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>
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@@ -308,4 +308,4 @@ failure outcomes, concrete clue answers, and a full ending packet with negotiati
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*Private VANITY development material — not for sale or distribution.*
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*VANITY development notes — part of [DELVE](https://github.com/slaguru666/vanity-delve).*
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+1
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@@ -165,6 +165,6 @@ export function renderMarkdown(d) {
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}
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}
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L.push('---');
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L.push('---');
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L.push('');
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L.push('');
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L.push('*Private VANITY development material — not for sale or distribution.*');
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L.push('*Generated by [DELVE](https://github.com/slaguru666/vanity-delve) for the VANITY RPG.*');
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return L.join('\n');
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return L.join('\n');
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}
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}
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@@ -2,7 +2,7 @@
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"id": "vanity-delve",
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"id": "vanity-delve",
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"title": "DELVE — a dungeon layer for VANITY",
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"title": "DELVE — a dungeon layer for VANITY",
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"description": "Generates a coherent delve and sequences VANITY's Forge to stage it, one area at a time.",
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"description": "Generates a coherent delve and sequences VANITY's Forge to stage it, one area at a time.",
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"version": "0.1.0",
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"version": "0.1.1",
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"compatibility": {
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"compatibility": {
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"minimum": "13",
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"minimum": "13",
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"verified": "14.365"
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"verified": "14.365"
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@@ -165,6 +165,6 @@ export function renderMarkdown(d) {
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}
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}
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L.push('---');
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L.push('---');
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L.push('');
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L.push('');
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L.push('*Private VANITY development material — not for sale or distribution.*');
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L.push('*Generated by [DELVE](https://github.com/slaguru666/vanity-delve) for the VANITY RPG.*');
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return L.join('\n');
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return L.join('\n');
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}
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}
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@@ -209,4 +209,4 @@ the gang, take the portrait in A5, and have nobody bow — the path v1 punishes
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*Private VANITY development material — not for sale or distribution.*
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*VANITY development notes — part of [DELVE](https://github.com/slaguru666/vanity-delve).*
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@@ -170,4 +170,4 @@ Next: **step 2, the seam spike.**
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---
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---
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*Private VANITY development material — not for sale or distribution.*
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*VANITY development notes — part of [DELVE](https://github.com/slaguru666/vanity-delve).*
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@@ -344,4 +344,4 @@ Pass 2 is **contrarian**: Court Door, nobody bows, ally the gang, take the portr
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---
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---
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*Private VANITY development material — not for sale or distribution.*
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*VANITY development notes — part of [DELVE](https://github.com/slaguru666/vanity-delve).*
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@@ -40,7 +40,7 @@ On success it goes first, and The Silent Host will not open hostilities first.
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---
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---
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### AREA 1 — The Threshold Stones
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### AREA 1 — The Mourners' Steps
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*approach · institution*
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*approach · institution*
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> 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.
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> 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.
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@@ -76,7 +76,7 @@ On success it goes first, and The Silent Host will not open hostilities first.
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---
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---
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### AREA 3 — The Waiting Room
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### AREA 3 — The Antechamber
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*complication · ritual*
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*complication · ritual*
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> 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.
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> 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.
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@@ -122,7 +122,7 @@ On success it goes first, and The Silent Host will not open hostilities first.
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---
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---
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### AREA 5 — The Sunken Nave
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### AREA 5 — The Lower Cut
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*descent · wound · pocket*
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*descent · wound · pocket*
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> 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.
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> 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.
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@@ -143,7 +143,7 @@ On success it goes first, and The Silent Host will not open hostilities first.
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---
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---
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### AREA 6 — The Last Door
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### AREA 6 — The Robing Room
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*threshold · anchor · battle · chest*
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*threshold · anchor · battle · chest*
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> 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.
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> 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.
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@@ -204,4 +204,4 @@ Handled by giving them what they want, at a price.
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---
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*Private VANITY development material — not for sale or distribution.*
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*Generated by [DELVE](https://github.com/slaguru666/vanity-delve) for the VANITY RPG.*
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@@ -40,7 +40,7 @@ On success it was obeyed, and The Silent Host will not open hostilities first.
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---
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---
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### AREA 1 — The Weeping Stair
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### AREA 1 — The Outer Cut
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*approach · institution*
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*approach · institution*
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> 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.
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> 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.
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@@ -58,7 +58,7 @@ On success it was obeyed, and The Silent Host will not open hostilities first.
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---
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---
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### AREA 2 — The Lesser Vault
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### AREA 2 — The Waiting Room
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*complication · ritual · fight · cache*
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*complication · ritual · fight · cache*
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> 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.
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> 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.
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@@ -86,7 +86,7 @@ On success it was obeyed, and The Silent Host will not open hostilities first.
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---
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---
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### AREA 3 — The Crossing
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### AREA 3 — The Middle Vault
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*turn · demand*
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*turn · demand*
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> 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.
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> 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.
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@@ -104,7 +104,7 @@ On success it was obeyed, and The Silent Host will not open hostilities first.
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---
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### AREA 4 — The Servants' Deep
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### AREA 4 — The Cold Gallery
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*descent · wound · pocket*
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*descent · wound · pocket*
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> 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.
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> 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.
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@@ -186,4 +186,4 @@ Handled by giving them what they want, at a price.
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---
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---
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*Private VANITY development material — not for sale or distribution.*
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*Generated by [DELVE](https://github.com/slaguru666/vanity-delve) for the VANITY RPG.*
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@@ -40,7 +40,7 @@ On success it hears that nothing has aged, and The Silent Host will not open hos
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---
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---
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### AREA 1 — The Outer Cut
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### AREA 1 — The Mourners' Steps
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*approach · institution*
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*approach · institution*
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> 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.
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> 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.
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@@ -58,7 +58,7 @@ On success it hears that nothing has aged, and The Silent Host will not open hos
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### AREA 2 — The Lesser Vault
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### AREA 2 — The Attendants' Row
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*complication · ritual · fight · cache*
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*complication · ritual · fight · cache*
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> 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.
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> 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.
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@@ -86,7 +86,7 @@ On success it hears that nothing has aged, and The Silent Host will not open hos
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---
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### AREA 3 — The Attendants' Row
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### AREA 3 — The Lesser Vault
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*complication · ritual · fight · cache*
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*complication · ritual · fight · cache*
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> 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.
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> 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.
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@@ -114,7 +114,7 @@ On success it hears that nothing has aged, and The Silent Host will not open hos
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---
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---
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### AREA 4 — The Turning Hall
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### AREA 4 — The Crossing
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*turn · demand · pocket*
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*turn · demand · pocket*
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> 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.
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> 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.
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@@ -135,7 +135,7 @@ On success it hears that nothing has aged, and The Silent Host will not open hos
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---
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---
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### AREA 5 — The Sunken Nave
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### AREA 5 — The Servants' Deep
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*descent · wound*
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*descent · wound*
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> 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.
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> 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.
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@@ -153,7 +153,7 @@ On success it hears that nothing has aged, and The Silent Host will not open hos
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---
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---
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### AREA 6 — The Antechamber Royal
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### AREA 6 — The Quiet Room
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*threshold · anchor · battle · chest*
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*threshold · anchor · battle · chest*
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> 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.
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> 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.
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@@ -214,4 +214,4 @@ Handled by giving them what they want, at a price.
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---
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---
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*Private VANITY development material — not for sale or distribution.*
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*Generated by [DELVE](https://github.com/slaguru666/vanity-delve) for the VANITY RPG.*
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@@ -58,7 +58,7 @@ On success it is not alone, and The Silent Host will not open hostilities first.
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---
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---
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### AREA 2 — The First Hall
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### AREA 2 — The Waiting Room
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*complication · ritual · pocket*
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*complication · ritual · pocket*
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> 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.
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> 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.
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@@ -79,7 +79,7 @@ On success it is not alone, and The Silent Host will not open hostilities first.
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---
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---
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### AREA 3 — The Waiting Room
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### AREA 3 — The Attendants' Row
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*complication · ritual · fight · cache*
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*complication · ritual · fight · cache*
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> 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.
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> 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.
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---
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---
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### AREA 4 — The Turning Hall
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### AREA 4 — The Gallery
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*turn · demand · fight · cache*
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*turn · demand · fight · cache*
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> 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.
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> 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.
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---
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### AREA 5 — The Servants' Deep
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### AREA 5 — The Lower Cut
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*descent · wound*
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*descent · wound*
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> 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.
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> 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.
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---
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### AREA 6 — The Quiet Room
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### AREA 6 — The Antechamber Royal
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*threshold · anchor · battle · chest*
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*threshold · anchor · battle · chest*
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> 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.
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> 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.
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---
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---
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*Private VANITY development material — not for sale or distribution.*
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*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.
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---
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---
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*Private VANITY development material — not for sale or distribution.*
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*VANITY development notes — part of [DELVE](https://github.com/slaguru666/vanity-delve).*
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Reference in New Issue
Block a user