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Game 1 Cosmology Hooks

Scope

This file is the exposure table for universe-level cosmological facts (Demon Cycle, Shroud, gods and the divine layer, Hero Calling and the Accord of Intervention, higher-being notice, soul/capacity metaphysics, super-world structure, demon-origin layer cosmology) in Valenar (Game 1). Per the Game 1 reveal-tier ceiling rule defined in pr-file-conventions.md, no entry in this file is at revealed. Cosmological facts in Game 1 are surfaced only at hinted, referenced once, or hidden. The mechanism behind any in-Zone observable lives here as hidden or hinted; the surface effect of that mechanism, where it is observable in-Zone, is tabled in lh-game1-world-hooks.md and may be revealed there. Internal classification terms and matrices such as Corebound, the Called/Corebound split, the mark-channel exception, and soul/capacity metaphysics remain below the early-game exposure ceiling unless a later wave promotes them explicitly.

Exposure table

ul-* fact referenceFact summaryGame 1 exposure tierWhere it surfaces in Game 1
ul-demon-cycle.md — the Demon Cycle is a recurring pressure pattern"The demon wave has happened before; this is not the first time"hintedOld ruin inscriptions, scholar and elder dialogue, comparison of recent Afterwar damage with older wound-fields
ul-demon-cycle.md — a Demon King is the peak expression of the CycleThe structural fact that the prior peak produced something more than a powerful demonhintedScholar dialogue late-game; suggested by the Afterwar's depth, never explained as cosmology
ul-demon-cycle.md — the Cycle does not reset to zero after a Demon King eventThe Afterwar persists; remains are still activehintedPlayer observes that wound-fields and Crownrot patterns predate the recent peak
ul-demon-cycle.md — the Cycle has a non-mortal driverWhether mortal intervention causes the CyclehiddenNot surfaced in Game 1
ul-demon-cycle.md — whether the Cycle can be permanently endedWhether any known method can permanently end the CyclehiddenNot surfaced in Game 1
ul-demon-cycle.md — origin of the first CycleWhen and how the Cycle beganhiddenNot surfaced in Game 1
ul-demon-cycle.md — what the mortal world was like before the first CyclePre-Cycle mortal-world statehiddenNot surfaced in Game 1
ul-shroud.md — the Shroud existsSomething thickens when divine acts are performed; gods seem reluctant to act directlyhintedWard scholars' notes; oblique dialogue about why divine guidance comes obliquely
ul-shroud.md — the Shroud impairs divine sightWhy gods cannot see clearly into the mortal worldhintedScholar fragments; never stated as cosmological mechanism
ul-shroud.md — the cost of a Calling thickens the ShroudWhy Callings are rare and costly to godsreferenced onceA single late-game scholarly fragment may oblique-reference the cost
ul-shroud.md — Shroud mechanism in detailHow and why the Shroud thickens; the cost structurehiddenNot surfaced in Game 1
ul-shroud.md — whether the Shroud can be thinned permanentlyWhether any mortal effort permanently thins the ShroudhiddenNot surfaced in Game 1
ul-shroud.md — what the world looks like on the divine side of the ShroudThe divine-side appearance of the mortal worldhiddenNot surfaced in Game 1
ul-divine-layer.md — gods exist and have limited mortal sightThere are divine powers; they do not see clearlyhintedShrine texts, old oaths, NPC references to "divine notice" or "the gods' partial gaze"
ul-divine-layer.md — higher beings do not walk the mortal world directlyWhy non-mortal influence arrives through vessels, shrines, and marks rather than direct embodimenthintedShrine inscriptions, ward-order notes, and the absence of direct divine appearance in any Game 1 event
ul-divine-layer.md — there is more than one godThe pantheon is pluralhintedMultiple shrine traditions, conflicting oaths from different ward orders
ul-divine-layer.md — names and identities of individual godsWhich specific gods, their names, their domainsreferenced onceOne shrine fragment may carry a partial name or sigil; nothing in Game 1 confirms it
ul-divine-layer.md — gods can disagreeThe pantheon is not a unified willhintedConflicting traditions between ward orders; conflicting interpretations of the Accord
ul-divine-layer.md — higher beings perceive through shrines, ward systems, vessels, and crisis patternsPowers beyond mortal life notice disturbances unevenly rather than seeing everythinghintedWard scholars' notes on shrine flare, ward failures, and anomalous attention around crisis sites
ul-divine-layer.md — the mark-channel exception for a markless anomalous arrivalPartial notice does not produce clean classification of the MC's statehiddenNot surfaced in Game 1
ul-divine-layer.md — gods can dieWhether gods are mortalhiddenNot surfaced in Game 1
ul-divine-layer.md — the origin of godsHow gods came to existhiddenNot surfaced in Game 1
ul-hero-calling.md — the Accord of Intervention existsThe divine compact under which Callings are permittedhintedScholar fragments and shrine inscriptions reference an old compact; terms not stated
ul-hero-calling.md — the Accord's terms in detailThe structural terms of the compacthiddenNot surfaced in Game 1
ul-hero-calling.md — the Calling has been invoked multiple times across historyHistorical Called heroes are attested in ruins and oral historyhintedRuin inscriptions showing armoured figures with marks; oral histories referenced by elders
ul-hero-calling.md — the old order of Called heroesAn organized order predated the current erareferenced onceA single ruin or relic alludes to the order; the order is not named in Game 1
ul-hero-calling.md — Called heroes carry a divine signature partially shielded by the ShroudWhy cleanly Called heroes are recognizable to divine perception but obscured to demon sighthiddenNot surfaced in Game 1
ul-hero-calling.md — delayed or anchor-pulled arrival pattern without a clean divine markA mortal may be drawn toward a Wardheart without a clean hero-mark; the internal label and taxonomy stay hiddenhintedThe Game 1 protagonist's arrival suggests this pattern; neither the mechanism nor the Corebound term is narrated
ul-hero-calling.md — Called, Corebound, Hero, and unmarked are not the same categoryThe formal taxonomy behind clean marks, anchor-pull anomalies, common speech, and descriptive wordinghiddenNot surfaced in Game 1
ul-hero-calling.md — whether a hero can refuse the CallingWhether refusal is possiblehiddenNot surfaced in Game 1
ul-hero-calling.md — whether multiple heroes can be Called simultaneouslyWhether multi-Called arrangements existhiddenNot surfaced in Game 1
ul-cosmology.md — the mortal world has multiple continentsThere are other lands beyond the worldseahintedOne old map fragment with partial coastline; trader rumours of distant lands
ul-cosmology.md — the sky contains moons and wandering stars with cosmological significanceCelestial bodies matter to ward and ritual workhintedWard-work timing references celestial conditions without explaining why
ul-cosmology.md — gate-networks predate the Demon Cycle; some were transport gatesDemon gates are corruptions of an older transport-gate typehiddenNot surfaced in Game 1 — the player encounters only demon-incursion gates
ul-cosmology.md — the super-world is finite but largeThe world has bounds but is not fully chartedhintedAcknowledgement in scholarly fragments that the map ends in unknown territory
ul-cosmology.md — different continents have different Shielded Zones and Cycle woundsThe super-world is heterogeneous at continent scalehintedTrader rumours and refugee accounts of conditions on other continents
ul-cosmology.md — the cosmological role of moonsWhether moons are gods, divine remnants, or naturalhiddenNot surfaced in Game 1
ul-cosmology.md — whether gates can link to non-mortal layersWhether transport gates ever cross to the divine layerhiddenNot surfaced in Game 1
ul-cosmology.md — whether the super-world is expanding, stable, or contractingThe super-world's directional statehiddenNot surfaced in Game 1
ul-demon-cosmology.md — demons originate from a non-mortal layer"Demons come from somewhere else"hintedOccasional NPC reference; no in-Zone mechanic confirms the layer's nature
ul-demon-cosmology.md — demon ranks form a hierarchy with Demon Knights and Demon Kings at the apexThe structural rank facthintedSurvivors of the previous peak describe a hierarchy; the precise taxonomy is not committed in Game 1
ul-demon-cosmology.md — a Demon King is a coherence condition, not a single creatureThe cosmological structure of the apexhiddenNot surfaced in Game 1 — players see only the consequences
ul-demon-cosmology.md — demon-origin layer structureThe internal layout of the demon layerhiddenNot surfaced in Game 1
ul-demon-cosmology.md — whether the demon-origin layer has non-demon inhabitantsWhether other entities exist therehiddenNot surfaced in Game 1
ul-demon-cosmology.md — whether any mortal has entered the demon-origin layer and returnedWhether such a crossing has occurredhiddenNot surfaced in Game 1
ud-world-law.md — the True Harm rule structureThe category-level structure of methods that satisfy True HarmhintedNPC commentary and scholar fragments imply categories; the rule is not narrated as a published list
ud-soul-capacity-growth.md — soul and capacity grow through practice, danger, teaching, ritual exposure, and Wardheart contactMortal growth has a deeper metaphysical structure than simple experience gainhiddenNot surfaced in Game 1 as cosmology; play shows growth without naming soul/capacity doctrine
ul-hero-calling.md — the MC's outside-the-setting arrival pattern and absent clean hero-markThe MC's outside-the-setting origin is suggested but not explainedhintedScholar dialogue late-game; the MC's lack of native accent, missing childhood memory of the setting, and absent clean hero-mark suggest an outside origin and a misaligned arrival pattern; no settled cosmological label is surfaced. Surfaced in ../local/gl-mc-corebound.md and ../local/gl-mc-earthborn-backgrounds.md
ul-demon-king-remains.md — the false-king's heart-fragment comes from the prior Cycle peak's Demon KingThe fragment's provenance as an apex anchor-shardhintedThe fragment's demonic nature is confirmed at the political reveal; its cosmological role as a Demon King anchor-shard remains hinted, not explained. Surfaced in ../local/gl-game1-false-king.md
ul-demon-king-remains.md — whether a remains-bearing vessel can be freed without destructionThe redemption-versus-destruction question at cosmological scopehiddenNot surfaced in Game 1
ul-wardhearts-and-nexuses.md — maximum number of Wardhearts a divine patron can sustainThe cap on simultaneous Wardheart patronage by one divine patronhiddenNot surfaced in Game 1

Cross-references

This file references the following universe-scope sources:

  • ul-demon-cycle.md
  • ul-shroud.md
  • ul-divine-layer.md
  • ul-hero-calling.md
  • ul-cosmology.md
  • ul-demon-cosmology.md
  • ul-demon-king-remains.md
  • ul-wardhearts-and-nexuses.md
  • ud-world-law.md
  • ud-soul-capacity-growth.md
  • pr-file-conventions.md (for the Game 1 reveal-tier ceiling rule)