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>
29 lines
456 B
JSON
29 lines
456 B
JSON
{
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"schema": 1,
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"themes": [
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{
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"id": "barrow",
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"label": "Barrow",
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"geometry": "barrow",
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"motifs": 8
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},
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{
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"id": "castle",
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"label": "Castle",
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"geometry": "barrow",
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"motifs": 4
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},
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{
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"id": "forest",
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"label": "Forest",
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"geometry": "forest",
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"motifs": 4
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},
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{
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"id": "town",
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"label": "Town",
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"geometry": "village",
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"motifs": 4
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}
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]
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} |