The fragment's closing clause — "you have stopped claiming to know whether
it is your hands or the Warden that does the saving" — restated the thesis
of the blurb the player is reading at the same moment, inches above it in
the calling detail panel. The blurb's whole argument already IS the
unresolved-Warden question: it states it outright ("distant and does not
explain himself") and dramatises it with its doubled "Often enough." The
fragment took that artful implicit doubt, said it flat, and put it in the
emphatic final position of the composed DM line. Different words, same beat.
It also collided lexically with the beastfolk race fragment, which the
composition can place directly before it: "You stopped taking that
personally" / "you have stopped claiming".
Keep the front clause — "you are the one they wake at the third hour" is the
best image in the set and gives the player a position in a village that
nothing else on the screen supplies. Rewrite the back clause to say the next
thing instead of the same thing: what the failed nights cost, and that the
job does not release you for failing. The fragment no longer mentions the
Warden at all, so it cannot re-argue him; it now makes a claim about the
player's life rather than about a god.
Also avoids "carry", which the composition template itself supplies ("Now
you carry a Bonesetter's work"), so the rendered sentence no longer risks
repeating its own verb.
Client suite 255/255. content_build --check exit 0.
/content — authored game data
Cross-cutting authored writing, split by role in the data model (see the canon
log spec in /docs):
roadmap.md The content track — Spine · Bill of Materials · Backlog. START HERE.
/lore Authored Markdown bibles. THE SOURCE OF TRUTH; world/ + server/ are built from it.
/world Static, ID-referenced game content. Identical every playthrough. BUILT.
/locations The map — towns, dungeons, points of interest (by id)
/npcs Per-NPC persona + knowledge lists (charter §6)
/quests Story skeletons and quest definitions (charter §17)
/items Item definitions — gear, consumables, cursed items (§7)
/server Spoiler bodies + personas. API-only; excluded from the client export. BUILT.
/origins Thin starting-state seeds. One per starting point. POC authors one.
/fallback Authored degraded-DM text for every AI surface (charter §13)
roadmap.md governs what gets authored. Its rule: never author
anything that is not in the Bill of Materials. Ideas that arrive go to its Backlog.
The three layers
world/is static content the origin and the canon log reference by stable string id. Authored once; the same for every play.origins/are thin seeds — where the player starts, the situation, and disposition/quest/item/build seeds. Values, not maps. Increase replayability without multiplying authoring work.fallback/is not world content — it is degraded-DM prose (§13), consumed when the API is down. It sits outsideworld/on purpose: nothing resolves an id against it.
At new-game, code constructs the runtime canon log from a chosen origin +
world content + character creation. See /docs/canon-log.md (spec) —
authored via the design under /docs/superpowers/specs.
Authoring notes
- NPC knowledge lists are the whole design (§6). The only thing stopping the blacksmith from revealing the twist. Real authoring work — budget for it.
- Fallback text is content, not error handling (§13). Every AI-dependent surface needs one before it ships.
- Story skeletons are authored for now. AI-generated skeletons are v2 (§17).