Soul Capacity and Growth
Scope
This file owns the cross-game design rule that mortal souls have a trainable capacity and that this capacity grows through lived exertion rather than remaining fixed at birth. It documents the committed growth vectors and the design-authority boundary between capacity growth, Wardheart contact, higher-being contact, and True Harm. Specific game-level training loops, UI surfaces, and player-facing reveals live in game-local design and hook tables; the cross-game mechanic lives here.
Facts
Fact: Mortal souls have capacity that can grow over time
A mortal soul in this setting has capacity: the amount of strain, instruction, ritual load, danger-response, and supernatural contact it can hold and integrate. That capacity is not fixed at birth. It can deepen over a life, which is why mortal capability can materially change between an untested villager, a seasoned ward-worker, and a crisis survivor without requiring a bloodline-only explanation.
Canonicity: hard canon
Cross-refs: ud-world-law.md, ul-divine-layer.md, ul-wardhearts-and-nexuses.md
Fact: Capacity growth occurs through practice, danger, teaching, ritual exposure, and Wardheart contact
The committed growth vectors are practice, danger, teaching, ritual exposure, and Wardheart contact. Repeated craft or combat practice, surviving lethal pressure, receiving disciplined instruction, sustained contact with ritual structures, and contact with Wardhearts or Nexuses can all enlarge what a mortal can bear and learn. Games may weight these vectors differently, but authoring must not contradict the fact that all five routes are real.
Canonicity: hard canon
Cross-refs: ud-world-law.md, ul-wardhearts-and-nexuses.md, ul-divine-layer.md
Fact: Capacity growth is not restricted to Called heroes, Corebound mortals, vessels, or bloodlines
Capacity growth is a world rule for mortals generally. Called heroes, Corebound mortals, vessels, ward-workers, and ordinary people all grow through the same broad law of lived strain and instruction. Marks, patronage, or site contact can change the pressures involved; they do not replace the underlying rule that mortals grow through exposure and practice rather than through a single fixed class assignment.
Canonicity: hard canon
Cross-refs: ul-hero-calling.md, ul-divine-layer.md
Fact: Wardheart contact is a growth vector, not a bypass
Contact with a Wardheart or Nexus can deepen capacity, sharpen perception, or make later training and ritual work bearable because the mortal is spending time in contact with an anchor point. That contact does not by itself turn mundane force into True Harm, grant a clean Calling, or erase the costs of higher-being attention. Wardheart contact is one route of growth, not a shortcut around world-law.
Canonicity: hard canon
Cross-refs: ud-world-law.md, ul-wardhearts-and-nexuses.md, ul-hero-calling.md, ul-divine-layer.md
Fact: The exact inward metaphysics of soul growth are not automatically player-facing
The structural rule that capacity grows is committed at universe-design scope. The exact inward metaphysics — what a soul looks like during growth, how scholars diagram it, or what intermediate states they name — is not automatically player-facing and must route through each game's exposure tables before surfacing.
Canonicity: soft canon
Cross-refs: ul-divine-layer.md
Cross-references
ud-world-law.mdul-divine-layer.mdul-wardhearts-and-nexuses.mdul-hero-calling.md