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Game 1 World Hooks

Scope

This file is the exposure table for universe-level world facts that are observable inside Game 1's Shielded Zone (Wardhearts and Nexuses, the Ancient Shield, demon gates and gate scarring, taint fields and corruption, demon presence, the Afterwar wound, the Demon King remains taxonomy as it surfaces locally, the false-king and Crownrot patterns as they manifest politically). Per pr-file-conventions.md, this file MAY use revealed for in-Zone observables — what the player can see and understand directly during play. Cosmological mechanism behind a revealed effect remains capped at hinted in this table; mechanism-level entries belong in lh-game1-cosmology-hooks.md. The false-king / heart-fragment fact may reach hinted early and revealed only as a deliberate late-game political reveal.

Exposure table

ul-* fact referenceFact summaryGame 1 exposure tierWhere it surfaces in Game 1
ul-wardhearts-and-nexuses.md — Wardhearts suppress demon-origin corruption in their local areaThe starting Nexus / Wardheart creates a pocket of reduced corruptionrevealedPlayer observes the safe-zone vs tainted-zone contrast directly from Act 0 onward
ul-wardhearts-and-nexuses.md — a Nexus is the mortal-world manifestation of a Wardheart siteNexus structures (ruins, stones, shrines) are visible at the anchorrevealedThe starting Nexus and other in-Zone Nexus sites are visited and explored
ul-wardhearts-and-nexuses.md — a damaged or dormant Wardheart still suppresses corruption weaklyDamaged Nexus sites are still safer than their surroundingsrevealedPlayer observes that even damaged Nexus sites in the Zone are habitable rims around tainted territory
ul-wardhearts-and-nexuses.md — an active stable Wardheart creates a Shielded ZoneThe Zone exists because the anchor existsrevealedThe Zone's boundary is observable; its dependency on the anchor is shown by failure as the anchor weakens
ul-wardhearts-and-nexuses.md — the Ancient Shield is the sustained ward-field anchored by a Crown-WardheartThe Zone's safety depends on a damaged major anchorhintedWard scholars' notes; the failing shield is observable but its anchor nature is suspected, not stated
ul-wardhearts-and-nexuses.md — Wardhearts exist at multiple scalesThere are lesser Wardhearts and Crown-WardheartshintedPlayer finds smaller damaged Nexus sites in exploration; comparison with the Crown anchor reveals scale
ul-wardhearts-and-nexuses.md — the Wardheart cosmological mechanism (leyline anchor, divine-adjacent stabilization)What Wardhearts are at the metaphysical levelhiddenNot surfaced in Game 1 — the game shows effects, not mechanism
ul-wardhearts-and-nexuses.md — Wardhearts can be created by gods, vessels, or mortal buildersThe variation in Wardheart originhintedDifferent Nexus sites in the Zone bear different ritual marks and architectural styles; origin is not narrated
ul-wardhearts-and-nexuses.md — the Crown-Wardheart anchors the Zone's defender officeThe Zone's nominal defender holds office at the anchorhintedNPC dialogue references the public office of defender without explaining the cosmological link or settling the title labels
ul-wardhearts-and-nexuses.md — whether mortals can create new Wardhearts without divine assistanceMortal-only Wardheart creationhiddenNot surfaced in Game 1
ul-demon-cosmology.md — demons come through gatesGates are visible as corruption sourcesrevealedDemon-gate features are in-Zone observable threats from Act 0
ul-demon-cosmology.md — demon gate closure requires world-law-correct methodsSimple assault disperses demons but does not close the gatehintedAttempting to fight at a gate without a proper closure ritual reopens the threat; NPC commentary references this
ul-demon-cosmology.md — demons are real existential enemies, not misunderstoodDemon presence is hostile, not neutralrevealedDemon encounters are uniformly hostile; no Game 1 content presents demons as victims or neutral parties
ul-demon-cosmology.md — demon essence is not destroyed by mundane forceMundane weapons disperse but do not killhintedPlayer observes that ordinary weapons drive demons off temporarily but the threat returns; scholar fragments hint at why
ul-demon-cosmology.md — demon ranks form a hierarchyVisible difference between minor demons and stronger demon typesrevealedPlayer encounters distinct demon classes; rank distinctions are observable
ul-demon-cosmology.md — Demon Knight rank existsSub-King demon lords existhintedA late-game encounter or NPC report references a Demon Knight without committing the term as canon vocabulary
ul-demon-cosmology.md — abandoned gates leave scars: taint fields, wound regions, corrupted leyline segmentsGate scarring is visible across the ZonerevealedPlayer observes taint fields and corrupted terrain at and around former gate sites
ul-demon-cosmology.md — the demon-origin layer existsDemons "come from somewhere else"hintedOccasional NPC reference; in-Zone observables show the gate, not the layer behind it
ul-demon-king-remains.md — Afterwar wound-fields existOld, deep corruption fields persist from the prior Cycle peakrevealedPlayer encounters wound-fields that predate the recent demon wave
ul-demon-king-remains.md — remains are not inert; they corrupt and influence the surrounding worldWound-fields are active threats, not historical scarsrevealedPlayer observes that wound-fields attract lesser demons and degrade nearby ward systems
ul-demon-king-remains.md — heart-fragment / false-king pattern existsSomething of the old Demon King may have anchored to a mortal vesselhinted (early) → revealed (late political arc only)Early acts: anomalous corruption behaviour near the political centre; late acts: confrontation reveals the false-king's nature. See gl-game1-false-king.md
ul-demon-king-remains.md — Heartbound demons (lesser demons controlled through a stolen heart-fragment)Some lesser demons in the Zone behave with unusual coherencehintedMid-to-late acts: demons near a heart-fragment behave with unusual coordination; the binding mechanism is suspected, not stated
ul-demon-king-remains.md — Crownrot is the recurring pattern of demonic corruption of authority structuresThe Zone's polity shows authority-rot symptomshinted (early) → revealed (late political arc)Early: signs of Crownrot in governance and ritual decay; late: the connection to demonic corruption becomes legible
ul-demon-king-remains.md — the Afterwar period follows a Demon King defeat with remains still activeGame 1 is set in an Afterwar, not at peak CyclehintedNPC commentary: "we stopped the worst, but the wounds remain"; never committed as cosmological framing
ul-demon-king-remains.md — Shielded Zones sustain a public ruler-defender officeThe Zone has a public office of defender tied to holding the linerevealedNPC dialogue and political structures openly reference the office; specific title labels vary and are not treated as settled canon
ul-demon-king-remains.md — the public ruler-defender may also be the false-kingThe defender role can be held by a Crownrot-affected rulerhinted (early) → revealed (late political arc only)Early: signs that the public defender's behaviour is not what it appears; late: the political reveal lands. See gl-game1-false-king.md
ul-demon-king-remains.md — remains taxonomy beyond heart-fragmentsThe full set of remains typeshiddenNot surfaced in Game 1 — only heart-fragment-class effects are observable
ul-demon-king-remains.md — whether a remains-bearing vessel can be freed without destructionThe redemption-versus-destruction questionhiddenNot surfaced in Game 1
ud-world-law.md — True Harm requires divine-touched, ritually-prepared, or runic-worked methodsThe category-level structure of effective anti-demon methodshintedPlayer discovers through play that ordinary weapons fail and that some materials and rituals work; categories are surfaced obliquely, not as a published list
ud-world-law.md — specific True Harm material instancesWhich specific metals, rituals, divine-touched weapons existreferenced onceGame 1 content surfaces specific materials through discoverable activities (rune research, shrine excavation, ward-craft work); each material is encountered through play, not narrated upfront
ul-demon-king-remains.md — Afterwar polity patterns; surviving safer-side nations hold defensive linesSurviving safer-side nations hold defensive lines; their banners, coins, maps, and rumours surface in the Zone before any direct envoy contactrevealedPlayer encounters banners, coins, map fragments, and survivor rumours from Acts 0–4; direct envoys arrive at Province/Crown scale (Acts 5–6). See gl-game1-surviving-nations.md
ul-demon-king-remains.md — Afterwar period stateTwo-thirds to three-quarters of the continent is blightedrevealedPlayer observes the blighted landscape directly from Act 0; surfaced in ../local/gl-afterwar-state.md
ul-demon-cosmology.md — gate mechanics; demon essenceSpawn pools produce lesser demons from local taint matter without an open gatehintedScholar NPCs note that closed spawn sites continue to produce without a gate; the player observes recurrence; surfaced in ../local/gl-game1-demon-remains.md and ../local/gl-afterwar-state.md
ul-demon-cosmology.md — gate typesResidual gates in the Zone are lesser-grade only — no Royal Gate is activehintedNPC commentary on gate-scale distinctions; no in-Zone gate approaches the prior peak's Royal Gate scale; surfaced in ../local/gl-game1-demon-remains.md and ../local/gl-afterwar-state.md
ud-world-law.md — mundane force rule applied to Earth toolsThe MC's Earth-derived tools follow the True Harm rule (disperse but not destroy)revealedPlayer discovers through play that Earth-derived tools fail to destroy demon essence; scholar commentary; surfaced in ../local/gl-mc-earthborn-backgrounds.md
ul-hero-calling.md — misaligned Calling / Wardheart-pull pattern; ud-world-law.md — mundane force ruleEarthborn background selection shapes traits, affinities, starting items, and play-style biasesrevealedBackground selection at character creation; trait/affinity effects observed through play; surfaced in ../local/gl-mc-earthborn-backgrounds.md
ul-hero-calling.md — Calling history; old order of Called heroesCalling Shrines and hero-road traces are in-Zone discoverable lore sitesrevealedPlayer discovers shrine sites and hero-road waymarkers; they produce lore fragments rather than generic mechanical bonuses; surfaced in ../local/gl-game1-old-hero-traces.md
ul-cosmology.md — super-world structure; wards across seasImpassable ocean — no navigable route reaches another continent in Game 1revealedPlayer encounters no navigable ocean route; NPC dialogue explains conditions (wardless seas, broken lighthouse chains, abyssal demons, navigational fog) without cosmological detail; surfaced in ../local/gl-game1-cosmology-traces.md and ../local/gl-afterwar-state.md

Cross-references

This file references the following universe-scope sources:

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

Mechanism-level entries (cosmological mechanisms that sit behind revealed effects) live in lh-game1-cosmology-hooks.md. A reveal of a surface effect in this table does not authorize a reveal of the underlying cosmology; the mechanism remains at hinted or hidden per the cosmology hooks table.