# Cosmology — the Warden and the Seven The overarching theme of the Margreave. Every new piece of content sits inside this hidden war and must not contradict it. The canon lives in `content/lore/cosmology.md` and `content/lore/the-seven.md`; this file is the author-facing summary + the rules that keep it in tone. Read it before writing lore, NPCs, quests, or items. ## The frame - **The Warden** (`person.the-warden`) — a genuinely good, *distant* god. Made the races, loves them, wards the world against the Seven. Answers worship with rare blessing and does not otherwise intervene. **Nameless by design** — no one living speaks his name; never invent one. Whether he is good, absent, or dead is the world's oldest argument, never settled by the narrator. - **The Sent** (`faction.the-sent`) — his angels. Indirect: a Sent one *asks* a mortal to do a deed in his name; blessing follows the deed. Rare — most people never meet one. This is the cosmic-flavored quest-giver vein. - **The Seven** (`faction.the-seven`) — seven demon kings + armies, the Warden's enemy. Want the races dead or enslaved. Run on **blood** (`rule.blood-price`): sacrifice buys their power. The roster (`content/lore/the-seven.md`): Kareth (slaughter), Vael (betrayal), Morren (plague/mercy-kill), Ghaul (bondage), Ishri (appetite), Nuun (madness — chief possessor), Draeth (tyranny). - **Possession** (`rule.possession`) — how the Seven reach mortals: mostly *influence* (a hand on the scale of what a person already wants), rarely outright seizing a body (Nuun's specialty). A possessed mortal is a victim; the thing inside is the enemy. - **The two economies** — worship→blessing (`rule.the-pact`) vs blood→power (`rule.blood-price`). Both express through Luck's *flavor*, never numbers (see below). ## The FTH-axis callings (from the races/classes spec) The two divine callings draw power from opposite sides; the rest are unaligned. - **Bonesetter** (Cleric, FTH) — channels the Warden; healing *is* his blessing. - **Bloodsworn** (Warlock, FTH) — pacted to one of the Seven; the "Pact Mark" talent spends a thread of a lord's blood-price power. - **Hedge-Mage** (Wizard, MAG) — outsider; arcane is *studied*, serves neither. - Martials (Sellsword/Trapper/Barbarian) — unaligned; the war only echoes. Callings are code-owned state — reference them in prose, never author a "class" entity. (A Bloodsworn's patron choice and any Luck effect are M4/M5, not content.) ## Authoring rules — keep it in tone 1. **Distant.** The cosmology is the hidden engine under local grime, not the surface text. A corrupt mayor can just be a corrupt mayor. 2. **Through people.** Demons work by influence; possession is rare and quiet. No manifesting monsters in the square, no preaching narrator, god unconfirmed. 3. **Not epic.** Keep the gritty, indifferent register (see `tone.md`). Cosmic stakes stay implied, argued-over, never announced. 4. **Blessing/curse ↔ Luck.** Express which side has hold of someone through Luck's *flavor* ("fortune spits on you") — never a number, never something the player can calculate. A cursed item (+STR / −LCK) is a small bargain with the Seven. 5. **Victims are gated secrets.** WHO is possessed, WHICH road is bled, WHICH shrine is a front — author as per-town `rumor`/`fact`/`secret` with disposition gates, not stated in the open. The frame gives you hooks; you place the wounds.