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# /content — authored game data
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Cross-cutting authored writing. Consumed by **both** sides: the client ships fallback text and quest/story data; the api reads NPC knowledge lists to build prompts. That shared ownership is why it sits at the repo root, not inside either folder.
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```
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/quests Story skeletons and quest definitions (authored, not AI-generated — §17)
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/npcs Per-NPC knowledge lists — the entire content an NPC can draw on (§6)
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/fallback Authored degraded-DM text for every AI surface (§13)
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```
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## Authoring notes
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- **NPC knowledge lists are the whole design** (§6). They are the only thing stopping the blacksmith from revealing the twist. Real authoring work — budget for it.
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- **Fallback text is content, not error handling** (§13). Written in the DM's voice, lives beside the rest of the writing. Every AI-dependent surface needs one before it ships.
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- Story skeletons are authored for now. AI-generated skeletons are v2, out of POC scope (§17).
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# /content/fallback
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Authored degraded-DM text (charter §13). When the API is down, the player sees a degraded DM — **not an error**. The DM has a voice; a degraded DM still has that voice.
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> The chamber is cold. Something waits in the dark.
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Written as content, not error handling. Every AI-dependent surface needs a fallback before it ships. No exceptions.
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content/npcs/README.md
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# /content/npcs
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Per-NPC knowledge lists — an explicit list of what each NPC knows (charter §6). This is the *entire content* the NPC has to draw on, injected as `knowledge: [...]`. Not a prompt suggestion — the whole design.
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POC scope (§17): **two NPCs** with authored knowledge lists.
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Companions (Cadwyn, Brannoc) are voiced too but carry more (approval, humiliation log) — see charter §9.
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content/quests/README.md
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# /content/quests
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Authored story skeletons and quest definitions. The *skeleton* is authored; the *prose* is generated (charter §1).
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POC scope (§17): one town, one dungeon (three fights, one boss). AI-generated story skeletons are v2 — out of scope.
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