Replace the footers; the repo is public now

Eleven files carried "Private VANITY development material — not for sale or
distribution", which contradicted the repo the moment it went public.

Two replacements, because the files do two different jobs. core/render.mjs
*emits* its footer into every generated delve, so that one now says where the
document came from rather than restricting what can be done with it — a
generated dungeon belongs to whoever generated it. The project's own documents
— DESIGN.md, the paper delve, both playtests, the spike report — read as
development notes in a public repo.

Samples regenerated so they carry the new line. The worksheet and play sheet
never had a footer and still do not; they are the GM's own working documents.

Module to 0.1.1: the v0.1.0 zip vendors the old render.mjs and would stamp the
stale footer on everything it generated. Cutting a version rather than swapping
assets under the existing one.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
2026-08-05 12:38:32 +01:00
co-authored by Claude Opus 5
parent 9d953dba94
commit decb3bf930
12 changed files with 31 additions and 31 deletions
+1 -1
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@@ -308,4 +308,4 @@ failure outcomes, concrete clue answers, and a full ending packet with negotiati
--- ---
*Private VANITY development material — not for sale or distribution.* *VANITY development notes — part of [DELVE](https://github.com/slaguru666/vanity-delve).*
+1 -1
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@@ -165,6 +165,6 @@ export function renderMarkdown(d) {
} }
L.push('---'); L.push('---');
L.push(''); L.push('');
L.push('*Private VANITY development material — not for sale or distribution.*'); L.push('*Generated by [DELVE](https://github.com/slaguru666/vanity-delve) for the VANITY RPG.*');
return L.join('\n'); return L.join('\n');
} }
+1 -1
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@@ -2,7 +2,7 @@
"id": "vanity-delve", "id": "vanity-delve",
"title": "DELVE — a dungeon layer for VANITY", "title": "DELVE — a dungeon layer for VANITY",
"description": "Generates a coherent delve and sequences VANITY's Forge to stage it, one area at a time.", "description": "Generates a coherent delve and sequences VANITY's Forge to stage it, one area at a time.",
"version": "0.1.0", "version": "0.1.1",
"compatibility": { "compatibility": {
"minimum": "13", "minimum": "13",
"verified": "14.365" "verified": "14.365"
+1 -1
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@@ -165,6 +165,6 @@ export function renderMarkdown(d) {
} }
L.push('---'); L.push('---');
L.push(''); L.push('');
L.push('*Private VANITY development material — not for sale or distribution.*'); L.push('*Generated by [DELVE](https://github.com/slaguru666/vanity-delve) for the VANITY RPG.*');
return L.join('\n'); return L.join('\n');
} }
+1 -1
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@@ -209,4 +209,4 @@ the gang, take the portrait in A5, and have nobody bow — the path v1 punishes
--- ---
*Private VANITY development material — not for sale or distribution.* *VANITY development notes — part of [DELVE](https://github.com/slaguru666/vanity-delve).*
+1 -1
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@@ -170,4 +170,4 @@ Next: **step 2, the seam spike.**
--- ---
*Private VANITY development material — not for sale or distribution.* *VANITY development notes — part of [DELVE](https://github.com/slaguru666/vanity-delve).*
+1 -1
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@@ -344,4 +344,4 @@ Pass 2 is **contrarian**: Court Door, nobody bows, ally the gang, take the portr
--- ---
*Private VANITY development material — not for sale or distribution.* *VANITY development notes — part of [DELVE](https://github.com/slaguru666/vanity-delve).*
+5 -5
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@@ -40,7 +40,7 @@ On success it goes first, and The Silent Host will not open hostilities first.
--- ---
### AREA 1 — The Threshold Stones ### AREA 1 — The Mourners' Steps
*approach · institution* *approach · institution*
> A stair too grand for the door it serves. The queue disturbed — three of the dead pushed aside. One of the Host — reading out an order of precedence to an empty hall. When you walk in, it pauses and asks where you fall in it. None of it is accident — it was done this way on purpose. > A stair too grand for the door it serves. The queue disturbed — three of the dead pushed aside. One of the Host — reading out an order of precedence to an empty hall. When you walk in, it pauses and asks where you fall in it. None of it is accident — it was done this way on purpose.
@@ -76,7 +76,7 @@ On success it goes first, and The Silent Host will not open hostilities first.
--- ---
### AREA 3 — The Waiting Room ### AREA 3 — The Antechamber
*complication · ritual* *complication · ritual*
> A herald's script with the order still marked. Someone has walked the corridor the wrong way, scuffing one side. One of the Host with a herald's staff — announcing arrivals to an empty stair. When you walk in, it announces you, inventing a rank. None of it is accident — it was done this way on purpose. > A herald's script with the order still marked. Someone has walked the corridor the wrong way, scuffing one side. One of the Host with a herald's staff — announcing arrivals to an empty stair. When you walk in, it announces you, inventing a rank. None of it is accident — it was done this way on purpose.
@@ -122,7 +122,7 @@ On success it goes first, and The Silent Host will not open hostilities first.
--- ---
### AREA 5 — The Sunken Nave ### AREA 5 — The Lower Cut
*descent · wound · pocket* *descent · wound · pocket*
> A procession that doubled back on itself. Banners pulled down and stacked without regard for order. A procession — passing through, unhurried, with you in its way. When you walk in, it does not stop or go round. None of it is accident — it was done this way on purpose. > A procession that doubled back on itself. Banners pulled down and stacked without regard for order. A procession — passing through, unhurried, with you in its way. When you walk in, it does not stop or go round. None of it is accident — it was done this way on purpose.
@@ -143,7 +143,7 @@ On success it goes first, and The Silent Host will not open hostilities first.
--- ---
### AREA 6 — The Last Door ### AREA 6 — The Robing Room
*threshold · anchor · battle · chest* *threshold · anchor · battle · chest*
> A seat at the head of everything, occupied. A rank-plate prised off and dropped, still shiny where it sat. A queue of the Host — waiting to pass a door, in strict order, not moving. When you walk in, the queue opens a gap at exactly your rank. None of it is accident — it was done this way on purpose. > A seat at the head of everything, occupied. A rank-plate prised off and dropped, still shiny where it sat. A queue of the Host — waiting to pass a door, in strict order, not moving. When you walk in, the queue opens a gap at exactly your rank. None of it is accident — it was done this way on purpose.
@@ -204,4 +204,4 @@ Handled by giving them what they want, at a price.
--- ---
*Private VANITY development material — not for sale or distribution.* *Generated by [DELVE](https://github.com/slaguru666/vanity-delve) for the VANITY RPG.*
+5 -5
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@@ -40,7 +40,7 @@ On success it was obeyed, and The Silent Host will not open hostilities first.
--- ---
### AREA 1 — The Weeping Stair ### AREA 1 — The Outer Cut
*approach · institution* *approach · institution*
> Servants' bones arranged as though mid-errand. Someone has been talking here, and stopped when you arrived. Three of the Host in servants' dress — carrying out an errand that has no destination left. When you walk in, they stop, and wait to be told what to do. None of it is accident — it was done this way on purpose. > Servants' bones arranged as though mid-errand. Someone has been talking here, and stopped when you arrived. Three of the Host in servants' dress — carrying out an errand that has no destination left. When you walk in, they stop, and wait to be told what to do. None of it is accident — it was done this way on purpose.
@@ -58,7 +58,7 @@ On success it was obeyed, and The Silent Host will not open hostilities first.
--- ---
### AREA 2 — The Lesser Vault ### AREA 2 — The Waiting Room
*complication · ritual · fight · cache* *complication · ritual · fight · cache*
> Orders scratched into the floor, the last one unfinished. A door braced shut from within by furniture. A living grave-robber — repeating a phrase over and over, trying to get the intonation right. When you walk in, they go quiet and put their back to the wall. None of it is accident — it was done this way on purpose. > Orders scratched into the floor, the last one unfinished. A door braced shut from within by furniture. A living grave-robber — repeating a phrase over and over, trying to get the intonation right. When you walk in, they go quiet and put their back to the wall. None of it is accident — it was done this way on purpose.
@@ -86,7 +86,7 @@ On success it was obeyed, and The Silent Host will not open hostilities first.
--- ---
### AREA 3 — The Crossing ### AREA 3 — The Middle Vault
*turn · demand* *turn · demand*
> A hall where your own voice arrives before you speak. An order half-scratched out and rewritten by a different hand. The bells — ringing a summons room by room, coming closer. When you walk in, the bell in this room begins. None of it is accident — it was done this way on purpose. > A hall where your own voice arrives before you speak. An order half-scratched out and rewritten by a different hand. The bells — ringing a summons room by room, coming closer. When you walk in, the bell in this room begins. None of it is accident — it was done this way on purpose.
@@ -104,7 +104,7 @@ On success it was obeyed, and The Silent Host will not open hostilities first.
--- ---
### AREA 4 — The Servants' Deep ### AREA 4 — The Cold Gallery
*descent · wound · pocket* *descent · wound · pocket*
> An instruction repeated until the stone gave out. Boot-prints that stop mid-corridor and do not resume. A single figure at a speaking-tube — reporting, at length, to a listener who died first. When you walk in, it pauses mid-sentence and asks whether you are the reply. None of it is accident — it was done this way on purpose. > An instruction repeated until the stone gave out. Boot-prints that stop mid-corridor and do not resume. A single figure at a speaking-tube — reporting, at length, to a listener who died first. When you walk in, it pauses mid-sentence and asks whether you are the reply. None of it is accident — it was done this way on purpose.
@@ -186,4 +186,4 @@ Handled by giving them what they want, at a price.
--- ---
*Private VANITY development material — not for sale or distribution.* *Generated by [DELVE](https://github.com/slaguru666/vanity-delve) for the VANITY RPG.*
+7 -7
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@@ -40,7 +40,7 @@ On success it hears that nothing has aged, and The Silent Host will not open hos
--- ---
### AREA 1 — The Outer Cut ### AREA 1 — The Mourners' Steps
*approach · institution* *approach · institution*
> Lamps trimmed and filled, all of them. A seal broken and the contents already spoiled. Two of the Host — repairing something that is not damaged. When you walk in, they set the work down and wait for inspection. None of it is accident — it was done this way on purpose. > Lamps trimmed and filled, all of them. A seal broken and the contents already spoiled. Two of the Host — repairing something that is not damaged. When you walk in, they set the work down and wait for inspection. None of it is accident — it was done this way on purpose.
@@ -58,7 +58,7 @@ On success it hears that nothing has aged, and The Silent Host will not open hos
--- ---
### AREA 2 — The Lesser Vault ### AREA 2 — The Attendants' Row
*complication · ritual · fight · cache* *complication · ritual · fight · cache*
> A meal laid out, still warm, for people long past eating. One preserved thing removed, leaving a clean shape in the dust. One of the Host — trimming a lamp that has never gone out. When you walk in, it will not stop, and speaks without looking up. None of it is accident — it was done this way on purpose. > A meal laid out, still warm, for people long past eating. One preserved thing removed, leaving a clean shape in the dust. One of the Host — trimming a lamp that has never gone out. When you walk in, it will not stop, and speaks without looking up. None of it is accident — it was done this way on purpose.
@@ -86,7 +86,7 @@ On success it hears that nothing has aged, and The Silent Host will not open hos
--- ---
### AREA 3 — The Attendants' Row ### AREA 3 — The Lesser Vault
*complication · ritual · fight · cache* *complication · ritual · fight · cache*
> A clock wound by somebody, recently. A fire built recently, of furniture that was three centuries old. Something young — waiting, exactly as instructed, and has been. When you walk in, it asks whether it is allowed to stop now. None of it is accident — it was done this way on purpose. > A clock wound by somebody, recently. A fire built recently, of furniture that was three centuries old. Something young — waiting, exactly as instructed, and has been. When you walk in, it asks whether it is allowed to stop now. None of it is accident — it was done this way on purpose.
@@ -114,7 +114,7 @@ On success it hears that nothing has aged, and The Silent Host will not open hos
--- ---
### AREA 4 — The Turning Hall ### AREA 4 — The Crossing
*turn · demand · pocket* *turn · demand · pocket*
> A room that resets itself if you look away. A clock stopped by hand — the pendulum caught and tied. A living robber, badly hurt — refusing to bleed, and frightened by it. When you walk in, they grab you and ask what is wrong with them. None of it is accident — it was done this way on purpose. > A room that resets itself if you look away. A clock stopped by hand — the pendulum caught and tied. A living robber, badly hurt — refusing to bleed, and frightened by it. When you walk in, they grab you and ask what is wrong with them. None of it is accident — it was done this way on purpose.
@@ -135,7 +135,7 @@ On success it hears that nothing has aged, and The Silent Host will not open hos
--- ---
### AREA 5 — The Sunken Nave ### AREA 5 — The Servants' Deep
*descent · wound* *descent · wound*
> Something kept so well it has forgotten how to end. Rot, in exactly one place, spreading. The room — undoing your presence, footprints filling behind you, dust returning. When you walk in, it works faster. None of it is accident — it was done this way on purpose. > Something kept so well it has forgotten how to end. Rot, in exactly one place, spreading. The room — undoing your presence, footprints filling behind you, dust returning. When you walk in, it works faster. None of it is accident — it was done this way on purpose.
@@ -153,7 +153,7 @@ On success it hears that nothing has aged, and The Silent Host will not open hos
--- ---
### AREA 6 — The Antechamber Royal ### AREA 6 — The Quiet Room
*threshold · anchor · battle · chest* *threshold · anchor · battle · chest*
> A casket sized for something smaller than a body. Something here has been eaten, which should not be possible. Two of the Host — setting a table for a meal that is always about to happen. When you walk in, they lay two more places. None of it is accident — it was done this way on purpose. > A casket sized for something smaller than a body. Something here has been eaten, which should not be possible. Two of the Host — setting a table for a meal that is always about to happen. When you walk in, they lay two more places. None of it is accident — it was done this way on purpose.
@@ -214,4 +214,4 @@ Handled by giving them what they want, at a price.
--- ---
*Private VANITY development material — not for sale or distribution.* *Generated by [DELVE](https://github.com/slaguru666/vanity-delve) for the VANITY RPG.*
+6 -6
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@@ -58,7 +58,7 @@ On success it is not alone, and The Silent Host will not open hostilities first.
--- ---
### AREA 2 — The First Hall ### AREA 2 — The Waiting Room
*complication · ritual · pocket* *complication · ritual · pocket*
> Places set every evening for three hundred years. Someone has been counting the dead — tally marks by the entrance. Two of the Host, hand in hand — refusing to be parted to let anyone past. When you walk in, they look at you and do not move. None of it is accident — it was done this way on purpose. > Places set every evening for three hundred years. Someone has been counting the dead — tally marks by the entrance. Two of the Host, hand in hand — refusing to be parted to let anyone past. When you walk in, they look at you and do not move. None of it is accident — it was done this way on purpose.
@@ -79,7 +79,7 @@ On success it is not alone, and The Silent Host will not open hostilities first.
--- ---
### AREA 3 — The Waiting Room ### AREA 3 — The Attendants' Row
*complication · ritual · fight · cache* *complication · ritual · fight · cache*
> Chairs drawn up in a circle, all facing one seat. A bedroll, used, and not by anyone buried here. A dozen of the Host — sitting in a circle, facing one empty chair. When you walk in, they shuffle round to make room for you. None of it is accident — it was done this way on purpose. > Chairs drawn up in a circle, all facing one seat. A bedroll, used, and not by anyone buried here. A dozen of the Host — sitting in a circle, facing one empty chair. When you walk in, they shuffle round to make room for you. None of it is accident — it was done this way on purpose.
@@ -107,7 +107,7 @@ On success it is not alone, and The Silent Host will not open hostilities first.
--- ---
### AREA 4 — The Turning Hall ### AREA 4 — The Gallery
*turn · demand · fight · cache* *turn · demand · fight · cache*
> A doorway with the hinges taken off. A name carved beside another, joining them, badly. A second set of footsteps — keeping pace with yours, close. When you walk in, they stop when you stop, close. None of it is accident — it was done this way on purpose. > A doorway with the hinges taken off. A name carved beside another, joining them, badly. A second set of footsteps — keeping pace with yours, close. When you walk in, they stop when you stop, close. None of it is accident — it was done this way on purpose.
@@ -135,7 +135,7 @@ On success it is not alone, and The Silent Host will not open hostilities first.
--- ---
### AREA 5 — The Servants' Deep ### AREA 5 — The Lower Cut
*descent · wound* *descent · wound*
> A name called so often it wore into the wall. A door tied open with a belt, so it could not close. Three of the Host — laying out a game for four. When you walk in, they look up and count you. None of it is accident — it was done this way on purpose. > A name called so often it wore into the wall. A door tied open with a belt, so it could not close. Three of the Host — laying out a game for four. When you walk in, they look up and count you. None of it is accident — it was done this way on purpose.
@@ -153,7 +153,7 @@ On success it is not alone, and The Silent Host will not open hostilities first.
--- ---
### AREA 6 — The Quiet Room ### AREA 6 — The Antechamber Royal
*threshold · anchor · battle · chest* *threshold · anchor · battle · chest*
> A chair kept empty and dusted. A chair dragged out of position and left where it was needed. A living robber, alone — talking steadily to a companion who is not there. When you walk in, they introduce you to the empty air. None of it is accident — it was done this way on purpose. > A chair kept empty and dusted. A chair dragged out of position and left where it was needed. A living robber, alone — talking steadily to a companion who is not there. When you walk in, they introduce you to the empty air. None of it is accident — it was done this way on purpose.
@@ -214,4 +214,4 @@ Handled by giving them what they want, at a price.
--- ---
*Private VANITY development material — not for sale or distribution.* *Generated by [DELVE](https://github.com/slaguru666/vanity-delve) for the VANITY RPG.*
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@@ -104,4 +104,4 @@ sequenced — but only if it stops talking to the table on its own.
--- ---
*Private VANITY development material — not for sale or distribution.* *VANITY development notes — part of [DELVE](https://github.com/slaguru666/vanity-delve).*