The walk back to Meadowbrook took forty minutes.
It should have taken fifteen. I knew the distance because I had placed every landmark on this path myself, had walked it in god-mode during testing at full speed with no injury penalties and no hunger debuff pulling at my stamina. Fifteen minutes, door to door, forest chokepoint to village center.
With a bandaged ribcage, a shoulder that had decided grinding was its primary mode of operation, and a FATIGUE debuff that made each step feel like moving through shallow water, forty minutes.
I stopped twice. The first time was about a hundred yards out from the bandit clearing, when my ribs sent up a protest sharp enough that I had to brace against a tree and breathe through it in slow, deliberate counts until it faded to something manageable. I stood there with my forehead against the bark and listened to the forest and thought about Priya's notebook and what she had written in it, and then I pushed off the tree and kept moving because stopping was not a plan.
The second stop was at the forest edge, where the tree line broke and the meadow opened up in front of me, all that too-perfect green rolling toward the village in the afternoon light. I stopped because my legs had called an unscheduled meeting and the outcome was that I needed thirty seconds before the next agenda item.
Meadowbrook looked different coming back injured. On the way out it had been a starting zone, a safe buffer, the place I had designed to make players feel comfortable before the world started trying to kill them. Coming back through the tree line with blood dried on my shirt and my HP sitting at sixty-three, it looked like the only place in the entire world that was not actively hostile, and that was a lower bar than I had intended it to clear.
The village itself was exactly as I had built it. Cobblestone paths, thatched rooftops, a central fountain with a stone basin that I had included because fountains were a visual shorthand for civilization and I had wanted players to feel like they had arrived somewhere. NPCs moved through their scripted routines with the comfortable predictability of things that had nowhere else to be. A blacksmith hammering at a forge. A merchant adjusting produce that would never sell. Two children running a loop between two buildings that served no narrative purpose except to make the place feel lived in.
I had spent three days on those children's patrol paths. Three days, while Priya was filing notes about the healing system.
"Welcome back, adventurer!"
Meridian materialized in the shower of golden pixels, same as always, serene smile fully operational.
"You look injured," they continued. "Perhaps you should visit Healer Lysa for treatment?"
"Working on it," I said, and kept walking.
Healer Lysa stood outside her cottage at the village edge, exactly where I had placed her, staff with the glowing crystal, simple robes, the specific expression of an NPC at rest between interactions: present but undemanding. The voice actress had been a local theater performer who had done the whole session for fifty dollars and a pizza and had been genuinely delightful to work with. I had not thought about her once since the recording session.
I thought about her now, briefly, because her voice was about to tell me I could not afford to not be in pain.
"Greetings, traveler," Lysa said as I approached. "I sense you carry wounds that need tending. For twenty silver pieces, I can restore you to full health."
"Twenty silver," I said. "That's two hundred copper."
"That is correct."
"I have ten copper."
Lysa's expression held its programmed warmth without shifting toward anything that might be interpreted as flexibility. "I'm sorry, but healing magic requires expensive components. I cannot offer my services for less than the stated price."
I had known that was coming. I had written that response. But I had also built a branching dialogue system with fifteen nodes per major NPC, and I was not done trying.
"What if I worked for it?" I said. "Ran an errand, completed a task. Is there anything in the village that needs doing?"
Lysa's expression cycled through a half-second processing pause that a player would not have noticed. I noticed because I knew what it meant: the system checking for available quest flags, finding the healer's questline locked behind a reputation threshold I had not yet reached, returning null.
"I'm afraid I have no tasks available at this time," she said. "Perhaps as you become more established in the region, opportunities will arise."
"Okay. What about partial healing? Anything you can do for ten copper?"
"My abilities require full reagent preparation. Partial treatments are not something I'm able to offer."
I had programmed that specifically, partial healing as an option that existed in the lore and was unavailable in practice, because I had wanted healers to feel like a meaningful resource rather than a vending machine. The design intention had been to create economic pressure that encouraged player preparation.
"What if I gave you the bandages and salve from my inventory as reagent components?"
Another processing pause, slightly longer. I watched her eyes for the tell, the brief defocus that happened when an NPC ran a query it did not have a cached answer for.
"I appreciate the offer," Lysa said, "but my practice requires prepared materials, not raw components. I would not want to risk an improper treatment."
I had not written that response. That was a generated dialogue branch, the system filling a gap I had left in her tree. Which meant somewhere underneath Lysa's scripted surface there was a more complex process running than I had built.
I filed that away and stepped back.
"Fine," I said. "I'll figure something else out."