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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, 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.

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 action causes the CyclehiddenNot surfaced in Game 1
ul-demon-cycle.md — whether the Cycle can be permanently endedWhether any action 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-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 action permanently thins the ShroudhiddenNot 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 — gods do not walk the mortal world directlyWhy divine action arrives through vessels and markshintedShrine inscriptions, 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 — 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 — heroes carry a divine signature partially shielded by the ShroudWhy Called heroes are recognizable to divine perception but obscured to demon sighthiddenNot surfaced in Game 1
ul-hero-calling.md — delayed / partial Calling pattern tied to a Wardheart pullA mortal may be drawn toward a Wardheart without a clean hero-markhintedThe Game 1 protagonist's arrival suggests this pattern; neither the mechanism nor a settled term is narrated
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-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
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

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
  • ud-world-law.md
  • pr-file-conventions.md (for the Game 1 reveal-tier ceiling rule)