docs(spec): cosmology — the Warden and the Seven (overarching theme)

Establishes the good-god/seven-demon-lords cosmology as the game's
overarching content theme, mapped onto the content schema as canon
entities, with the world-building skill updated to reconcile all future
authoring against it. Duncarrow scaffolding decoupled now, purged in a
follow-up.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01HuHRPE7VfppUJEaoGBEUqZ
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# Cosmology — the Warden and the Seven
**Status:** approved design, ready for implementation plan
**Date:** 2026-07-12
**Scope:** Establish the game's overarching content/playthrough theme as canon, and
bake it into the world-building skill so all future authoring reconciles against it.
---
## 1. The idea
The Margreave sits inside a hidden cosmic war, and every future storyline hangs off it:
- **The Warden** — a genuinely good god who loves the races of the world. He is
**distant**: he answers worship with blessing and otherwise does not intervene.
His true name is unknown/unspoken — nameless **by design**, not a TBD to fill.
- **The Sent** — his angels. His hand reaches mortals only *indirectly*: a Sent one
asks a mortal to do a deed "in his name," and the doing earns blessing. This is
the cosmic-flavored quest-giver engine. Rare — most people never see one.
- **The Seven** — seven demon kings, each commanding an army, each craving a
**distinct kind of blood**. They work against the Warden: they want every race
dead or enslaved, and they want **blood as sacrifice** to fuel their power.
- **Possession & influence** — the Seven reach mortals by *influence* first and, more
rarely, by *seizing the body*. This is the primary way the war touches the world.
## 2. Tone reconciliation (load-bearing — the design lives or dies here)
The charter tone is **gritty, not grim; the world does not care about you** (§3), with a
**dry narrator who never winks**. A straight cosmic good-vs-evil epic would break that.
The reconciliation, chosen during brainstorming, is **"distant & contested":**
- The god is real but **silent/absent to most.** Blessings are rare; the Sent are
seldom seen.
- Demons are felt as **wreckage and bad people**, not manifesting monsters in the
square. They work *through* mortals. Possession is rare and quiet, not spectacle.
- Ordinary folk **argue whether any of it is true.** Whether the Warden is good,
absent, or dead is a thing mortals dispute — a future `rumor`/`secret` layer, never
confirmed by the narrator.
- Day-to-day the world stays indifferent (taxes, mud, bad men). **The cosmic war is
the hidden engine under the local grime**, not the surface text.
- The narrator **never preaches, never confirms the god, never goes epic.**
## 3. The Luck hook (grounds the theology in the existing signature system)
The war is already legible through **§7 Luck** without touching numbers:
- A Warden's blessing reads as **fortune**; demonic taint reads as **the trap door
opening under you.**
- A cursed item (**+STR / LCK**, the charter's "most interesting item") is a small
bargain with the Seven.
- Luck stays **visible in prose, never in numbers** (§7). It becomes the *fingerprint*
of which side has hold of you. No new mechanic — a reinterpretation of Luck's flavor.
## 4. How it maps onto the content schema
The cosmology is **public, believed world-furniture**, so it authors as **canon
entities** (secrecy 0, bodies ship to client) — same machinery as everything else. The
*hidden specifics* (who is possessed, which cult bleeds which road) are authored later
as gated `rumor`/`fact`/`secret` knowledge, per-town. The frame never names victims; it
gives future authors the hooks.
### New file: `content/lore/cosmology.md`
| id | type | secrecy | notes |
|---|---|---|---|
| `person.the-warden` | person | 0 | The good god. Titled only; name unspoken by design. |
| `faction.the-sent` | faction | 0 | The angels; his indirect hand; the deed-for-blessing engine. |
| `faction.the-seven` | faction | 0 | The demonic host as a whole; the seven armies. |
| `rule.the-pact` | rule | 0 | Worship → the Warden's blessing. The good economy. |
| `rule.blood-price` | rule | 0 | Blood sacrifice → the Seven's power. The dark economy. |
| `rule.possession` | rule | 0 | How the Seven reach mortals: influence, then rarely seizing the body. |
### New file: `content/lore/the-seven.md` — the roster
Each is a `person.*`, secrecy 0, `related: [faction.the-seven]`. Each body is a tight
sketch (a paragraph, not a questline): **king/title · the blood it craves · its army ·
how it corrupts mortals.** Gritty, not cartoonish — each is a *way mortals actually bleed.*
| id | King / title | Blood it craves | Corrupts through |
|---|---|---|---|
| `person.kareth-the-red-king` | Kareth, the Red King | slaughter, the battlefield | rage, feud, the promise of victory |
| `person.vael-the-quiet-knife` | Vael, the Quiet Knife | the trusted killed by the trusted | grudge, the easy solution |
| `person.morren-the-grey-mother` | Morren, the Grey Mother | the fevered, the dying | despair, the mercy-kill |
| `person.ghaul-the-yoke` | Ghaul, the Yoke | chattel worked to death | profit, the slaver's ledger |
| `person.ishri-the-open-mouth` | Ishri, the Open Mouth | ruin by appetite | wanting — flesh, drink, more |
| `person.nuun-the-hollow-choir` | Nuun, the Hollow Choir | the self-slain | madness, whispers — **the chief possessor** |
| `person.draeth-the-crowned-worm` | Draeth, the Crowned Worm | a ruler's own people, spent for power | ambition, tyranny |
`faction.the-seven` relates to all seven; each lord relates back. `rule.possession`
names Nuun as the chief possessor (all seven can, Nuun is the specialist).
## 5. World-building skill changes (the explicit ask: "the skill should include this")
Every future author must reconcile new content against this backdrop, so:
- **New `references/cosmology.md`** in the skill — the canonical backdrop authors read
before writing: the Warden/Sent/Seven, the two economies, possession, and the
**authoring rules** that keep it in tone:
- Keep it **distant** — cosmology is the hidden engine, not the surface text.
- Demons work **through people**; possession is rare and quiet, never spectacle.
- **Don't go epic** — no manifesting monsters, no preaching narrator, god unconfirmed.
- **Blessing/curse ↔ Luck** — express the war through Luck's flavor, never numbers.
- Victims/cults are authored as **gated secrets** per-town, not stated in the open.
- **`SKILL.md`** — add cosmology to **step 2 (reconcile against existing canon)**: new
content must slot against the Warden/Seven backdrop; and a one-line pointer in the
reference list to `references/cosmology.md`.
- **`references/tone.md`** — add a short "**The cosmic backdrop**" section: how the
good/evil war colors tone *without* breaking the world's indifference (the three
rules above, in tone language).
## 6. Old Duncarrow canon — decoupled now, purged later
The user confirmed the Duncarrow/Crell/White-Antlers content was scaffolding to build
the schema + skill, not tied to the story, and **may be removed.**
**This pass does NOT remove it.** Duncarrow currently:
- is the world-building skill's **format/disposition-gate specimen** (SKILL.md and
schema.md point authors at `duncarrow.md`),
- **hosts `rule.disposition-ladder`**, which the build requires **exactly once**, and
- backs the `content_build` **tests/fixtures**.
Ripping it out in the same pass as the new theme risks breaking the build alongside new
work. **Plan:** this pass is **additive** (cosmology + skill). A **follow-up spec**
purges Duncarrow, reparents `rule.disposition-ladder` into `cosmology.md`, and stands up
a **cosmology-native town** as the new specimen. The build stays green throughout.
Roadmap note: `content/lore/canon-roadmap.md` gets an entry recording that Duncarrow is
non-canonical scaffolding slated for removal, and that the Warden/Seven cosmology is the
new spine.
## 7. Acceptance criteria
- `content/lore/cosmology.md` and `content/lore/the-seven.md` author the entries in §4,
in tone (dry, distant, gritty; §2/§3 respected), every `related` id resolving.
- `PYTHONPATH=tools python -m content_build` regenerates cleanly; `--check` exits 0
(fresh, valid, no orphans, no secrecy leaks); `pytest tools/content_build/tests -q`
green.
- The world-building skill carries `references/cosmology.md`, and `SKILL.md` +
`references/tone.md` reference/enforce the backdrop.
- `content/lore/canon-roadmap.md` updated (Warden/Seven authored; Duncarrow flagged
scaffolding).
- Existing Duncarrow content and the build remain intact (no removal this pass).
## 8. Out of scope (explicitly deferred)
- Removing Duncarrow / reparenting the ladder / new specimen town — **follow-up spec.**
- Naming victims, cults, possessed NPCs, or blood-harvest sites — **per-town knowledge
layers**, authored as the world grows.
- Any engine/UI/prompt/combat change — this is content + skill only.
- A true name for the Warden — nameless by design; not a deferred TBD.