- Add html/index.html: book viewer with auto-discovering sidebar, prev/next navigation, keyboard shortcuts, and URL hash persistence - Add html/book-page.css: shared stylesheet for all book pages derived from fabula-ultima-sheet.css (dark theme, CSS variables, Cinzel/ Crimson Text fonts, common class styles) - Add book.js entry point so webpack injects the shared CSS into the book viewer; update webpack.config.js for two entry points, split CSS chunk, CopyWebpackPlugin for book pages, and /book dev server rewrite rule - Add scripts/strip_watermark.py: removes "Guest Customer (Order #52072168)" watermark artifacts from all 210 book pages - Add scripts/restyle_book.py: strips per-page <style> blocks and injects <link rel="stylesheet" href="book-page.css"> into all pages - Update Justfile deploy to scp -r dist/* for the new /book subtree Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
47 lines
2.8 KiB
HTML
47 lines
2.8 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Campaign Design Blueprint: The Abyss</title>
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<link rel="stylesheet" href="book-page.css">
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</head>
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<body>
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<h1>Campaign Design Blueprint: The Abyss</h1>
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<div class="prompt-detail">
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<h2>I. Conceptual Foundations (The Source)</h2>
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<p><strong>What is the role of magic and technology in the starting settlement?</strong> How do common magical or technological applications differ from those found deep within the abyss?</p>
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<ul>
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<li>Consider if <em>magic can only be used while inside the abyss</em>.</li>
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</ul>
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<h2>II. Structural Geometry (The Abyss Sheet)</h2>
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<ol>
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<li><strong>Direction and Shape:</strong> Choose whether the abyss develops <strong>upward or downward</strong>. Is it a great chasm with an unseen bottom, or an endless tower stretching past the clouds? Has it been given a specific name?</li>
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<li><strong>The Starting Point:</strong> Place the starting settlement at either the top or the bottom of the abyssal sheet where the game begins. Each participant must contribute at least one NPC or landmark (e.g., a well-stocked general store, an archaeologist librarian).</li>
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<li><strong>The Heart Goal:</strong> At the opposite end sits the heart of the abyss and the campaign’s main goal. Define what it is: Is it a world-saving resource, the answer to a terrible question, or an entity that must be sealed?</li>
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</ol>
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</div>
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<h2>III. Depth Stratification (The Layers)</h2>
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<div class="prompt-detail">
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<p><strong>Create the strata of the abyss:</strong> Define five distinct areas that separate the starting settlement from the heart.</p>
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<ul>
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<li>For each stratum, provide a <strong>name</strong> and define its ecosystem, flora, and fauna.</li>
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<li>Ensure at least one connection is established between each pair of neighboring strata (including connections to the start and the heart).</li>
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</ul>
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<h2>IV. History, Mystery, and Conflict</h2>
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<ol>
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<li><strong>Lore & Enigma:</strong> For every stratum created, establish a <strong>historical event</strong> deeply ingrained in the settlement's memory, as well as an associated enigma or mystery. What kind of theories do the exploring parties hold about this mystery?</li>
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<li><strong>Threat Assessment:</strong> Create a distinct threat for each layer (environmental danger, curse, or monster). Note that the most terrifying threat should reside within the core heart—this can be broadly defined now or left until later in the campaign.</li>
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</ol>
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<div class="metadata">
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<em> Reference: </em>
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</div>
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</body>
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</html> |