Files
code_of_conquest_dnd/content/world
Phillip Tarrant 057b83679b fix(content): bonesetter fragment restated the blurb's central non-claim
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.
2026-07-13 14:18:46 -05:00
..

/content/world — static, ID-referenced content

The shared world. Authored once, identical every playthrough. Everything here carries a stable string id that origins and the canon log reference. Never seed initial state here — that is an origin's job (/content/origins).

/locations   Towns, dungeons, points of interest. id → location
/npcs        Persona + knowledge lists (charter §6). id → npc
/quests      Story skeletons and quest definitions (charter §17). id → quest
/items       Gear, consumables, cursed items (charter §7). id → item

New-game construction resolves every id an origin references (start location, start quest, granted items, seeded companions) against this content, and fails loudly if one is missing. Keep ids stable — a rename is a breaking change.