The creation screen shows a race's blurb on its card and the chosen calling's
blurb in the detail panel directly above the DM panel. Blurb and fragment are on
screen at the same moment, inches apart — so a fragment that paraphrases its own
blurb makes the DM sound like it is reciting the card. Four did:
- bonesetter lifted two clauses verbatim ("you set the bone, you say the words")
- reaver re-ran the blurb's door image with the same sentence shape
- hedge_mage re-opened on "what you know" and re-landed the dead teacher
- beastfolk repeated both the claws and the being-judged beat
Each now says the NEXT thing instead: the hour they wake you and which of the
two trades you will not claim credit for; the employer who arranges to be
elsewhere; where you went to fail safely and what the book's gaps cost your
skin; the town that takes your coin and still wants you outside the walls.
beastfolk's rewrite also breaks the race-set monotony — it no longer opens "You
were born" (now unique to human) and drops the shared "X, and you have…" spine,
so clicking the four cards in a row stops reading as one voice.
The parity test guarded presence but could not fail on the three properties that
actually make all 28 race×calling concatenations grammatical. It now asserts
race fragments start uppercase and end with '.', and calling fragments start
lowercase and end with '.' — verified by breaking both and watching all four new
assertions fire.
255 client tests green; content build --check green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
/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.