# Glossary In-world and project terms that come up while writing. World history, factions and the timeline live in the Obsidian vault — `[[Lorebook]]`, `[[Timeline notes]]`, `[[Divergence Point Analysis]]` — and this file deliberately does not duplicate them. It covers the vocabulary you need to read a `.yarn` file and a design note without stopping. ## The project's own terms **Voice** — one of the eleven skills. A character in the protagonist's head, not a stat. See `voices/`. **Candidate** — one of three live readings of who the protagonist is: the Made Asset, the Journalist, the Inheritor. They are not mutually exclusive and **never resolve**. **Lean** — `$self_lean_`. A counter of how far play has tilted toward one reading. Tracks *belief*, not truth, which is why a wrong deduction still moves it. **Clue** — a registry entry in `Assets/Candidates/candidates.json`. Each candidate has exactly four: one object, one testimony, one document, one intuition. **Trace channel** — where a clue physically comes from: physical, testimonial, behavioural, documentary. Used to keep acquisition routes genuinely independent. **Wrong Truth** — a failed check that yields a confident, coherent, false conclusion, stated with no hedge in the prose. The workhorse failure of this game. **Colour check / gate check** — a check written for texture versus one that controls access to a route. 80–90% should be colour. **Bottleneck** — a point every playthrough must pass. Clues required to pass one need multiple independent routes. **Detour / jump** — Yarn's two ways to move between nodes; the first returns, the second does not. **Node group** — several nodes sharing a `title:`, with `when:` conditions selecting between them. **Thread 2 / Thread 9** — two lore threads designed never to resolve. Do not map candidate material onto them. **Fugue** — the protagonist's amnesia. Dissociative, and specifically about their own identity rather than an external event. The indeterminacy is the design, not a puzzle with a hidden answer. ## The cast so far | Name | Where | Sheet | |---|---|---| | The Bartender | the bar, SC-101 | [`characters/bartender.md`](characters/bartender.md) | | Chevalier Cassian Thal | the table, SC-101 | [`characters/chevalier-cassian-thal.md`](characters/chevalier-cassian-thal.md) | | Bradford Kane | the table, SC-101 | [`characters/bradford-kane.md`](characters/bradford-kane.md) | | Mr. Doss | referenced only, never seen | — | ## Scene ids `SC101` — The Card at the Desk. The opening; playable end to end. `SC102` — The figure at the head of the table stands up. A one-line stub.