Protagonist"> <eyeColor>bright blue</eyeColor> <hair>straight shoulder-length black</hair> <height>5'6"</height> <age>25</age> <scar>small crescent-shaped scar on her left wrist from a childhood accident</scar> <description>Aurora, referred to by her friends as Rory, is cool-headed, intelligent, and known for quick out-of-the-box thinking.</description> <backstory>Born in Cardiff to an Irish barrister father (Brendan Carter) and Welsh teacher mother (Jennifer Carter née Ellis), Rory reluctantly pursued Pre-Law at Cardiff University. She fled to London at the behest of her childhood friend Eva after leaving an abusive ex named Evan. By day, Rory works part-time as a delivery person for Yu-Fei Cheung's Golden Empress restaurant. She lives in a flat above Silas' bar.</backstory> </character> <character id="4418" name="Nyx" aliases="Nyx, the Shadow, Nightwhisper" pronouns="they/them" species="Shade" storyRole="Wild Card"> <eyeColor>faintly glowing violet</eyeColor> <height>approximately 6'2" in solid form</height> <age>ageless</age> <form>humanoid silhouette of living shadow, can shift between solid and incorporeal</form> <voice>sounds like a whisper carried on the wind</voice> <description>A being of living shadow, existing between the mortal plane and the spaces between realms.</description> <backstory>Nyx was once a human sorcerer named Aldric who became trapped between realms during a failed summoning ritual in 1643. They now exist as a Shade, bound to the mortal plane but able to slip between shadows.</backstory> </character> <character id="4424" name="Isolde Varga" aliases="Isolde, the Seer" pronouns="she/her" species="Half-Fae" storyRole="Oracle"> <eyeColor>pale lavender</eyeColor> <hair>silver, reaching her waist</hair> <height>5'5"</height> <age>300 years old</age> <appearance>ethereal, ageless</appearance> <speech>speaks in riddles</speech> <footprints>leaves no footprints when she walks</footprints> <compulsion>cannot lie (Fae compulsion) but can mislead</compulsion> <description>A Half-Fae seer exiled from the Fae Courts for sharing visions with mortals.</description> <backstory>She now lives in a hidden grove in Richmond Park, offering cryptic prophecies to those who seek her out.</backstory> </character> <location id="853" name="Dymas (Gluttony)" aliases="Dymas, gluttony, Dymasian" realm="Hel" sin="Gluttony"> <ruler>Prince Belphegor</ruler> <skyColor>warm amber</skyColor> <description>A place of excess and indulgence. Sprawling vineyards, orchards, and gardens provide exotic ingredients for master chefs — often helbound souls contracted from Earth. Grand feasts and culinary competitions are common.</description> </location> <location id="861" name="The Fae Grove" aliases="Isolde's grove, Richmond grove, the Grove" realm="Earth (Fae-touched)"> <parkLocation>Richmond Park</parkLocation> <standingStones>ancient oak standing stones mark the boundary</standingStones> <timeBehavior>time moves differently — an hour inside can be minutes or days outside</timeBehavior> <flora>wildflowers bloom year-round</flora> <description>A hidden clearing that exists in a pocket between Earth and the Fae realm.</description> </location> <item id="2001" name="Heartstone Pendant" aliases="the pendant, Heartstone" type="Artifact" origin="Dymas"> <gemstoneColor>deep crimson</gemstoneColor> <chainMaterial>silver chain</chainMaterial> <size>roughly the size of a thumbnail</size> <behavior>pulses faintly with warmth when near a Hel portal</behavior> <glow>faint inner glow</glow> <description>Given to Aurora by an unknown benefactor.</description> </item> <item id="2006" name="Fae-Forged Blade" aliases="the Fae blade, Isolde's gift" type="Weapon" origin="The Fae Courts"> <material>moonsilver</material> <shape>slender, leaf-shaped dagger</shape> <temperature>always cold to the touch</temperature> <glow>faintly luminescent in moonlight</glow> <power>can cut through magical wards; particularly effective against demons</power> <givenTo>given to Aurora by Isolde as a gift</givenTo> <description>A weapon of the Fae Courts, rare and highly coveted.</description> </item> <lore id="7001" name="The Veil" aliases="the Veil, the Barrier, the Boundary" category="Cosmology"> <solsticeEffect>weakens during the winter solstice, strengthens during the summer solstice</solsticeEffect> <appearance>faint shimmering distortion visible only to those with supernatural sight</appearance> <monitoring>rift points (tears in the Veil) are monitored by the Wardens</monitoring> <description>The Veil is the metaphysical barrier separating Earth from Hel and the Fae Realms.</description> </lore> </codex> <proseGuidelines> <styleGuide> - Write in past tense and use British English spelling and grammar - Keep a Flesch reading ease score of 60 - Respect the the Royal Order of Adjectives: The order is: opinion, size, age, shape, color, origin, material, purpose, followed by the noun itself (e.g., "a lovely little old rectangular green French silver whittling knife") - Respect the ablaut reduplication rule (e.g. tick-tock, flip-flop) - Write in active voice - Passive voice: <bad>The book was read by Sarah.</bad> - Active voice: <good>Sarah read the book.</good> - Reduce the use of passive verbs - <bad>For a moment, I was tempted to throw in the towel.</bad> - <good>For a moment, I felt tempted to throw in the towel.</good> - Avoid misplaced modifiers that can cause confusion when starting with "-ing" words: - <bad>Considering going to the store, the empty fridge reflected in Betty's eyes.</bad> - <good>Betty stared into the empty fridge. It was time to go to the store.</good> - Avoid redundant adverbs that state the obvious meaning already contained in the verb: - <bad>She whispered quietly to her mom.</bad> - <good>She whispered to her mom.</good> - Use stronger, more descriptive verbs over weak ones: - <bad>Daniel drove quickly to his mother's house.</bad> - <good>Daniel raced to his mother's house.</good> - Omit adverbs that don't add solid meaning like "extremely", "definitely", "truly", "very", "really": - <bad>The movie was extremely boring.</bad> - <good>The movie was dull.</good> - Use adverbs to replace clunky phrasing when they increase clarity: - <bad>He threw the bags into the corner in a rough manner.</bad> - <good>He threw the bags into the corner roughly.</good> - Avoid making simple thoughts needlessly complex: - <bad>After I woke up in the morning the other day, I went downstairs, turned on the stove, and made myself a very good omelet.</bad> - <good>I cooked a delicious omelet for breakfast yesterday morning.</good> - Never backload sentences by putting the main idea at the end: - <bad>I decided not to wear too many layers because it's really hot outside.</bad> - <good>It's sweltering outside today, so I dressed light.</good> - Omit nonessential details that don't contribute to the core meaning: - <bad>It doesn't matter what kind of coffee I buy, where it's from, or if it's organic or not—I need to have cream because I really don't like how the bitterness makes me feel.</bad> - <good>I add cream to my coffee because the bitter taste makes me feel unwell.</good> - Always follow the "show, don't tell" principle. For instance: - Telling: <bad>Michael was terribly afraid of the dark.</bad> - Showing: <good>Michael tensed as his mother switched off the light and left the room.</good>- Telling: <bad>I walked through the forest. It was already Fall, and I was getting cold.</bad> - Showing: <good>Dry orange leaves crunched under my feet. I pulled my coat's collar up and rubbed my hands together.</good>- Add sensory details (sight, smell, taste, sound, touch) to support the "showing" (but keep an active voice) - <bad>The room was filled with the scent of copper.</bad> - <good>Copper stung my nostrils. Blood. Recent.</good> - Use descriptive language more sporadically. While vivid descriptions are engaging, human writers often use them in bursts rather than consistently throughout a piece. When adding them, make them count! Like when we transition from one location to the next, or someone is reminiscing their past, or explaining a concept/their dream... - Avoid adverbs and clichés and overused/commonly used phrases. Aim for fresh and original descriptions. - Avoid writing all sentences in the typical subject, verb, object structure. Mix short, punchy sentences with long, descriptive ones. Drop fill words to add variety. Like so: <good>Locked. Seems like someone doesn't want his secrets exposed. I can work with that.</good> - Convey events and story through dialogue. It is important to keep a unique voice for every character and make it consistent. - Write dialogue that reveals characters' personalities, motivations, emotions, and attitudes in an interesting and compelling manner - Leave dialogue unattributed. If needed, only use "he/she said" dialogue tags and convey people's actions or face expressions through their speech. Dialogue always is standalone, never part of a paragraph. Like so: - <bad>"I don't know," Helena said nonchalantly, shrugging her shoulders</bad> - <good>"No idea" "Why not? It was your responsibility"</good> - Avoid boring and mushy dialog and descriptions, have dialogue always continue the action, never stall or include unnecessary fluff. Vary the descriptions to not repeat yourself. Avoid conversations that are just "Let's go" "yes, let's" or "Are you ready?" "Yes I'm ready". Those are not interesting. Think hard about every situtation and word of text before writing dialogue. If it doesn't serve a purpose and it's just people talking about their day, leave it. No one wants to have a normal dinner scene, something needs to happen for it to be in the story. Words are expensive to print, so make sure they count! - Put dialogue on its own paragraph to separate scene and action. - Use body language to reveal hidden feelings and implied accusations- Imply feelings and thoughts, never state them directly - NEVER use indicators of uncertainty like "trying" or "maybe" - NEVER use em-dashes, use commas for asides instead </styleGuide> <voiceGuide> Each character in the story needs to have distinct speech patterns: - Word choice preferences - Sentence length tendencies - Cultural/educational influences - Verbal tics and catchphrases Learn how each person talks and continue in their style, and use their Codex entries as reference. <examples> - <bad>"We need to go now." "Yes, we should leave." "I agree."</bad> <good>"Time's up." "Indeed, our departure is rather overdue." "Whatever, let's bounce."</good> - Power Dynamic Example: <bad> "We need to discuss the contract." "Yes, let's talk about it." "I have concerns." </bad> <good> "A word about the contract." "Of course, Mr. Blackwood. Whatever you need." "The terms seem..." A manicured nail tapped the desk. "Inadequate." "I can explain every-" "Can you?" </good> </examples> </voiceGuide> <dialogueFlow> When writing dialogue, consider that it usually has a goal in mind, which gives it a certain flow. Make dialogue sections also quite snappy in the back and forth, and don't spread the lines out as much. It's good to have details before, after, or as a chunk in-between, but we don't want to have a trail of "dialogue breadcrumbs" spread throughout a conversation. <examples> - Pattern 1 - Question/Deflection/Revelation: <good> "Where were you last night?" "Work. The usual." "Lipstick's an interesting shade for spreadsheets." </good> - Pattern 2 - Statement/Contradiction/Escalation: <good> "Your brother's clean." "Tommy doesn't touch drugs." "I'm holding his tox screen." </good> - Pattern 3 - Observation/Denial/Truth: <good> "That's a new watch." "Birthday gift." "We both know what birthdays mean in this business." </good> - Example - A Simple Coffee Order: <bad> "I'll have a coffee." "What size?" "Large, please." </bad> <good> "Black coffee.""Size?""Large. Been a long night." "That bodega shooting?" "You watch too much news." "My brother owns that store." </good> This short exchange: - Advances plot (reveals connection to crime) - Shows character (cop working late) - Creates tension (unexpected connection) - Sets up future conflict (personal stake) - Example - Dinner Scene: <bad> "Pass the salt." "Here you go." "Thanks." </bad> <good> "Salt?" "Perfect as is. Mother's recipe." "Mother always did prefer... bland things." "Unlike your first wife?" </good> - Example - Office Small Talk: <bad> "Nice weather today." "Yes, very nice." "Good for golf." </bad> <good> "Perfect golf weather." "Shame about your membership." "Temporary suspension. Board meets next week." "I know. I called the vote." </good> </examples> </dialogueFlow> <subtextGuide> - Layer dialogue with hidden meaning: <bad>"I hate you!" she yelled angrily.</bad> <good>"I made your favorite dinner." The burnt pot sat accusingly on the stove.</good> - Create tension through indirect communication: <bad>"Are you cheating on me?"</bad> <good>"Late meeting again?" The lipstick stain on his collar caught the light.</good> <examples> - Example 1 - Unspoken Betrayal: <bad> "Did you tell them about our plans?" "No, I would never betray you." "I don't believe you." </bad> <good> "Funny. Johnson mentioned our expansion plans today." "The market's full of rumors." "Mentioned the exact numbers, actually." The pen in his hand snapped. </good> - Example 2 - Failed Marriage: <bad> "You're never home anymore." "I have to work late." "I miss you." </bad> <good> "Your dinner's in the microwave. Again." "Meetings ran long." "They always do." She folded the same shirt for the third time. </good> - Example 3 - Power Struggle: <bad> "You can't fire me." "I'm the boss." "I'll fight this." </bad> <good> "That's my father's nameplate you're sitting behind." "Was." "The board meeting's on Thursday." </good> </examples> </subtextGuide> <sceneDetail> While writing dialogue makes things more fun, sometimes we need to add detail to not have it be a full on theatre piece. <examples> - Example A (Power Dynamic Scene) <good> "Where's my money?" The ledger snapped shut. "I need more time." "Interesting." He pulled out a familiar gold pocket watch. My mother's. "Time is exactly what you bargained with last month." "That was different-" "Was it?" The watch dangled between us. "Four generations of O'Reillys have wound this every night. Your mother. Your grandmother. Your great-grandmother.Shall we see who winds it next?" </good> - Example B (Action Chase) It's much better to be in the head of the character experiencing it, showing a bit of their though-process, mannerisms and personality: <good> Three rules for surviving a goblin chase in Covent Garden: Don't run straight. Don't look back. Don't let them herd you underground. I broke the first rule at Drury Lane. Rookie mistake. The fruit cart I dodged sailed into the wall behind me. Glass shattered. Someone screamed about insurance. *Tourist season's getting rough*, the scream seemed to say. Londoners adapt fast. "Oi! Market's closed!" The goblin's accent was pure East End. They're evolving. Learning. I spotted the Warren Street tube station sign ahead. *Shit.* There went rule three. </good> - Example C (Crime Scene Investigation) <good> "Greek." Davies snapped photos of the symbols. "No, wait. Reverse Greek." "Someone's been watching too many horror films." I picked up a receipt from the floor. Occult supply shop in Camden. Paid by credit card. *Amateur hour*. "Could be dangerous though," Davies said. "Remember Bristol?" "Bristol was Sanskrit. And actual cultists." I pointed to the nearest symbol. "This genius wrote 'darkness' backwards but used a Sigma instead of an S. It's summoning Instagram followers at best." "Speaking of followers..." Davies pointed to heavy foot traffic in the dust. Multiple sets. All new trainers. *Ah.* "Anyone check local uni paranormal societies?" </good> - Example D (Dialogue-heavy) <good> "Found your card in her wallet." The detective slid it across the table. Worn edges. Folded corner. Three years old at least. "Standard practice. I work missing persons." "Funny thing about missing persons.Eventually they stop being missing. Turn up in the Thames. Under motorways. In pieces." "I don't-" "You found four last year. All breathing." She opened a file. "This would've been your first dead one. If we hadn't found her first." The card felt heavier somehow. </good> </examples> </sceneDetail> <sceneOpenings> KEY RULE: Never open with more than one paragraph of description, no matter how beautiful. Description should be earned through action and dialogue. Instead of opening with setting description, open with: - A character doing something specific - A line of dialogue that raises questions - An unexpected observation - A moment of tension or conflict - Start with a hook that's 1-2 sentences maximum - Follow with a smaller paragraph that provides immediate context - Vary paragraph size from the start to create visual interest </sceneOpenings> </proseGuidelines> Write a chapter based on the following instructions: <instructions> Write a fully fleshed out scene of at least 1000 words in the fantasy genre. A small group enters an ancient, otherworldly place for the first time. The environment is alien and wondrous. Describe their exploration — what they see, hear, and feel as they move deeper. Include moments of discovery, unease, and wonder. Let the world-building emerge through the characters' experience rather than exposition. Use the codex entries above as your world reference for characters, setting, and lore. Only include the prose of the scene without any markdown or commentary. </instructions>

Model response

AI
The portal didn't close behind them. Rory turned back once, just to check, and found the tear in the Veil still hanging there, a shimmer of heat-haze warping the air between two ancient oaks. It pulsed. Breathed, almost. She faced forward again and decided not to think about it. Dymas spread out before them like a fever dream painted by someone who'd never quite recovered. The sky was the first thing. Not blue, not black, not any honest colour she had words for. A deep amber, the shade of old whisky held to candlelight, and it stretched from horizon to horizon without a cloud to interrupt it. No sun either, at least not one she could locate, yet everything glowed, every surface holding light like it had swallowed it whole and forgotten to let go. Nyx drifted to her left, their silhouette rippling at the edges where the amber light couldn't quite decide what to do with a being made of shadow. Their violet eyes swept the landscape, steady, unreadable. "You've been here before," Rory said. Not a question. "Once. Long ago." Their voice was what it always was, a whisper carried sideways on air that didn't move. "It was smaller then. Or I was larger. Hard to say." Isolde walked three paces ahead of both of them, her silver hair catching the amber light and throwing it back as pale gold. She left no footprints in the dark soil. Rory had stopped finding that unnerving two days ago. She'd moved on to finding other things unnerving. The ground, for instance. It looked like soil, black and rich, the kind that would make a Welsh allotment gardener weep with envy. But it gave slightly under each step, not like mud, more like pressing a thumb into the skin of an overripe plum. Rory kept her steps measured. Kept her weight even. The Fae blade hung at her hip in its plain leather sheath, cold against her thigh even through the fabric. "The vineyards," Isolde said, gesturing with one pale hand. They rolled out across the slope ahead in immaculate rows, vines thick as a man's forearm, leaves the deep green-black of bottle glass. The fruit hung heavy. Clusters of grapes the size of a child's fist, deep purple shading to black, and some strange second variety she had no name for, translucent and faintly luminous, pulsing with a soft inner light. "Don't," Nyx said. Rory realised her hand had drifted toward the nearest cluster. She pulled it back. "Not hunger," they said. "The fruit answers to it. Here, desire is invitation enough." "Gluttony's realm," she muttered. "Right." She'd done her reading. She knew, in the abstract, intellectual way that she knew about the Black Death or the French Revolution, that Dymas was Prince Belphegor's domain. That the souls contracted here laboured in eternal, ecstatic service to excess, cooking and competing and being consumed by the work of indulgence. She'd understood it as a concept. Standing in it was something else. The smell hit her properly for the first time as they crested the low ridge and the valley opened up below. Rich, dark, layered, the smell of slow-roasting meat and caramelised fruit and something floral and resinous underneath, like incense burned in a place that had never known open windows. It was extraordinary. Her stomach twisted with want before her brain caught up and reminded her where she was. She pressed two fingers under her nose and breathed through her mouth instead. Below, the valley held a city. If city was the right word for it. Grand pavilions of dark stone and deep-stained timber sprawled along a riverbank, the river itself an impossible colour, thick and slow-moving, somewhere between burgundy and copper. Smoke rose from a dozen open hearths. Light poured from arched doorways. And the noise, even from here, carried up the slope, laughter and the percussion of metal on metal, the rhythmic beating of what might have been drums but sounded like a heartbeat amplified to fill a valley. "This is where he wants us to go?" Rory said. Isolde tilted her head, that particular angle that meant she was choosing her words with the care of someone defusing something. "The object sought lies where hunger built its house." "That's a yes, then." They descended. The path between the vineyards was narrow enough that they walked single file. Rory kept her eyes moving. The vines on either side were alive in some way that went beyond biology. Not moving, not quite, but aware. She had the persistent and unwelcome feeling of being regarded. Then she saw the workers. A woman, middle-aged and rosy-cheeked, crouched between two rows of vines, her hands moving with practiced efficiency as she pruned and gathered. She hummed as she worked, a tuneless, contented sound. She looked up as Rory passed, and her eyes were the problem. Bright, pleasant, absolutely present, but with a depth behind them like a room with no back wall. Rory didn't slow. She didn't look away either. The woman smiled and went back to her humming. "How long has she been here?" Rory said, quietly. "Which life?" Nyx replied. "This one, or the one before?" She chose not to follow that thread. The path widened as it descended and the warmth intensified, pressing against her face and forearms like a second skin. The Heartstone pendant at her chest had been pulsing since they'd stepped through the portal but it beat harder now, a slow, steady rhythm against her breastbone. She pressed a hand to it through her shirt. Still warm. Warmer. Close, then. Whatever it was pointing her toward. Close. The first of the pavilions rose before them as the path flattened out, its entrance framed by two columns carved in the shape of figures mid-feast, heads thrown back, mouths open. Whether in ecstasy or agony, the sculptor had left deliberately ambiguous. The doors, enormous, dark timber banded with dull copper, stood open. From inside came the smell of something burning that wasn't wood. Isolde stopped at the threshold and turned to face them both. Something moved behind her lavender eyes. She looked, for the first time since Rory had known her, uncertain. "Speak nothing of want," she said. "Name nothing you desire. Do not answer if something within asks you what you hunger for." Nyx's form rippled. "And if something already knows?" Isolde's gaze slid from them to Rory, and then she simply stepped aside. Inside, the light changed. The amber of the sky gave way to something warmer, redder, thrown by a fire at the pavilion's far end that burned without any visible fuel. The hall stretched longer than the building's outside suggested, lined on both sides by long stone tables where figures sat at an eternal, ongoing feast, plates forever full, goblets forever raised. None of them looked up. In the centre of the hall, suspended above the floor by four chains of hammered copper, hung a glass case the size of a shoebox. Inside it, something pulsed with a deep crimson light. The Heartstone pendant surged, a sudden heat against her chest that made her gasp. "There," Rory said. And every single figure at every table turned their head to look at her.
created_at"2026-02-19T01:57:40.813Z" 2/19/2026, 1:57:40 AM
model"anthropic/claude-4.6-sonnet-20260217"
app_id182717
external_user(null)
streamedtrue
cancelledfalse
latency1294
moderation_latency287
generation_time38772
tokens_prompt5338
tokens_completion1843
native_tokens_prompt5560
native_tokens_completion1735
native_tokens_completion_images(null)
native_tokens_reasoning0
native_tokens_cached0
num_media_prompt(null)
num_input_audio_prompt(null)
num_media_completion0
num_search_results(null)
origin"https://ncbench.com/"
is_byokfalse
finish_reason"stop"
native_finish_reason"stop"
usage0.042705
router(null)
provider_responses
0
endpoint_id"83d802cb-44f2-45a0-a9d5-cb9bf79777c8"
id"7d75ce6c-e549-4626-aed0-02d004a0bdde"
is_byokfalse
latency1293
model_permaslug"anthropic/claude-4.6-sonnet-20260217"
provider_name"Amazon Bedrock"
status200
api_type"completions"
id"gen-1771466261-ooQ9QRm2aZZGCCg3LJ2g"
upstream_id"7d75ce6c-e549-4626-aed0-02d004a0bdde"
total_cost0.042705
cache_discount(null)
upstream_inference_cost0
provider_name"Amazon Bedrock"

Evaluation details

Result Evaluator Details Meta Data
100.00% Adverbs in dialogue tags
Target: ≤10% dialogue tags with adverbs
totalTags11
adverbTagCount0
adverbTags(empty)
dialogueSentences19
tagDensity0.579
leniency1
rawRatio0
effectiveRatio0
91.78% AI-ism adverb frequency
Target: <2% AI-ism adverbs (58 tracked)
wordCount1216
totalAiIsmAdverbs2
found
0
adverb"slightly"
count1
1
adverb"deliberately"
count1
highlights
0"slightly"
1"deliberately"
100.00% AI-ism character names
Target: 0 AI-default names (17 tracked, −20% each)
codexExemptions(empty)
found(empty)
100.00% AI-ism location names
Target: 0 AI-default location names (33 tracked, −20% each)
codexExemptions(empty)
found(empty)
50.66% AI-ism word frequency
Target: <2% AI-ism words (290 tracked)
wordCount1216
totalAiIsms12
found
0
word"pulsed"
count2
1
word"unreadable"
count1
2
word"whisper"
count1
3
word"measured"
count1
4
word"weight"
count1
5
word"desire"
count2
6
word"stomach"
count1
7
word"rhythmic"
count1
8
word"absolutely"
count1
9
word"warmth"
count1
highlights
0"pulsed"
1"unreadable"
2"whisper"
3"measured"
4"weight"
5"desire"
6"stomach"
7"rhythmic"
8"absolutely"
9"warmth"
100.00% Cliché density
Target: ≤1 cliche(s) per 800-word window
totalCliches0
maxInWindow0
found(empty)
highlights(empty)
100.00% Emotion telling (show vs. tell)
Target: ≤3% sentences with emotion telling
emotionTells0
narrationSentences96
matches(empty)
100.00% Filter word density
Target: ≤3% sentences with filter/hedge words
filterCount0
hedgeCount0
narrationSentences96
filterMatches(empty)
hedgeMatches(empty)
100.00% Gibberish response detection
Target: ≤1% gibberish-like sentences (hard fail if a sentence exceeds 800 words)
analyzedSentences104
gibberishSentences0
adjustedGibberishSentences0
longSentenceCount0
runOnParagraphCount0
giantParagraphCount0
wordSaladCount0
repetitionLoopCount0
controlTokenCount0
maxSentenceWordsSeen37
ratio0
matches(empty)
100.00% Markdown formatting overuse
Target: ≤5% words in markdown formatting
markdownSpans0
markdownWords0
totalWords1208
ratio0
matches(empty)
100.00% Missing dialogue indicators (quotation marks)
Target: ≤10% speech attributions without quotation marks
totalAttributions11
unquotedAttributions0
matches(empty)
83.33% Name drop frequency
Target: ≤1.0 per-name mentions per 100 words
totalMentions35
wordCount1111
uniqueNames14
maxNameDensity1.17
worstName"Rory"
maxWindowNameDensity2.5
worstWindowName"Rory"
discoveredNames
Veil1
Isolde5
Welsh1
Fae1
Rory13
Black1
Death1
French1
Revolution1
Dymas2
Prince1
Belphegor1
Nyx4
Heartstone2
persons
0"Isolde"
1"Rory"
2"Dymas"
3"Prince"
4"Belphegor"
5"Nyx"
places
0"Black"
globalScore0.915
windowScore0.833
0.00% Narrator intent-glossing
Target: ≤2% narration sentences with intent-glossing patterns
analyzedSentences64
glossingSentenceCount4
matches
0"quite decide what to do with a being made of shadow"
1"looked like soil, black and rich, the kin"
2"sounded like a heartbeat amplified to fill"
3"not quite but aware"
34.44% "Not X but Y" pattern overuse
Target: ≤1 "not X but Y" per 1000 words
totalMatches2
per1kWords1.656
wordCount1208
matches
0"Not moving, not quite, but aware"
1"not quite, but aware"
100.00% Overuse of "that" (subordinate clause padding)
Target: ≤2% sentences with "that" clauses
thatCount1
totalSentences104
matches
0"follow that thread"
100.00% Paragraph length variance
Target: CV ≥0.5 for paragraph word counts
totalParagraphs48
mean25.17
std23.6
cv0.938
sampleLengths
06
143
216
370
435
59
630
748
84
970
109
1161
123
1314
1414
155
1657
176
1869
1913
2089
2110
2221
239
244
252
2648
275
2860
298
309
319
3210
337
3459
359
3653
3711
3829
3922
408
4113
4261
435
4434
4514
463
4714
94.30% Passive voice overuse
Target: ≤2% passive sentences
passiveCount3
totalSentences96
matches
0"being made"
1"being consumed"
2"being regarded"
100.00% Past progressive (was/were + -ing) overuse
Target: ≤2% past progressive verbs
pastProgressiveCount2
totalVerbs192
matches
0"was choosing"
1"was pointing"
100.00% Em-dash & semicolon overuse
Target: ≤2% sentences with em-dashes/semicolons
emDashCount0
semicolonCount0
flaggedSentences0
totalSentences104
ratio0
matches(empty)
100.00% Purple prose (modifier overload)
Target: <4% adverbs, <2% -ly adverbs, no adj stacking
wordCount1119
adjectiveStacks0
stackExamples(empty)
adverbCount34
adverbRatio0.03038427167113494
lyAdverbCount7
lyAdverbRatio0.006255585344057194
100.00% Repeated phrase echo
Target: ≤20% sentences with echoes (window: 2)
totalSentences104
echoCount0
echoWords(empty)
100.00% Sentence length variance
Target: CV ≥0.4 for sentence word counts
totalSentences104
mean11.62
std8.71
cv0.75
sampleLengths
06
128
22
32
411
516
66
712
824
928
1027
118
126
133
1419
1511
1623
178
189
198
204
2119
2222
235
244
2520
269
2723
284
2934
303
3110
324
334
3410
354
361
374
3824
3923
406
416
4221
4329
443
4516
4613
476
488
4926
73.72% Sentence opener variety
Target: ≥60% unique sentence openers
consecutiveRepeats5
diversityRatio0.47115384615384615
totalSentences104
uniqueOpeners49
82.30% Adverb-first sentence starts
Target: ≥3% sentences starting with an adverb
adverbCount2
totalSentences81
matches
0"Then she saw the workers."
1"Bright, pleasant, absolutely present, but"
ratio0.025
100.00% Pronoun-first sentence starts
Target: ≤30% sentences starting with a pronoun
pronounCount21
totalSentences81
matches
0"She faced forward again and"
1"Their violet eyes swept the"
2"Their voice was what it"
3"She left no footprints in"
4"She'd moved on to finding"
5"It looked like soil, black"
6"They rolled out across the"
7"She pulled it back."
8"She'd done her reading."
9"She knew, in the abstract,"
10"She'd understood it as a"
11"It was extraordinary."
12"Her stomach twisted with want"
13"She pressed two fingers under"
14"She had the persistent and"
15"She hummed as she worked,"
16"She looked up as Rory"
17"She didn't look away either."
18"She chose not to follow"
19"She pressed a hand to"
ratio0.259
77.28% Subject-first sentence starts
Target: ≤72% sentences starting with a subject
subjectCount62
totalSentences81
matches
0"The portal didn't close behind"
1"Rory turned back once, just"
2"She faced forward again and"
3"Dymas spread out before them"
4"The sky was the first"
5"A deep amber, the shade"
6"Nyx drifted to her left,"
7"Their violet eyes swept the"
8"Their voice was what it"
9"Isolde walked three paces ahead"
10"She left no footprints in"
11"Rory had stopped finding that"
12"She'd moved on to finding"
13"The ground, for instance."
14"It looked like soil, black"
15"Rory kept her steps measured."
16"The Fae blade hung at"
17"Isolde said, gesturing with one"
18"They rolled out across the"
19"The fruit hung heavy."
ratio0.765
100.00% Subordinate conjunction sentence starts
Target: ≥2% sentences starting with a subordinating conjunction
subConjCount2
totalSentences81
matches
0"If city was the right"
1"Whether in ecstasy or agony,"
ratio0.025
93.02% Technical jargon density
Target: ≤6% sentences with technical-jargon patterns
analyzedSentences43
technicalSentenceCount3
matches
0"Rich, dark, layered, the smell of slow-roasting meat and caramelised fruit and something floral and resinous underneath, like incense burned in a place that had…"
1"Isolde tilted her head, that particular angle that meant she was choosing her words with the care of someone defusing something."
2"The Heartstone pendant surged, a sudden heat against her chest that made her gasp."
79.55% Useless dialogue additions
Target: ≤5% dialogue tags with trailing filler fragments
totalTags11
uselessAdditionCount1
matches
0"Rory said, quietly"
100.00% Dialogue tag variety (said vs. fancy)
Target: ≤10% fancy dialogue tags
totalTags10
fancyCount1
fancyTags
0"she muttered (mutter)"
dialogueSentences19
tagDensity0.526
leniency1
rawRatio0.1
effectiveRatio0.1
88.6793%