6 Commits
Author SHA1 Message Date
slaguru666andClaude Opus 5 246a5f607d v0.6.1 — publish the corrected VANITY floor
The 0.10.4 requirement only reaches an installing GM through the release
manifest, so it needs a release to take effect.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 22:54:18 +01:00
slaguru666andClaude Opus 5 5fae50e25b Correct the VANITY floor to 0.10.4; bring DESIGN.md up to draft 7
The manifest asked for VANITY 0.10.0, but the Forge seams only landed in
0.10.4. Below that floor the seams are absent and every delve emits the 9
chat cards and 3 folders the spike measured — the exact failure the seams
exist to prevent. The README said 0.10.5, which was safe but wrong; both
now say 0.10.4 and say why.

DESIGN.md still described the tool as an unreleased core with one theme.
It now matches what shipped: seams merged and released, the Foundry slice
at v0.6.0, 16 themes across 5 geometries, 39 tests, the pack validator and
the authoring layer. The features pool is motif-scoped now, so the "last
piece of generic furniture" is gone.

Open questions gain the one that matters: DELVE has never been run at a
live table, and no amount of desk validation will close that.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 22:29:21 +01:00
slaguru666andClaude Opus 5 7af690205c feat: wild family complete — cave, mountain, river, lake, valley theme packs
Five wild-kernel themes, each 4 motifs:
  cave      dark · deep · echo · keeping        (cave geometry)
  mountain  ascent · cold · pass · weight       (cave)
  river     crossing · current · course · drowned  (fen)
  lake      stillness · mirror · sunken · rising   (fen)
  valley    ridges · shelter · bottom · weather (forest)

Two rendering fixes surfaced by the new claimants, both in skeleton.mjs:
  - `{conscript}'s` rendered "the climbers's"; conscripts are plural noun
    phrases, so fill() now collapses s's to s'.
  - claimants carrying their own article rendered "The The Grey"; named()
    only prefixes when one is absent.

All 16 themes validate; 39 tests pass. Module → 0.6.0.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 19:22:01 +01:00
slaguru666andClaude Opus 5 d22421efbd feat: settlement family complete — village, market, city, port theme packs
Four settlement-kernel themes on village geometry, each 4 motifs:
  village  kinship · harvest · custom · quiet
  market   bargain · weights · crowd · credit
  city     works · rolls · wards · liberties
  port     cargo · passage · tide · wreck

All validate. 11 themes total; index.json rebuilt. Module → 0.5.0.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 18:57:31 +01:00
slaguru666andClaude Opus 5 b4990533a8 feat: interior family complete — church, temple, palace theme packs
Three interior-kernel themes on barrow geometry, each 4 motifs:
  church   faith · congregation · offering · sanctity
  temple   exactness · sacrifice · silence · exclusion
  palace   service · delight · splendour · audience

All validate. 7 themes total; index.json rebuilt. Module → 0.4.0.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 17:48:28 +01:00
tevansandClaude Opus 5 075be5c1de Town and Forest: two new kernels, not just two new packs
Barrow and Castle share a kernel — a dead claimant whose appetite outlived them.
A market or a river has no corpse in it, so the other two families needed the
kernel to generalise, and it does: something wanted a thing, and something was
done to keep it that way. Only who "something" is changes.

TOWN, on village geometry. The appetite belongs to the place and the claimants
are offices — a Corporation, a Watch Committee, a Guild of Mercers. It wants to
be prosperous, respectable, safe or necessary, and it priced people out,
chartered them away or struck them from the rolls to stay that way. Motifs:
ledger, appearances, vigilance, thoroughfare.

FOREST, on forest geometry. The appetite belongs to the wood, and the claimants
are its own names for itself. It wants to be entered, fed, spread or left
uncounted, and it took people, grew through them, or let them wander. Motifs:
paths, tithe, reclaiming, trackless.

Settlements also needed their own naming rule. A barrow is named for its
occupant; a town is not — it has a name and the claimant merely runs it. Packs
declare placeNameStyle, so "The Town of Watch Committee" is now Cold Harrow, run
by the Watch Committee.

Three of fifteen requested themes are done. The remaining twelve are the same
job repeated rather than a design question, since all three kernels now exist.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 16:41:10 +01:00
39 changed files with 33281 additions and 49 deletions
+94 -24
View File
@@ -1,7 +1,8 @@
# DELVE — a dungeon layer for VANITY
*Working name `vanity-delve`. **Draft 6**, 2026-08-05.*
*First draft describing a tool that **exists**. The core is built, tested and generating.*
*Working name `vanity-delve`. **Draft 7**, 2026-08-05.*
*Describes a tool that **exists** and is released. The core is built, tested and generating; the
Foundry module is published at v0.6.0.*
---
@@ -11,19 +12,46 @@
|---|---|
| 1. Handwrite a delve, run it twice on paper | ✅ complete — [`paper/`](paper/) |
| 2. Seam spike | ✅ complete — [`spike/SPIKE-REPORT.md`](spike/SPIKE-REPORT.md) |
| 3. Land the Forge seams | ✅ **branch ready for review** — `~/projects/Vanity` branch `delve-seams`, committed, **not pushed** |
| 4. Core + Barrow content | ✅ built — [`core/`](core/), 11/11 tests passing |
| 3. Land the Forge seams | ✅ **merged and released** — VANITY v0.10.4, PR #1 |
| 4. Core + content | ✅ built — [`core/`](core/), **39/39 tests passing** |
| 5. Curated overlays | not started |
| 6. Foundry vertical slice | not started |
| 6. Foundry vertical slice | ✅ **released** — v0.1.0 → v0.6.0 |
| 7. Growing Delve Map | not started |
| 8. More themes | not started |
| 8. More themes | ✅ **16 themes**, 68 motifs — all passing [`validate-pack.mjs`](core/validate-pack.mjs) |
**What runs today:** `node core/cli.mjs --seed=gilded-court-404` emits a complete, coherent,
GM-readable delve. Samples in [`samples/`](samples/).
**What runs today:** the module installs from its manifest and raises a whole delve in the world
on one button, and `node core/cli.mjs --new --seed=gilded-court-404` emits the same delve as a
worksheet at the desk. Samples in [`samples/`](samples/).
**What has never happened:** a live session. Everything since the two paper playtests has been
validated at the desk, by tests and by reading. Open question 1 is still open, and it is the only
one that matters.
### Versions
| | |
|---|---|
| Module | 0.6.0 |
| Requires | VANITY **0.10.4+** — the release the seams landed in |
| Foundry | v13 minimum, verified 14.365 |
| Generator stamp | `GENERATOR_VERSION` 0.1.0 — written into every delve file, **not** the module version |
---
## 1. What changed since draft 5
## 1. What changed
### In draft 7 — the tool shipped
| Change | Source |
|---|---|
| **Seams: "unpushed branch" → merged** | PR #1 into `slaguru666/Vanity`, released in **v0.10.4** |
| **Step 6 shipped** | The Foundry module went v0.1.0 → v0.6.0 in a day |
| **One theme → 16** | Castle, then the interior, settlement and wild families — 68 motifs |
| **11 tests → 39** | The authoring layer, situations and the subtraction pass each brought invariants |
| **A pack validator exists** | [`validate-pack.mjs`](core/validate-pack.mjs) — the structural rules, checked per theme rather than rediscovered |
| **Required VANITY floor corrected** | The manifest said 0.10.0; the seams land in 0.10.4. Below that a delve emits 9 chat cards and 3 folders |
### In draft 6, since draft 5
| Change | Source |
|---|---|
@@ -125,8 +153,15 @@ Two rules the tests enforce:
long delve outruns its motif; temptations may not. A generic relic breaks the fiction, while a
repeated one only looks thin.
**Remaining limit:** the second cue fragment still comes from a global `features` pool. That is
the last piece of generic furniture.
**Closed in draft 7:** the `features` pool was the last piece of generic furniture, and it is now
motif-scoped too. Every pack carries **6 features, 6 decisions, 5 temptations and 6 situations per
motif**; the top-level pools survive only as fallbacks for a delve long enough to outrun its motif,
and the pack itself says so (`_globalPoolsNote`). Nothing generic reaches a six-area delve.
**Areas arrive as situations, not prompts.** A `situations` pool per motif gives each area an
occupant doing something, with a leverage point — *"The tide watch, turning a glass that has
already run through — it asks what the hour is, and means the tide."* Four test invariants police
the grammar, because the first pass rendered broken English.
### The appeasement move
@@ -159,23 +194,49 @@ core/ pure JS, seeded, zero Foundry globals, Node-testable
director.mjs arc roles, heat, hoard tier, density, Bane beats
beat.mjs an area as a beat: Cue + Truth
pressure.mjs the clock and the tab — never rolls a die
delve.mjs composition
delve.mjs composition; GENERATOR_VERSION
authoring.mjs the working file — reroll, lock, setAuthored, outstanding
render.mjs markdown
cli.mjs --seed --areas --depth --density --greed --json
content/barrow.json the theme pack
test.mjs 11 invariants
render-authoring.mjs the two surfaces — worksheet and play sheet (§2)
cli.mjs --new --file --theme --themes --seed --areas
--reroll --lock --unlock --write --text
--play --json --todo --out (worksheet is the default)
validate-pack.mjs the structural rules a theme pack must satisfy
build-index.mjs regenerates content/index.json
content/*.json 16 theme packs + index.json
test.mjs 39 invariants
```
**The core never sees an Actor, a UUID, HTML or a roll.** `pressure.mjs` decides *when* a clock
roll is due and what it means; the adapter rolls it at the table. That separation is what makes
the seed promise honest.
**The module vendors the core.** `foundry-module/module/core/` is a copy of `core/` minus the
Node-only tools (`cli.mjs`, `test.mjs`, `validate-pack.mjs`, `build-index.mjs`). It must stay
byte-identical to `core/` for the shared files — a drift there means the table and the desk
generate different delves from the same seed.
**Themes are pluggable.** A pack declares its `forgeStageType` from the five geometries VANITY can
build — `barrow · cave · fen · village · forest` — so a new theme is authored content, not code:
| Geometry | Themes |
|---|---|
| barrow | barrow, castle, church, palace, temple |
| village | city, market, port, town, village |
| cave | cave, mountain |
| forest | forest, valley |
| fen | lake, river |
---
## 5. The Forge seams — landed
Branch `delve-seams` in a clone of `slaguru666/Vanity`, **committed, unpushed, awaiting review**.
All default to current behaviour, so nothing changes for existing callers.
Merged into `slaguru666/Vanity` as PR #1 from branch `delve-seams`, and **published in VANITY
v0.10.4**. All default to current behaviour, so nothing changed for existing callers.
**This is the module's hard floor.** `module.json` requires VANITY 0.10.4 or later. On anything
earlier the seams simply are not there, and every delve emits the 9 chat cards and 3 folders the
spike measured — the exact failure the seams exist to prevent.
| Seam | Change | Verified |
|---|---|---|
@@ -195,7 +256,7 @@ Neither gates a first release.
| Parameter | Range | Default | Confidence |
|---|---|---|---|
| **Areas** (excludes ending slot) | 3–12 | **6** | *working default* — one theme, one table, two passes |
| Theme | Barrow (+4 planned) | Barrow | only Barrow exists |
| Theme | 16 packs, 5 geometries (§4) | Barrow | all validate; **only Barrow is playtested** |
| Depth | 1–5 | 2 | |
| Party | 1–8 | 4 | |
| Deadliness | forgiving/standard/cruel | standard | **severity only** |
@@ -293,18 +354,27 @@ if the rest of the packet is operational. It wasn't. Fixed since:
- **A trigger glossary**, so `seenTwice` is not shorthand
- **Accommodation/appetite compatibility**, killing the equation-output kernels
Still missing, and still the gap to a document: per-area read-aloud, exact route costs and
failure outcomes, concrete clue answers, and a full ending packet with negotiation terms.
**Draft 7 closed most of the rest.** "Mostly prompts" was the charge; the answer was to make every
area arrive as a situation with an occupant, a leverage point and a way through, and to enforce it
with tests: every decision now states success *and* failure, offers an attempt rather than a pick,
and never gates progress without an alternative — playtest 1 died on exactly that.
Still missing, and still the gap to a document: per-area read-aloud (deliberately — §11), exact
route costs, concrete clue answers, and a full ending packet with negotiation terms.
## 13. Open questions
1. **Does the module beat a document?** The spike answers the mechanical half — unmodified, the
Forge emits 9 cards and 3 folders per delve that no document could intercept, and the seams
take that to 0. The *table* half is still open until a live session.
1. **Does the module beat a document?** The mechanical half is now settled *in shipped code* — the
unmodified Forge emits 9 cards and 3 folders per delve that no document could intercept, and
the released seams take that to 0. The *table* half is still open, and no amount of desk work
will close it. **This is the blocking question.**
2. Is `Ending: Authored` right, or right only for its author?
3. Is 6 areas right beyond one theme and one simulated table?
4. Is the ~5-Bane target reachable without feeling mechanical?
4. Is the ~5-Bane target reachable without feeling mechanical? Still **UNCALIBRATED** — the target
is ~5, playtest 2 reached 3, and nothing since has been measured against a real table.
5. Do cue *fragments* work at a live table, or does a GM need prose?
6. **Do the other 15 themes hold up?** They validate structurally, but only Barrow has ever been
read closely against a playtest. A pack can pass every invariant and still be dull.
---
+3 -1
View File
@@ -12,7 +12,9 @@ cold — then drops it into your world.
https://github.com/slaguru666/vanity-delve/releases/latest/download/module.json
```
Requires the [VANITY](https://github.com/slaguru666/Vanity) system, **0.10.5 or later**.
Requires the [VANITY](https://github.com/slaguru666/Vanity) system, **0.10.4 or later** — that is
the release the Forge seams landed in, and without them a delve emits nine stray chat cards and
three stray folders.
* **⛏** raise a dungeon
* **🗑** remove one you don't want — it deletes exactly what it made and nothing else
+2 -1
View File
@@ -2154,5 +2154,6 @@
"lingering": "stayed in one place longer than it takes to search it",
"disturbed": "struck or moved something that had not moved in centuries"
},
"_globalPoolsNote": "decisions/temptations/features below are FALLBACKS ONLY. Real content is motif-scoped under motifs.<id>."
"_globalPoolsNote": "decisions/temptations/features below are FALLBACKS ONLY. Real content is motif-scoped under motifs.<id>.",
"placeNameStyle": "claimant"
}
+2 -1
View File
@@ -1169,5 +1169,6 @@
}
]
}
}
},
"placeNameStyle": "claimant"
}
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+84
View File
@@ -12,6 +12,90 @@
"label": "Castle",
"geometry": "barrow",
"motifs": 4
},
{
"id": "cave",
"label": "Cave",
"geometry": "cave",
"motifs": 4
},
{
"id": "church",
"label": "Church",
"geometry": "barrow",
"motifs": 4
},
{
"id": "city",
"label": "City",
"geometry": "village",
"motifs": 4
},
{
"id": "forest",
"label": "Forest",
"geometry": "forest",
"motifs": 4
},
{
"id": "lake",
"label": "Lake",
"geometry": "fen",
"motifs": 4
},
{
"id": "market",
"label": "Market",
"geometry": "village",
"motifs": 4
},
{
"id": "mountain",
"label": "Mountain",
"geometry": "cave",
"motifs": 4
},
{
"id": "palace",
"label": "Palace",
"geometry": "barrow",
"motifs": 4
},
{
"id": "port",
"label": "Port",
"geometry": "village",
"motifs": 4
},
{
"id": "river",
"label": "River",
"geometry": "fen",
"motifs": 4
},
{
"id": "temple",
"label": "Temple",
"geometry": "barrow",
"motifs": 4
},
{
"id": "town",
"label": "Town",
"geometry": "village",
"motifs": 4
},
{
"id": "valley",
"label": "Valley",
"geometry": "forest",
"motifs": 4
},
{
"id": "village",
"label": "Village",
"geometry": "village",
"motifs": 4
}
]
}
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+15 -5
View File
@@ -22,7 +22,13 @@
import { arcRole } from './director.mjs';
/** Fills {conscript}-style slots. */
const fill = (tpl, vars) => tpl.replace(/\{(\w+)\}/g, (_, k) => vars[k] ?? `{${k}}`);
const fill = (tpl, vars) => tpl.replace(/\{(\w+)\}/g, (_, k) => vars[k] ?? `{${k}}`)
// Conscripts are plural noun phrases ("the climbers"), so a template's `{conscript}'s`
// renders "the climbers's". English takes a bare apostrophe on a plural already ending in s.
.replace(/s's\b/g, "s'");
/** Claimants may already carry their own article — "The Grey" must not become "The The Grey". */
const named = c => (/^(the|a|an) /i.test(c) ? c : `The ${c}`);
/** Facet order used when a facet is exhausted — borrow from a neighbour before repeating. */
const FACET_ORDER = ['institution', 'ritual', 'demand', 'wound', 'anchor'];
@@ -62,11 +68,12 @@ export function generateSkeleton({ pack, areas = 6, ending = 'authored', rng })
const prize = { kind: appetite.prize, ...(pack.prizes?.[appetite.prize] ?? {}) };
const transgression =
`The ${claimant} ${fill(accommodation.text, { conscript: appetite.conscript })}, ` +
`${named(claimant)} ${fill(accommodation.text, { conscript: appetite.conscript })}, ` +
`so that ${appetite.purpose}.`;
// The bottom problem is the claimant itself — a person in a tomb, an office in a town.
const bottomProblem = {
label: `The ${claimant}`,
label: named(claimant),
wantNow: appetite.want,
failureState: `is ${appetite.lack} now, and cannot bear it`,
handledBy: 'giving them what they want, at a price',
@@ -79,8 +86,11 @@ export function generateSkeleton({ pack, areas = 6, ending = 'authored', rng })
};
const secondary = r.derive('faction2').pick(pack.factions.filter(f => f.id !== primary.id));
// Named for its occupant. Drawing the name separately produced tombs named after strangers.
const placeName = `${r.derive('place').pick(pack.placeNames.first)} ${claimant}`;
// A barrow or keep is named for its occupant — drawing that separately produced tombs named
// after strangers. A settlement is not: it has its own name and the claimant merely runs it.
const placeName = pack.placeNameStyle === 'own'
? `${r.derive('place1').pick(pack.placeNames.first)} ${r.derive('place2').pick(pack.placeNames.second)}`
: `${r.derive('place').pick(pack.placeNames.first)} ${claimant}`;
// ---- the foreshadow chain ----------------------------------------------
const progression = pack.facetProgression ?? {};
+2 -2
View File
@@ -2,7 +2,7 @@
"id": "vanity-delve",
"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.",
"version": "0.2.0",
"version": "0.6.1",
"compatibility": {
"minimum": "13",
"verified": "14.365"
@@ -14,7 +14,7 @@
"type": "system",
"manifest": "https://raw.githubusercontent.com/slaguru666/Vanity/main/system.json",
"compatibility": {
"minimum": "0.10.0"
"minimum": "0.10.4"
}
}
]
+18 -9
View File
@@ -25,7 +25,8 @@
"bane": 1
},
"repeatable": true
}
},
"asks": "\"How do I look?\""
},
{
"id": "remembered",
@@ -47,7 +48,8 @@
"bane": 1
},
"repeatable": true
}
},
"asks": "\"Say my name.\""
},
{
"id": "obeyed",
@@ -69,7 +71,8 @@
"bane": 1
},
"repeatable": true
}
},
"asks": "\"Do as you are told.\""
},
{
"id": "young",
@@ -91,7 +94,8 @@
"bane": 1
},
"repeatable": true
}
},
"asks": "\"Tell me I have not changed.\""
},
{
"id": "envied",
@@ -113,7 +117,8 @@
"bane": 1
},
"repeatable": true
}
},
"asks": "\"What did you bring me?\""
},
{
"id": "attended",
@@ -135,7 +140,8 @@
"bane": 1
},
"repeatable": true
}
},
"asks": "\"You are not leaving.\""
},
{
"id": "forgiven",
@@ -157,7 +163,8 @@
"bane": 1
},
"repeatable": true
}
},
"asks": "\"Tell me it was not a sin.\""
},
{
"id": "first",
@@ -179,7 +186,8 @@
"bane": 1
},
"repeatable": true
}
},
"asks": "\"Who goes first?\""
}
],
"accommodations": [
@@ -2146,5 +2154,6 @@
"lingering": "stayed in one place longer than it takes to search it",
"disturbed": "struck or moved something that had not moved in centuries"
},
"_globalPoolsNote": "decisions/temptations/features below are FALLBACKS ONLY. Real content is motif-scoped under motifs.<id>."
"_globalPoolsNote": "decisions/temptations/features below are FALLBACKS ONLY. Real content is motif-scoped under motifs.<id>.",
"placeNameStyle": "claimant"
}
@@ -1169,5 +1169,6 @@
}
]
}
}
},
"placeNameStyle": "claimant"
}
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -12,6 +12,90 @@
"label": "Castle",
"geometry": "barrow",
"motifs": 4
},
{
"id": "cave",
"label": "Cave",
"geometry": "cave",
"motifs": 4
},
{
"id": "church",
"label": "Church",
"geometry": "barrow",
"motifs": 4
},
{
"id": "city",
"label": "City",
"geometry": "village",
"motifs": 4
},
{
"id": "forest",
"label": "Forest",
"geometry": "forest",
"motifs": 4
},
{
"id": "lake",
"label": "Lake",
"geometry": "fen",
"motifs": 4
},
{
"id": "market",
"label": "Market",
"geometry": "village",
"motifs": 4
},
{
"id": "mountain",
"label": "Mountain",
"geometry": "cave",
"motifs": 4
},
{
"id": "palace",
"label": "Palace",
"geometry": "barrow",
"motifs": 4
},
{
"id": "port",
"label": "Port",
"geometry": "village",
"motifs": 4
},
{
"id": "river",
"label": "River",
"geometry": "fen",
"motifs": 4
},
{
"id": "temple",
"label": "Temple",
"geometry": "barrow",
"motifs": 4
},
{
"id": "town",
"label": "Town",
"geometry": "village",
"motifs": 4
},
{
"id": "valley",
"label": "Valley",
"geometry": "forest",
"motifs": 4
},
{
"id": "village",
"label": "Village",
"geometry": "village",
"motifs": 4
}
]
}
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+15 -5
View File
@@ -22,7 +22,13 @@
import { arcRole } from './director.mjs';
/** Fills {conscript}-style slots. */
const fill = (tpl, vars) => tpl.replace(/\{(\w+)\}/g, (_, k) => vars[k] ?? `{${k}}`);
const fill = (tpl, vars) => tpl.replace(/\{(\w+)\}/g, (_, k) => vars[k] ?? `{${k}}`)
// Conscripts are plural noun phrases ("the climbers"), so a template's `{conscript}'s`
// renders "the climbers's". English takes a bare apostrophe on a plural already ending in s.
.replace(/s's\b/g, "s'");
/** Claimants may already carry their own article — "The Grey" must not become "The The Grey". */
const named = c => (/^(the|a|an) /i.test(c) ? c : `The ${c}`);
/** Facet order used when a facet is exhausted — borrow from a neighbour before repeating. */
const FACET_ORDER = ['institution', 'ritual', 'demand', 'wound', 'anchor'];
@@ -62,11 +68,12 @@ export function generateSkeleton({ pack, areas = 6, ending = 'authored', rng })
const prize = { kind: appetite.prize, ...(pack.prizes?.[appetite.prize] ?? {}) };
const transgression =
`The ${claimant} ${fill(accommodation.text, { conscript: appetite.conscript })}, ` +
`${named(claimant)} ${fill(accommodation.text, { conscript: appetite.conscript })}, ` +
`so that ${appetite.purpose}.`;
// The bottom problem is the claimant itself — a person in a tomb, an office in a town.
const bottomProblem = {
label: `The ${claimant}`,
label: named(claimant),
wantNow: appetite.want,
failureState: `is ${appetite.lack} now, and cannot bear it`,
handledBy: 'giving them what they want, at a price',
@@ -79,8 +86,11 @@ export function generateSkeleton({ pack, areas = 6, ending = 'authored', rng })
};
const secondary = r.derive('faction2').pick(pack.factions.filter(f => f.id !== primary.id));
// Named for its occupant. Drawing the name separately produced tombs named after strangers.
const placeName = `${r.derive('place').pick(pack.placeNames.first)} ${claimant}`;
// A barrow or keep is named for its occupant — drawing that separately produced tombs named
// after strangers. A settlement is not: it has its own name and the claimant merely runs it.
const placeName = pack.placeNameStyle === 'own'
? `${r.derive('place1').pick(pack.placeNames.first)} ${r.derive('place2').pick(pack.placeNames.second)}`
: `${r.derive('place').pick(pack.placeNames.first)} ${claimant}`;
// ---- the foreshadow chain ----------------------------------------------
const progression = pack.facetProgression ?? {};