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Give up... Leave Everything to me... This time, I won't accomodate another sefirah... I won't help you protect the living creatures you wish to protect, but I won't harm them either… It's not that I won't keep my promises, but it's just that they're too weak and not worth my attention…
~ fA amiliar yet unfamiliar ravings echoed in Klein's heart in Lord of the Mysteries Chapter 1380

The Celestial Worthy of Heaven and Earth for Blessings also called Celestial Worthy is known as Lord of the Mysteries, Dominator of the Spirit World and Ruler of the Spirit World is the titular overarching antagonist, being one of the two overarching antagonists (alongside Primordial God Almighty) of the supernatural dark fantasy light novel, manhua and its Donghua adaptation series Lord of the Mysteries and its sequel, Circle of Inevitability.

He is the former Great Old One who was most active from Pre-Epoch to middle of First Epoch, hold the title of Above the Sequences, Lord of the mysteries, Eternal Darkness and The Anarchy and controls the Sefirots of the River of Eternal Darkness and Nation of Disorder & formerly the owner of the Sefirah Castle. During Klein's interaction with the Seven Lights, they refered "Him" as the The great ruler above the Spirit World.

He weild the authorities of Fool, Error, Door, Darkness, Death, Twilight Giant, Black Emperor and Justiciar Pathways as well as Zaratul being the Celestial Worthy's subordinate

Alongside the Celestial Worthy, the Primordial God Almighty are one of the oldest and active Great Old Ones who are the first to keep the Outer Deities away from the Earth. He is the overall archenemy to Klein Moretti who is his opponent in obtaining the title as Lord of the Mysteries through his slumber in order to eliminate the new Lord of the Mysteries.

Appearance[]

"He" was only seen wearing a consistent cape and a mask and appears to be a gian deity being.[1]

Personality[]

As the first original Lord of the Mysteries, "He" embodies the concepts and Godhood of Fool, Error and Door that aren't limited to trickery, deceit and bizarreness who is shameless and cunningness who is true Great Old One who looks down on the universe from white above and treats most living beings as insects that aren't worth his attention making "Him" distance "Himself" from reality in which was according to Genie and Klein Moretti.

The Oldests ones like him have the self awareness while being greedy, in difference for survival who wouldn't care about others but rather only benefits from "themsleves" who isn't influenced or constrained by morals but rather exhibit extreme madness of tendencies and emotions.

During his fusion process for several years in their eternal sleep with Klein, The Celestial Worthy have been living as a ordinary human in The Fools Dream, an enteral battle between entities in their slumber to achieve full position of Lord of the Mysteries tht drags with everyone else between the side of Klein and Celestial Worthy's subordinates. Inevitability, he picked up some humanity as he felt despite in being defeated in the dream.

Honorific Name[]

Lord of Mysteries;

King of Space-Time;
Beacon of Destiny;
Embodiment of Sefirah Castle;
Dominator of the Spirit World

The Immortal Lord of Heaven and Earth for Blessings;

The Sky Lord of Heaven and Earth for Blessings;
The Exalted Thearch of Heaven and Earth for Blessings;
The Celestial Worthy of Heaven and Earth for Blessings


Powers and Abilities[]

Authority of the Sefirah Castle[]

Fools Pathway[]

The Fools pathway is mainly focused on fooling perceptions and reality as they specialized in divination, illusions, and changing appearances, facial expression control and control others as Marionettes within their Spirit body threads. In higher sequences, they can turn marionettes into duplicates from past to present, creating countless miracles and mysterious environments filled with tampering and concealment where they can fool all sorts of things.

Sequence 9: Seer[]
  • Seers gain enhanced memory giving the ability to memorize the steps of various Ritualistic Magic and Divination Arts
  • Seers gain Spirituality but is enhanced upon drinking the potion by gaining abilities of Spirit Vision, Divination Arts & Ritualistic Magic, and Danger intuition.
    • Spirit Vision: They can see non-physical beings when activating, seeing different parts of the soul, deducing the health of a person and determined through magical aura. With this ability, they can see through obstructed objects, hear faint footsteps allowing them to take a preemptive judgement however they don't have enhancements to auditory, visual and tactile senses.
    • Divination Arts and Ritualistic Magic: They an master all kinds of divinations including astrology, spiritual numbers and scrying, well more learned than Sequence 9: Mystery Pryers of Hermit Pathway when it comes to Ritualistic Magic but seers don't gain knowledge on how to directly use and utilize the mystical arts as their mastery is dependent on their time and learning.
    • Danger Intuition: They can sense danger when activating their spirituality.
Sequence 8: Clown[]

Previous abilities strengthened:

  • Their previous abilities in spirituality has been enhanced as their Danger Intuition of a clown has been greatly enhanced where they grant them premonition in short term. They can supernaturally see someone or group of people behind the door without needing to open themselves which they don't need to rely on Spirit Vision, predict their next action as they provide an opportunity if it happens infrequently allowing to pre-doge their attacks.

New Abilities:

  • Clowns posses strong physical enhancements gaining strong control of their body making them a master acrobatic and Circus performer. This isn't tinted to other function such as:
    • Complete control over bodily and facial expressions which they can only wish to show such as extreme shock or pain making them an enemy to Sequence 9: Spectators of the Visionary Pathway which is only applied to their body parts and limbs.
    • Their dexterity and speed has become exceptional while their strength gains a decent increase allowing them to commit various feats such as acrobatics, swinging their feet steadily and backflips to escape from fights.
    • Clowns also gain powerful coordination and inhuman sense of balance under extreme circumstances while walking flat ground, jump and land on backrest, making them also talented in various combat techniques.
  • Clowns posses the ability to use Paper Daggers making it sharp as a steel resembling of knives which can be able to Peirce through the flesh of Sequence 9: Hunter of Red Priest Pathway.
Sequence 7: Magician[]

Previous abilities strengthened:

  • Magicians experience qualitative change for their overall dexterity as their hands become more agile while their body becomes more nimble making them a master of supernatural non-magic abilities.
  • Magicians has strengthened their spirituality once more when reaching this level where they can see spiritual things from Spirit Vision however they cannot see Astral projection or Ether Body such as to deduct if the individual is a Beyonder or not.

New Abilities:

  • Magicians posses abilities of spells to cast at high speeds without needing to chant nor inject their spirituality in activating them.
    • Damage Transfer: As long as the Magician isn't dead and can still move their hand to transfer wound to different areas such as their legs or arms turning wounds from fatal to minor injuries, however it can be only transferred once, cannot transfer the damage to objects but can transfer it to others.
    • Flaming Jump: This ability of Magicians can phase a spark that they left behind existing within 30 meters while its range increases upon full digestion. During this activation, they are immune to ordinary flames lasting till they use Flame Controlling for protection. This is similar to Sequence 7: Pyromaniac of Red Priest Pathway ability of Flames and Sequence 7: Witch of Demoness Pathway Black Flames as they are also immune during teleportation process as well as the teleportation abilities to Sequence 5: Traveler of Door Authority which has the unique traits of Spirit World but Magicians cannot directly enter it and can travel where they're restricted to the areas of Spirit World.
    • Air Bullet: This ability in this sequence can produce air projections with their power and speed compared to the bullets fired from a custom revolver just by snapping or mimick the sound of a gun.
    • Paper figuring substitute: They can transform into a paper figurine and swap places as it doesn't black the flow but weaken the Curses which can be used as a double body to fool others while appearing in a different location.
    • Flame Controlling: They are able to freely manipulate flames and ignite certain substances within 30 meters range with just a simple action or gesture. Like other abilities in this sequence, its range of manipulation increases when raising the sequence as they can summon a swirling flame out of thin air.
    • Underwater breathing: Magicians create an invisible air pipe where they can freely breath underwater and turn themselves into a Murloc and its initial length is 5 meters.
    • Bones Softening: Magicians can have their bones soften to some degree in a way to escape from variety of restraints lik handcuffs, ropes and chests.
    • Drawing Paper as Weapons: An evolution form of Clowns Paper Daggers where they can turn paper into a variety of weapons of choice .
    • Illusion Creation: This ability can influence the environment with illusion soft sounds, colors, etc. close to reality in passing false as true.
Sequence 6: Faceless[]

Previous abilities enhanced:

  • Their previous abilities of Flame Controlling and Spirituality has been enhanced with their abilities becoming 30% stronger severalfold and its Spirituality grows to certain in becoming Faceless.

New Abilities:

  • Faceless have the ability to use Shapeshifting to become anyone at anytime with their ability in molding their flesh and body including mimicking their voice, face and body even their smell. While it is possible to mimick he facial features and the body proportions of an individual specifically of the opposite gender, they cannot change their gender as their restrictions include height and mass in disparate in their original body having limits of changing appearance.
    • Beyonders of this sequence have full control in transforming their body such as changing the position of their eyes and other facial features around their face, featureless face, change their body odor but cannot change their lower body.
    • With Shapeshifting and bodily control of Clown, they are masters of acting.
  • Faceless have the ability to recall of their shape and temperament of anyone they know and recognize them no matter how disguised they be and accumulation skills of them becoming good at combat, tracking and anti-tracking.
Sequence 5: Marionettist[]

Previous abilities strengthened:

  • Marionettists abilities will received 50% power increase of their abilities as their air cannon is equivalent of a modern steam rifle.

New Abilities:

  • Marionettes have the supernatural ability to use the core of the sequence, Spirit Body Threads Manipulation where they perceive and manipulate Spirit Body Threads within the range of 100 meters. They can influence the targets Soul Body, Astral Projection, Body of Heart and Mind and their Ether Body and using it controls their targets body.
    • Through its changes of using Spirit Body Threads of an Individual target as marionettes have the capability to detect Parasitism ability caused by Sequence 4: Parasite of Error Pathway and by tracing the targets Spirit Body Threads while percieving invisible targets such as Lurking Ability of Sequence 7: Shadow Ascetics of Hanged Man pathway and Sequence 7: Witch of Demoness Pathway Invisibility, however this process is hard to detect since only beyonders with prophetic abilities divinations can detect them.
    • The process controlling the targets body with limited range of 5-10 meters which is splitting to 2 separate phases: The first is the Initial phase control between 5 to 20 seconds to achieve which depends of the potion digested and their targets potency as their movement and thoughts beging to considerately which is the first signs of being controlled but can attempt to fight back, however reduced speed and greater difficulty which deepens their control which can be interrupted by external stimuli, usually sharp and abrupt pain, both physical and mental and the target regains faculty over their movements which they have to start the process from the beginning.
    • In the final phase only occurs if the first step isnt interrupted within 5 to 2 and half minutes leading the target to become Marionette.
  • Marionettist have the ability to control Marionettes as they're dead for intents and purposes but they still retain a Soul and apart from their superficial thoughts, they wouldn't be able to know their previous lives unless they encountered something similar. They are limited to one Marionette at a time and maximum of 3 upon digestion. The puppets can speak any languages they have learned before their death even the ones they don't know once they're dead, however they don't learn in this manner and wont speak it to themselves while controlling them is 100 meters up to 200 meters upon full digestion. Marionettists can fully posses their marionettes where they can see everything and this consumes their spirituality where they can redirect afar from danger.
Sequence 4: Bizarro Sorcerer[]

Previous abilities:

  • Their previous abilities has been massively enhanced:
    • The abilities of magician has been massively improved such as the improvements of Damage Transfer, Air Cannon, Flaming Jump and Illusion Creation's ability is equivalent to the sound of Roars ability of Sequence 4: Catalysmic Interrer of Tyrant Pathway.
    • Their abilities of Shapeshifting where they can also turn into animals and its restrictions are removed.
    • Their Spirit Body threads manipulation of Marionettists have been massively strengthened and improved:
      • Bestowment: They can bestow Worms of Spirit to their Marionette being gifted with the powers of Bizarro Sorcerers and can split within 50 Worms of Spirits from their Mythical Creature form and increases their digestion. If going beyond their limited, they will suffer from Schizophrenia and the tendency to lose control.
        • They must plant at least a single maggot in each marionette if they want to use their owners abilities and being technically dead through Shapeshifting as molded into shapes impossible for a living creature to assume.
        • Bizzaro Sorcerers can retrieve and switch Worms of Spirits to any Marionettes within range of 1 kilometer through Spirit Body Threads. Through this increase the range of their ability to 1150 meters (1000 as their initial range) by using their converted Marionettes to the new Marionettes.
        • The Beyonder characteristics will return to Bizarro Sorcerers once the Marionettes implanted with small maggot dies, within certain period of time due to Law of Beyonder Convergence.
        • As long as the maggot implanted them is inside, they can recover from by taking the Characteristics of the Fools pathway but doesn't grant Marionettes to be self conscious.
      • The initial control now towards the Spirit Body threads can now be achieved through 3 seconds while full control in 15 seconds as well as their range for them is 150 meters upon digestion increases. For Marionettes as their amount of effect and corresponding altercations of the sequence increased tremendously as they can now control 50 Marionettes within an increase range of 1 kilometer upon digestion and if go beyond their range, Marionettes will die if they don't go back to the Beyonders control range within 10 minutes. Although they can read superficially, they can achieve effects of Spirit Channeling and the higher the information they gain form, the poorer effects that emulated from Bizzaro Sorcerers Spirit Channeling.
      • Marionettist can now swap places using Marionette Interchange ability using Marionettes positions of a specific area of range
    • Spirituality: Their abilities of Divination and Spirit Vision has been increased significantly as they obtain more information including their restrictions being removed and activate with its will without needing to use corresponding action.

New Abilities:

  • Bizzaro Sorcerer gain abilities related to Concealment to certain degree such as hiding their sequence from Justiciar Beyonders.

Mythical Creature Form:

  • As a Sequence 4 Demigod, they receive a partial level of Godhood with an incomplete mythical creature form three transparent maggots that is inscribed three interdimensional sinister tentacle patterns called Worms of Spirit and when revealing it infects their surroundings with Godhood driving them to madness and increases their abilities.
    • Demigods can divide their Worms of Spirit from their Mythical Creature Forms these maggots can be killed and wait for about a minute to release Beyonder Characteristics and uses the deceased Worms of Spirits to carcasses it that contains powers bestowed on high-level existences in creating various crafts such as charms and special magic bullets. If losing so much of their Worms of Spirit, they can be recovered from Beyonder Characteristics absorption of the Fools pathway.
Sequence 3: Scholar of Yore[]

Previous abilities:

  • Their previous sequence abilities as along with magician has been improved significantly:
    • Paper Figurine Substitutes: This ability of Magicians have gone an undergone several qualitative changes such as being able to disrupt Divination, Prophetic, tracking and gaze powers which can now substitute certain parts of the targets such as the organs which can continue proceeding as normal before one realizes its fake.
    • Damage Transfer: Scholar of Yores can now transfer certain parts such as curses, prophecies, etc to their Substitute Paper Figurines.
    • Flaming Jump: Their phasing range increased to 5 kilometers as they can now transfer objects or their Marionettes.
    • Air Cannon: Its power ability is now equivalent to the coastal defense artillery and can be adjusted at will with corresponding power.
  • Shapeshifting: Scholar of Yores can now transform into any creature within their certain limit and some of its organs can work in shapeshift while others wouldn't.
  • Spirit Body Threads Manipulation: Their ability to control Spirit Body threads has massively improved in distance and time as its initial control time has reduced to 2 seconds and can now achieve full control in 10 seconds. For their ability to swapping positions with Marionettes using Marionettist Interchange has increased to now 5 kilometers while their complete transform into a marionette from a certain individual increased to 500 meters and for controlling Marionettist can now increased to 5 kilometer range.

New Abilities:

  • Scholar Yores gain access of History and can get help by diving them into three parts namely, Historical Void Borrowing, Historical Void Projection, and Historical Void Hiding.
    • Historical Void Borrowing: This ability can borrow the strength from their past selves and can be borrowed many times as long as they have enough spirituality. In certain extent, its becomes self-perpetuating that prevents the Scholar of Yores from being a nadir till their Spirituality is drained.
    • Historical Void Projection: Scholar of Yores can Summon people or objects that existed in the past for limited time as Historical Projections from Historical Void.
      • They have three factors that influence the probability to successfully in Summoning the target from Historical Void and duration of the Summoned target:
        1. The more detailed and the better understanding of ones corresponding place of history and matters and the higher the chances of success and the longer it lasts.
        2. The lower level of the target is relative of Scholar of Yore, the higher chances of Summoning the Historical Projections for it to longer lasts.
        3. Increasing ones own affinity from the argent they wish to Summon in the future increases the chances of Summoning and its duration.
      • Once its digestion is at 80%, its ordinary item that was once theirs and maintain their availability for about 15 minutes.
      • Historical Projections would also have their Spirit Body Threads corresponding which can be turned into Marionettes and they can be summoned as well. They can only summon about 3 Historical Projections at a single instance including the ones summoned by Marionettes and successful projections of higher level than their sequence will only have the partial ability of strength and quality of their original target while Its difficulty of Summoning these are produced so are their strength.
      • Historical Projections are reliant on orders and they lack intelligence where they're limited in instinctive manner in combat while due to their mysticism principle of their shared uniqueness, Historical Projections does not contain the past memories of their counterparts which means that they are able to utilize a Historical Projections in order to ask and gain answer to questions they dont have knowledge on.
        • While the principle doesn't apply to deceased and Scholar of Yores level is sufficient to summon conscious Historical Projections while it enters a concealed state where they can send their mind to their Historical Projection and control it. Existences who have died but have a remaining soul can sense their Historical projections when they're summoned.
      • Scholar of Yores is connected to their Historical Projection Summoning where they can utilize this connection to communicate their intent and orders directly without speaking which relies on their lack of intelligence or having good relationship means control and this allows to coordinate with an ally who is controlling their summoned Historical Projection.
      • They cannot Summon things that are directly related to Uniqueness as objections including the ones that were accommodated. However there are ways to bypass the restrictions to certain extent. However, Historical Projections have a natural flow problem and weakness in Fate and Time determining the time limit of their existence & if Fate chooses Fate Tributary of Historical Projection were terminated prematurely due to unexpected influence as they will dissipate naturally. If the duration ends, it becomes dissipate for pathways with authority over the flow of Time.
    • Historical Void Hiding: Scholars can enter the Historical Void and Hide within its gaps as long as the Spirituality allows it which can also avoid danger and must come out of hiding once they stop. The prequesite of Summoning and Borrowing from the past of themselves In the gap of history they're in however while hiding have its limits to the Scholar of Yores understanding of their corresponding history.

Mythical Creature Form:

  • The divine patterns of Worms of Spirit has started to become more complex and expressive relating to the Fools pathway themes and in addition, split to 600 Worms of Spirit from their Mythical Creature form. Its change is the result of the Beyonder characteristics acquired an fits knowledge of mythical contained.
  • Within complete digestion, they would be able to recover about 500 Worms of Spirit that nearly died at once in their Mythical Creature Form and losing its correspondence from their Beyonder Characteristics that wouldn't let them lose their status and level where they can slowly recover the Fool's Beyonder Characteristics.
  • In their sequence, they can respond to prayers within their certain range and allow different Worms of Spirit from their creature form while returning the complicated ones to their original body.
Sequence 2: Miracle Invoker[]

Previous abilities strengthened:

  • History: Their abilities of Historical Void have improved greater enhancements including several abilities that "They" can summon well.
    • Ressurection: When "they" die, "Their" Beyonder Characteristics will enter the Historical Void and fuse with Worms of Spirit from the past and turning it to corporeal and when willing it, the Worms of Spirit will escape from Historical Void and reform into reality, allowing "them" to ressurect, however they can only do it within 3 days or "They" will truly die and end up becoming an Evil Spirit while its also a type of Miracle as they can do it at default without doing Wishes. This ability will become ineffective after utilizing 4 times while their Spirit Body will be reborn inside the Historical Void and they're limited to certain range in reviving around "Their" corpse.
      • If "they" made Wishes of a correct domain making a Miracle for them to Revive in a distant place away from their Corpse.
    • Jamming in Fate: Miracle Invokers can exert some influence on the future so the probability becomes larger to certain extent as this is equivalent to interfering Fate of their target as the aspect is different from Wheel of Fortune Beyonders in manipulating Fate.
    • Historical Void Summoning: This ability is no longer limited to Summoning items and people where they extended to certain scenes and historical events that they're familiar with and can do it only 9 times.
  • Spirituality: Their corresponding ability has been improved significantly where they can see the results of their Dream Divination in front of "their" eyes without falling asleep and can make their Spirit Body leave heir physical form and head to the Astral World. They will also receive massive boosts of their corresponding Danger and Spiritual Intuiton as they can be fused together with Dream Divinations to see several possibilities of the future that "They" wanted to Divine even if they're far distance from the source of connection itself.
  • Spirit Body Manipulations: Their ability to control Spirit Body threads and turning them into Marionettes as the number of them to control increases to 5000 and can be used to control in city wide range.

Authorities:

  • Miracle Invokers are able to perform Wishes for others and "themselves" which receives myriad effects with potency that varies and based on similar Wishes that accumulated that can be granted beforehand. Its effects dont just originate from "Their" Beyonder characteristics but have similar wishes form different creatures with their Spirituality relating to Sea of Collective Subconcious.
    • In simple terms, Miracle Invokers need to seek out and satisfy all kinds of Wishes before fulfilling theirs as they have 2 known methods. The first is using their Beyonder powers or the Sealed Artifacts that they weild to posses to achieve the corresponding effects while the second is direct grant a Wish from a previous accumulated power in order to gain Miracles from Wishes.
    • In the very beginning, the ones they could fulfill were small and trivial which they could accumulate one step at a time before creating a true miracle and its effects that Miracle Invokers perform are based on their personality and it includes teleportation as a form of Godhood.
  • Wishes are often distorted from reality, the bigger the wish, the more distorted its outcome causing unwanted things to happen and should be careful what they wish for. Miracle Invokers cannot grant similar wishes to the same person within short period of time.

Mythical Creature Forms:

  • Their mythical creature form has now been completed with its complete form of Worms of Spirit as they're stacked with groups with its tentacles that grow from within having a higher capacity of regeneration where they can recover quickly from serious and disabling injuries. They can now separate at least 5000 Worms of Spirit and implant them to Marionettes.
Sequence 1: Attendant of Mysteries[]

Attendants of Mysteries are Angels who can served as the Attendants of those who weild the title Lord of the Mysteries, which gain initial control of the Fools Authorities as they can combine many physical objects or abstract concepts together.

Previous abilities strengthened:

  • They can now mastered authorities of their corresponding field while their Spirit Body manipulation ability of controlling full of their Marionettes and conversion by the Attendants of Mysteries will be achieved by 3 to 4 seconds. While their ressurection count is reset, as they can be ressurect four times regardless of how many as a Miracle Invoker.

New Abilties:

  • Attendants of Mysteries have the ability to Regenerate their past Spirit Body Threads If the materials that made up an item once had a Spirit Body. However they cant allow something that didn't have produced in the Spirit Body Threads but allow items that used to have it which the former consists of metallic items, gold coins, gold pounds, etc. while the main consists of food such as beef, fish, and other types.

Authorities:

  • Reassembly (Tampering/Grafting): Reassembly represents the authority of Change as they can resemble many physical objects or abstract the concepts into something resulting an unbelievable effects such as chasing the orientation, logic or rules. Its simplest application for Grafting is to Graft various locations of areas wether its the real or the Spirit world.
    • They can be utilized graft in entering the Spirit World freely and achieve teleportation effect indirectly if they locate the Spirit World while owning a Sefirah Castle gains its own advantage unless they rely on their preparations.
    • Grafting a location near the main body ensures that Marionettes go out of range where they can go around the world while its authority is lesser formed by manifestations of Symbolisms relating to Change and Bizzareness.
  • Realm of Mysteries (Concealment): It is a manifestation of Concealment authority with an embryotic state of Divine Kingdom that distorts Space-Time separating the area affected outside that prevents enemies from leaving along with information taking the form of a shadowy curtain.
  • Bizzareness: They have their own authority as they lose the boundary between their physical and spiritual form where 2 exists but as one being the manifestation of Bizarreness and Controller of The Spirit World to a degree as they shift the body's status between physical and spirit forms as they integrate these aspects as one at will. Its ability contain Flame Control, Paper Figurine, and others which is used to suppress those powers done by a Lower Sequence of the same pathway.
Sequence 0: Fool[]

Abilities becomes Authorities:

  • Fooling: it is of the two core authorities of the Fool that includes its corresponding symbol as it's main effect is to turn the falsehood to a reality in containing its History, Time, Fate, Change, Concealment, and Blind Stupidity of the Mind's Domain.
    • History: They can be able to Fool History that separates ones self in the next second in allowing to swap the past, present and future of its conditions to the target making it their past become the present and vice versa.
    • Time: can Fool Time where they can confuse the event sequences delaying the effects of extraordinary powers that breaks free from time's constraints in moving a frozen environment through various real or conceptual gaps. Compared to Error's Authority of Time, the ability isn't involved in operations such as speeding or slowing down the Time but destroy it's representation causing some operations that requires to either succeed or fail in using Time.
    • Change: Fools can be able to induce Changes in alter the surrounding environment with certain concepts.
    • Mind: Fool Beyonders have the authority of using Blind Stupidity of the Mind Domain which is the simplest implementation of forcing lower other individuals Intelligence for them to not have proper thoughts and Sequence 0 True Gods of their corresponding pathways that aren't exceptional to this effect, include on Fooling their targets by weakening their analytical thinking abilities making them conclude wrong judgements unless targets remember their judgement more carefully and think more about how they reached to its conclusion, they would realize that they were being Fooled but they will also forget the information that they known or will not pay attention to it.
  • Reassembly (Tampering/Grafting): It is one of the Authorities of The Fool that interplays with the core authorities Symbols of Change and Bizzareness.
    • Change: Another one of core authorities of The Fool by giving them to Graft entities that including abstract concepts in which includes themselves where they originally have no possible connection, therefore they bring Inconceivable yet complete real effects. Its power of using Change can be directly act upon concepts and authorities such as Damage Transfer ability is a subordinate that specializes the application to its authorities.
      • Shapeshifting is one of the sub core authorities that belong to symbol of Change as the individual uses it to change from genders.
  • Controller of the Spirit World: Compared to the Door Pathway that has been primarily utilizing the Spirit world for Traveling and Error Pathway that primarily uses one of the abilties; Decryption and directly Influencing the Body of Heart and Mind which the Fool Pathway controls most of the authorities regarding to Spirit World which The Fool is less regarded of a lesser version of the Lord of the Spirit World.
    • Regenerating or manipulating the Spirit Body Threads that have superficial applications of the authority, while in truth, the authorities are not only confined in the Spirit World but will also be involved in the lower manifestation of the symbols regarding the Bizzareness and Change making their abilities composite in utilizing the ability. However, they cannot achieve the effect of Sealing towards the Spirit World and they can only be merging with the Door's Pathway can be accomplished to certain extent in commanding the Seven lights and Angel-level spirits as the Controller of the Spirit World.
    • Puppetry is a lesser form of authority created by the low manifestations of Bizarreness, Change, and the Dominator of the Spirit World that turn beings into concepts which can be used to work against the Door Authorities in their Conceptualization State.
  • Miracles (Wishes): It is the authority of Fool over Miracles belonging to Inconceivable symbolism on what is known as Bizzareness since they're unexplainable and Incomprehensible which is why they're usually called Miracles.
  • History: This authority is formed through fusion King of Space-Time and Bizarreness symbolisms as the past cannot be altered with History that has been established which can can still manipulate History in certain extent.
  • Realm of Mysteries: Their Divine Kingdom has been completed and arises naturally from the fusion of the symbolisms of Bizarreness and the King of Space-Time since Bizzareness symbol is Inconceivable as it encompasses its concept Incomprehensible as it carries the Concealment degree as it present the symbolism of The Fool as it represents the manifestation of Bizzareness.
  • Anchor of Destiny: This is the authority form of Beacon of Destiny along with Fate being exceedingly difficult to alter unless "They" excercise self-restraint. Whatever they say, becomes the future as its ultimate outcome that may not necessarily be what "They" intended in the first place, and would turn out to be extremely Distorted.

Error Pathway[]

The Error pathway is the manifestation of deceiving and steal all sorts of things including tricking others with eloquence, slight of hand through illusions, steal their abilities. thoughts and intentions and higher levels where they can parasite others in attaching a host, creating avatars, manipulate time and are experts in loopholes as the Ancient Sun God has once said that this pathway is a Bug as the Trojan Horse of Destiny, slug of time, and loopholes of rules, the manifestation of errors.

Sequence 9: Marauder[]

Marauders are beyonders with skills of being excellent at theft than ordinary bandits or thieves making it difficult to separate as its like a calling or passion instead of excitement.

  • Marauders gain agile hands which improved their general enhancements to the rest of their body as they gain dexterity flexibility of their wrist has enhanced drastically where they are an expert at sleigh of hands which grants them an edge in the fields that require precise strength.
  • Marauders gain superior observation skills where they have intate intuition where they can see items in 10 meters range or even how they're approximately worth without needing to see what's inside.
  • Marauders gain physical improvements mainly enhancing speed, dexterity, agility and strength along with powerful coordination as well as the level of inhuman skills of acrobatics, excellent talent in throwing objects. This allows them in commiting various feats, scaling outside buildings or using backflips in evading attacks.

These abilities are a core ability of Theft.

Sequence 8: Swindler[]

Swindlers are beyonders who take part of fraud investigations or take part in commiting frauds as they tend to enjoy deceiving others rather than fighting them directly and gain enjoyment from swindling.

Previous abilities strengthened:

  • Swindlers gain improvements in their superior observation skills as they can target their micro-expressions and small movements. Although not powerful as Sequence 9: Spectator of the Visionary pathway as its enough to grasps the mental state of their target.
  • Swindlers gain some improvements in Theft where they can Steal spiritual things in shorter distances.
  • Swindlers gain physical improvements where they become more agile and fast and they're quick in action when executing matters related to their plans.

New Abilities:

  • Swindlers have the ability to use Mental Disruption where the target can experience hallucinations
  • Swindlers posses the ability to charm others as they're easier to approach and reliable within their other ability called eloquence and the can be very convincing.
  • Swindlers have the supernatural attributes in misleading targets thinking ability which an be achieved through eloquence which can be accomplished without using other extraordinary abilities that corresponds to their powers.
Sequence 7: Cryptologist[]

In this sequence, they often undergo a qualitative change from matching against firearms to completely out matching them and are considered legendary figures from the eyes of mortals.

Cryptologist Beyonders are masters of decryption and encryption as they are often engaged in some complex puzzle or code and trying to solve it as possible.

  • Cryptologists gain only one ability: Decryption as it allows once to recreate the truths behind anything that is related to mysticism or predict the events from development from scraps and bits of evidence or knowledge as the there are three aspects in making the ability, the first is observing then associate the thoughts and later deduce in improvement, the second is gaining inmate mastery of mysticism knowledge, lastly their Spiritual Intuiton is greatly improved.

Cryptologists have the ability to see through illusions and lies due to their ability of Decryption and can be used on many things such as decrypting Honorific Names with their underlying meanings and symbolism, however they must maintain respect towards the high level beings and remain extra cautious and careful. This ability would also incite incidents towards high-level entities causing enormous danger.

Previous abilities strengthened:

  • Cryptologists superior observation skills has been strengthened where they include the ability to perceive subtle clues and traces that are faint.
Sequence 6: Prometheus[]

Just like Prometheus from the legends in Greek Mythology, who stole fire that is a gift to the gods and gave it to humanity; so steals the gift as Prometheus and given them to themselves.

Previous abilities strengthened:

  • Theft (Stealing): From Sequence 6 onwards, not only its ability have its effects and increased success rate but also obtain deeper level of conceptualization as its ability can affect the powers and objects from Beyonders across a distance. They can steal their powers use it for themselves for around 10 minutes by simply flicking their wrists and once they selected the ability they wish to Steal, the deeper conceptualization and abstract more possessions by flicking their wrist in detaching the ability and causing it to fly to them swiftly.
    • There are several factors involved when using Stealing ability:
      • A Beyonder from this sequence must be able to locate the symbols with correspondence that make up for their desired ability but it takes time if they don't know what to look for.
      • having the understanding of the victims pathway and their corresponding mysticism is vital in increasing their chances of desiring the Theft ability.
      • Stealing the higher sequence of the target will likely have higher chances of failure.
      • The less they know about their target, the likelier the Theft will either not work, be random or rely on luck.
    • successful theft will make their targets lose their corresponding Stolen power and needed days to recover from the incident.
    • Its Stolen power will continue to function if activated prior to Theft ability in which it prevents from being in a way to stop Beyonder powers of the sequence that are foreign.
    • Their mental corruption ability is considered a kind of their Beyonder power which can be Stolen but increases a risk.
  • They can Steal objects within the range of 50 meters or can conversely slip items with high danger level into their pockets and hands of their target within the same range and can Steal diverse things such as fire manipulation.
  • Prometheus Superior observation skills has improved significantly where they can detect items and identify its value and type within 50 meters range.
  • Prometheus physical improvements gain additional conditions of their abilities

New Abilities:

  • Prometheus gain mental resistance which is used against mental corruption abilities.
Sequence 5: Dream Stealer (Dream Thief)[]

Dream Stealers can enter the dreams of their targets while they can change & shape them as they wish. They can dramatically change the dreams of an individual as one says they stole its dream from origin.

Previous abilities enhanced:

  • Theft (Stealing): Its ability once it reaches this sequence has become more conceptualized allowing them to us utilize their thoughts, intentions knowledge, ideals, memories, and Dreams from using Theft. However they're unable to enter Dreams as Dream Stealers can infuse scenes within their targets dream to influence their decisions and action which can be done so by Stealing, storing and transferring Dreams which also has the capability to disrupt Dream Divination.
    • Thought Usurpation: They can use this ability to Steal their thoughts which can make their target forget the actions and decisions they made and is possible for them to miss the facts that their Dreams were Stolen unless they think carefully. Stealing their Thoughts will force Dream Stealers to do actions of their corresponding ability as its Thoughts originally belongs to them.
    • Knowledge Theft: Their knowledge can be temporarily stolen, their mundane abilities and include losing their motivation including the womb or fetus within 80 meter range.
  • Decryption: Dream Stealers have now the ability to Decrypt and breakthrough the Illusion of Bizarro Sorcerer of the Fool's pathway

New Abilities:

  • Disguise (Theft of Heavenly Mysteries): Dream Stealers can disguise themselves of being a follower of a Sequence 0: True Deity of any pathway, bypass and steal their prayers creating all sorts of Ritualistic magic. During battle, wether using pre-arrangements, Stealing prayer responses can get slight improvements and greater the probability of failing Disguising if the intelligence of a True Deity is higher.
Sequence 4: Parasite[]

Parasites are beings that adapts the powers of theft to its life itself as they have the ability of parasitizing others and suck the life out of them, like a true parasites hosting the victim.

Previous abilities strengthened:

  • Parasites ability of Decryption has been drastically improved wether through observation or evidence as they are experts on the clues they reveal.
  • Theft (Stealing): This ability in Parasites has been fundamentally increasing as they can now Steal broader abilities as they will remain usable within 2 hours. This can be applied to different aspects of life like Stealing their lifespans while performing large-scale thefts.
  • Thought Usurpation: They don't need to use the corresponding actions of others when Stealing their thoughts.

They can now use this ability within the distance of 500 meters.

New Abilities:

  • Parasitism: This is another form of thefts in such physical level where Parasites can use their Worms of Spirits and latch onto the target.
    • There are two modes that can be used in this ability:
      • Concealing Mode: they can use it to hide inside the targets body and will perceive anything that the Hosts sees and hears but they don't have the ability to control them in this stage where they can speak vocally with communication while granting concealed abilities.
      • Controlling Mode: Parasites are nearly able to infuse their Worms of Spirit inside the the targets Spirit Body which enables full control including on understanding thoughts and intentions.
    • This ability of Parasitism can be also used in extending their lifespans or recover from their weaknesses, however its time-consuming when switching hosts and rather chose the Hosts that live longer in which they prefer the Beyonders with the same pathway or their second choice is the Fools pathway and Door pathway which their supplements can be absorbed through Beyonder Characteristics making them recover faster. They can be also influenced from their Hosts body structure and hormones; if an animal, losing the risk of auditory speech and their identity as a human as they have no other choice but to keep talking in order to prevent themselves from loosing control.
      • Parasites will always have the ability to Steal something when emerging from their Parasitized host.
      • Depending on the mode, their way of discretely interacting with the host will differ.
        • In the Concealed Mode, one can respond to the host through Dreams, subconscious dialogue, etc., without needing to worry about being discovered by the Parasite as this is because the Parasite must rely on the host's senses in perceiving things around and cannot sense and read the host's Thoughts.
        • In the Controlling Mode, one is able to communicate with the host without the Parasite knowing via relying on the object of the host's faith.
          • When one opens their heart and prays, the object of faith can discover the existence of the Parasite and give feedback with the help of certain Ritualistic Magic to complete separation or removal of the Parasite from the host's body.
            • Of course, the prerequisite is that the host themselves does not know what will happen, otherwise the Parasite will be alert and stop it.
  • Avatars: They can create Avatars from separate Beyonder Characteristics upon complete digestion as they can operate independently from its main body as they're in one and same but their Avatars are in different places or areas as Low-level avatars will have the ability to use higher sequence powers but takes time to fully acquire them. This can also absorb their Error Pathway Beyonder Characteristics to increase their level. Creating it is equal mental state unstable and can make said separate Avatar rebel against them but there's a set of limit and whenever they reach that limit, they will automatically fracture and create more Avatars which effectively prevents a rebellion.However this is a qualitative difference from a Sequence 5: Marionettists and an Avatar.
  • Insect Physiology: Parts of parasites body are insects and will not die unless they're hit from vital parts.

Mythical Creature Form:

  • As a Sequence 4 Demigod, they receive a partial level of Godhood with incomplete Mythical Creature Form, and when revealing it infects their surroundings with Godhood and at the same time increase their powers greatly. The small maggots generated by their Mythcial Creature of 8 circle, transparent rings with three dimensional patterns are called Worms of Time.
    • Parasites can divide the Worms of Time from their Mythcial Form.
      • Parasitism Controlling Mode can be working by separating the Worms of Time that let it infects the Host whenever they wish to Parasitize.
      • Worms of Time can separate its Parasitize on living things or items which significantly reduce the negative effects and render them obediently
      • Parasite can kill the maggots to wait for about a minute to step out it's Beyonder Characteristics fragment and re-absorb them using its leftover carcass as a container for the power bestowed by higher-level existences.
Sequence 3: Mentor of Deceit[]

The actions of what individuals created often expose their problems and for mentors in the field of deceit as deception, this is enough for them to grasp their weaknesses, allowing to mislead and letting their enemies mistake their judgement in the process.

It is a core profound and advanced form version of Swindler as its ability to Decieve gains a greater mass in conceptualization like their previous sequences that gained such as Theft or Parasitism.

Previous abilities strengthened:

  • Mentors of Deceit Superior observation skills have marginally improved where they can discern the targets weakness directly and use it to trick their opponents as the action of others exposed it to the eyes of Mentors of Deceit making it easy for them to use it in misleading others such as making Errors in their process of judgement. They can also sense the change of order and rules not just detecting their weaknesses around them.
  • Mentors of Deceits' Theft ability has marginally increased where they can steal Beyonder power in 1 attempt and increases their accuracy by Stealing the last three Beyonder powers that their target has used recently.
  • Mentors of Deceit can now rely on incantations or arrangements to Steal Boons or gain Beyonder abilities to the corresponding Sequence 0: True Deities and the likelihood of success if their intelligence is low with their use of Disguise (Theft of Heavenly Mysteries).

New Abilties:

  • Mentors Deceits' ability is the lesser manifestation of authority as it extends to more abstract concepts and rules of reality as they're the masters and embodiment of deceit and Trickery using it on people by their enemies problems and weaknesses. This isn't limited to manipulate the laws of nature, the rules of the world, and the mystical connections surrounding all like an error that violates the natures of the law.

Mythical Creature form:

  • Their mythical creature form has increased to 10 rings of the Worms of Time and its enhancements gain more if revealing their Mythical Creature form.
Sequence 2: Trojan Horse of Destiny (Fate Stealer)[]

Just like Trojan Horse who infiltrate and conquer the city of Troy in Greek Mythology during the Trojan War, so as the modern day who hacks to infiltrate acting as a deceitful malware that fools the eyes of everyone.

"He" will follow you back. Then, you'll discover that your parents will be making "Him" their son. Your wife will view "Him" as her husband. Your child will treat "Him" as their father. Your friends, everyone you know, will treat "Him" as you. And you will be the unlucky one. You will lose all connection to the real world and slowly die.
~ Pallez teaching Leonard about Amon on Lord of Mysteries, chapter 877

Previous abilities strengthened:

  • Decryption: A Trojan Horse of Destiny can apply this to stir their Fate or the target that they have stolen the Destiny in finding its source in figuring out their activity range of the original mastermind.
  • A Trojan Horse of Destiny's Avatars ability has increased possessing its own traits of the level of Angels with the capability of shattering characteristics in apply to gather and consume it in returning to the main body as they make them grow stronger overtime.
  • A Trojans Horse of Destiny have the power to Decieve laws, order and rules with the capability to misdirect laws of mysticism even the angels are forced to obey the bugged laws.

New Abilities:

  • A Trojan Horse of Destiny can use Loopholes in exploiting the worlds order and rules which creates the sorts of terrifying effects as tampering their fates, creating certain errors in the scenes and for them can be able to break through the inevitable loopholes.

Authorities:

  • A Trojan Horse of Destiny gains partial authority of Destiny where they can see "their" own and someone else's where they can control as they can sense and detecting abnormalities that affects their surroundings including tinkering their destiny while it bore through Fate and altering its timeline, creating deviations in Prophecies.
  • A Trojan Horse of Destiny wields authorities of Theft in stealing various aspects relating to Fate, connections, self-identity and their awareness such as invading to Steal their identity and its Destiny with the individual as most will rotten themselves without realize that the person has changed without deep observation.
  • Trojan Horse of Destiny apply Fate Siphoning in akin to swapping fates in changing their future.

Mythical Creature Form:

  • "Their" Mythical Creature form becomes complete. It is a huge ancient mottled wall clock carved from stone and there are twelve segments, and each segment is either colored grayish-white or blue-black. They are asymmetrical from each other, and the symbols on each section differ from the others. The hands on the clock are made up from Worms of Time, each one now having 12 rings.
Sequence 1: Worm of Time[]

Worms of Time is the Loophole of manifestations as it burrows the time itself as they're completely unaffected as they're the ones affecting the time as it wants to deceive any and all beings or rules and manipulate time itself and take whatever destinies "They" want to have at whim.

Previous abilities:

  • Their previous abilities such as Decryption, Avatars has become a higher level authority of manifestations in such of decrypting almost everything and its strength increases from its Avatars from absorbing similar Sequence Charactersitics. Loopholes are certainly more exploited such as exploiting certain projections to dissipate like stopping the Historical Projections.

Authorities:

  • Theft (Stealing): They can Steal the Time temporarily including Anchors and manifestations of Authorities as Stealing different aspects of Time to achive unbelievable effects such as increasing their Aging lifespan in the process while reducing the Aging life process of a mortal human as being the symbolic manifestation of Theft lifespan but this includes in using certain Loopholes, steal a Uniqueness to those who are accomodating it and Steal anything with their perceptions in the Distance.
  • They weakened the authority of Time, making an higher version of King-Space Time such as summoning a giant phantom of huge ancient stone clock whose hands on the clock are "Their" Worms of Time in slowing down, reversing or speed up the time much of higher difference than Sequence 1: Snake of Mercury of Wheel of Fortune Pathway that can only change the current Fate not time.
Sequence 0: Error (Bug)[]
It's a Trojan Horse of Fate, the Slug of Time, the loopholes in rules, the manifestation of all Errors.
~ the Ancient Sun God's description of the Error Pathway, on Lord of Mysteries, chapter 1152

Authorities:

  • Errors (Bug) is the manifestation and embodiment of loopholes and Errors to different preconditions, once an Error is created, it would be very difficult to fully defend against or completely terminate its effects comparing to Fooling ability of Sequence 0: Fool of Fools pathway while they Steal certain authorities of the imitated object by Substituting the false for the reality.
    • They can use Loopholes to avoid enemy attacks in separate "Themselves" from the real world and avoiding damage in the real world while inducing an Error to misdirect the attacks making it like a friendly fire in a combat.
  • They hold authorities of Deceit, Theft, Decryption, Time and Space where they held authorities of abstract concepts, deeper level of conceptualization including their own Divine Kingdom with rules of Errors along with Fool's and Doors compared to Red Priest Authority

Door Pathway[]

The Door pathways allows all obstacles as they can travel, teleport, perform divination, phase through all objects and evade tricky spells where they can also record and use other pathway beyonders. In higher sequences, they have high capabilities in manipulating space, and travel ability is longer restricted. They can apply concealment to avoid detection and replicate abilities without needing to Record provided with sufficient knowledge.

Sequence 9: Apprentice[]

Its abilities of Apprentice are strange as it forms of the traditional mage and are rarely trapped who are difficult to stop where they can pass through obstacles and they pursue freedom.

  • Apprentices have the supernatural ability to use Door Opening where they can open any Doors they come across and locks are unlocked when encountered as this ability works against mundane, locks and walls. There are no restrictions in the powers that present from the wall called as conventional human understanding. While traveling through door, they cannot bring people with them but can bring the materials they brought.
Sequence 8: Trickmaster[]

Apprentices are now trickmasters of small tricks and would do well to remember that they are far and weild amounts of weak strange spells. Trickmasters wield all kinds of of Spells that are relatively weak and are more on performing tricks than defeating enemies.

  • Gas Transfer: Transfers toxic or harmful chemicals away to the places that are needed that doesn't exceeded 15 meters from the Trickmaster.
  • Flash: Not only illuminate the environment but affects other individuals vision that intensely flash several times more than cameras that are old fashioned.
  • Escape Trick: Combination of Loud Noises, Black Curtains, or Flashes in order to divert the attention of the target as this can move themselves quickly and being the lesser form of Blink.
  • Tumble: makes a 5-6 meter radius, coated with grease and making people slip and fall.
  • Object Manipulation: They can bounce or move designated objects within the radius of 5 meters but cannot perform precise operations.
  • Electric Shock: medium range of creating this ability similar to non-high-voltage electric shocks in modern society.
  • Freezing: A Spell in rapid cooling effect creating frosting ice and can be transmitted through palm contact or ray form almost a close form of an arrow with the effective range of no more than 10 meters.
  • Loud Noise: an ability to create fake sounds such as fake explosions or disrupting the attention and hearing of their opponents.
  • Black Curtain: lightless curtain like a magician out of thin air to conceal objects.
  • Burning: They can ignite of using this Spell by rubbing their fingers burning the objects within 3 meters.
  • Fog: They can generate this Spell around them in effective range of 15 meters.
  • Wind: Trickmasters can manifests this ability in a force level.
Sequence 7: Astrologer[]

Astrologers are beyonders who study star, astrology and the universe as watch, record, brightness and movements including the positions of the stars. And make accurate divinations with knowledge.

Previous abilities has been strengthened:

  • Their ability of Door Opening has been improved significantly as they can now bring other people when phasing obstacles and can open tiny door in the wall to see the inside of the room.

New abilities:

  • Astrologers gain Spirituality where their ability has been greatly enhanced upon drinking this potion gaining abilities of Spirit Vision, Ritiualistic Magic and Divination arts & Spiritual Intuition.
    • Spirit Vision: This ability can see non-physical beings with different parts of the soul while deducing the health of the individual including emotions.
    • Ritualistic Magic and Divination Arts: Astrologers gain inate mastery of Divination methods such as having powerful Divination capabilities relating to Astrology including Crystal Balls.
      • Anti-Divination: They can be able to interfere others divination and their Spiritual intuition within the surrounding area.
    • Spiritual Intuiton: Their spiritual intuition has greatly improved.
Sequence 6: Scribe[]

Scribes are those who observe, watch, record and gawk on anything involved and once they are done, they write, note, record and scrawl and later use the knowledge they wrote to bribe, intimidate, negotiate or force another party. Beyonders and mortals should be aware of their actions as they are being watched and record everything.

  • Record: after supernaturally seeing a Beyonder power in person, Scribes attempt to record the symbols, patterns and labels and store them if suceeded. Their soul is used as a pen and their Spirit Body as a paper such as recording abilities of non-neighboring pathways. However they have several limitations in using this abilities:
    • Their probability of recording successfully is not guaranteed in this sequence and higher sequence will less likely be suceeded.
    • The number of recording is limited but is increased upon digestion; initially 1 at demigod level, 8 Beyonder powers within sequence 5-6 and 20 Beyonder powers in Sequence 7-9 and will increase to 2 Demigod levels in complete digestion.
  • The effects of recording powers are weaker in this sequence as its power of a demigod is halved while Sequence 5 and 6 powers increased at 50% higher than its original strength while Sequence 7 above are estimate to be 70% more powerful from the original sequence itself.
Sequence 5: Traveler[]

Travelers move from place to place while moving great distances in a short time. While Scribes record and observe within their surroundings, Travelers tend to submerge themselves completely with various cultures they encounter and experience fully.

Previous abilities strengthened:

  • Travelers Recording ability has greatly improved as they can now record up to 4 demigod powers with its effects being close to sequence 4

New Abilties:

  • Traveler's Door (Door of Teleportation, Traveling): They can now travel to the Spirit world while they can still sense the real world giving a long form of long distance teleportation and the longer the distance, the longer it takes and its maximum range depends on the strength of their Sequence and Spirit Body. Similar to Door Opening ability, they can travel with others upon physical contact when traveling, unless if their connection is severed in the Spirit Body, they will no longer be able to travel. They can still utilize this ability in the form of Invisibility using the unique traits from the Spirit world.
    • Blink: This ability can be used to Travel in rapid short distances and leaves afterimages without needing to open the door and used this to prevent from being inflicted with the enemy's blow. This is only used if their Traveling ability was suppressed and its difference from it is that Blink is Positioning and using the Spirit World corresponding to an area, while Teleportation is Positioning using the entire Spirit World.
  • Invisible Hand: Travelers can capture objects from a long distance and its ability is like a telekinesis.
Sequence 4: Secret Sorcerer[]

Secret Sorcerers finds, hoards and guards secrets as they hide items in places, spaces, knowledge, effects or people themselves. Their strength lies in amount of the secrets they tend to keep and their capabilities remain secret.

There’s a qualitative change that has happened to them in a particular aspect, it was as though they’ve transformed into a deity. It’s no wonder that we describe them as ‘Demigods’, though I think calling them ‘Legendary beings’ is more fitting.
~ Roselle Gustav in his diary, Lord of the Mysteries chapter 519

Previous abilities strengthened:

  • Their previous sequence abilities have gone under a qualitative change significantly:
    • Secret Sorcerers can now Record Angel-level abilities of Beyonders even the level of Kings of Angels however they're much weaker in the real deal and can also record existences of incidents such as combat.
    • Secret Sorcerers Door Opening ability has Opened their restrictions relating to their Traveling capabilities and can make few adjustments to their blockage if their Teleportation has been prohibited.
    • Secret Sorcerers ability of Spirituality with its capabilities with Astrology has been improved marginally as they can break free and even aware of the illusion levels of a Demigod.

New Abilities:

  • Space Concealment: This is the core ability of Secret Sorcerers and can divide the space into two parts in Concealed space that is only accessible through a specific door. They can directly remove the Concealment if they want to exit in Hidden Space and it s power can be used defensively in creating multiple concealed spaces with between illusory doors and incoming attacks.
  • Secret Keeping: This ability helps them Conceal Secrets and blocks their intuition from prying or they can shatter the crystal ball as Secrets can be kept within as they can be disrupt the tracking with the ability of mysticism.
  • Transfiguration: Secret Sorcerers can transform themselves into illusory doors from one after another extending to an infinite number to make sure that incoming attacks never reach them.
  • Exile: Secret Sorcerers can use this ability to Exile an individual under their control in a Chaotic Space behind the illusory door that was manifested as different doors represent illusory scenes if dangers and opportunities coexist as this ability can last for only 20 seconds.

Mythical Creature:

  • In this sequence, Secret Sorcerers recieve certain level of Godhood with incomplete Mythical Creature Form and revealing it enhanced their abilities while infecting their surroundings with the ability of Godhood which can also drive Secret Sorcerers mad to a certain degree. These small insects that are formed from resplendent starlight, whose bodies are bent into a semi-circle, forming a magical glow that resembled illusory Doors are called the Worms of Star.
    • Secrets Sorcerers can divide the Worms of Star from their own Mythical Creature form as its similar when killing and waiting for Beyonder characteristics to carcass a certain power that will be bestowed by high-level existences.
Sequence 3: Wanderer[]

Wanderers are not restrained by conventional obstacles and wander in random places, going wherever they want to go and no one is able to stop them from wandering around as they can either enter a castle, busy town or ocean tench.

Previous abilities strengthened:

  • Wanderers can now utilize abilities related to Space Concealment in forming a spatial temporary cage as its a similar equivalent form to Stealing from Error Pathway.
  • Wanderers can Open a Door and can now break through almost all types of barrier.

New abilities:

  • Wanderers can wander through the Astral World and the Cosmos as they're no longer trapped in the Spirit World while heading different planets in learning and encounter their civilizations.
  • Wanderers can can Tear Spaces where they're swallowed by the void causing the areas around them to gradually collapse and can be shattered in a storm like Space-Time authority.
  • Wanderers can use Space-Integration that served as both of forms of Concealment and adaptation to various planetary and inter-dimensional environments throughout the universe.

Mythical Creature form:

  • Worms of Star are changed to bent into quarter circle glowing with resplendent light.
    • If revealing their Mythcial Creature Form, the madness they will received is reduced while its enhancements increased more while responding to its prayers.
Sequence 2: Planeswalker[]

Planeswalker are powerful figures that walks on the plans by themselves and nothing can stop them when reaching their goals.

Previous abilities strengthened:

  • Planeswalkers ability of Replication (Reenactment) has been improved where can directly Replicate without needing to Record once they have a sufficient understanding and this goes through two methods: The first is using direct powers that were borrowed and the second is using 1 replicate instantly.
    • They have two effects in Replicating scenes
      1. They can cross all the obstacles and distances if their corresponding scenes still exists in the world without being hijacked and directly ascend to their desired location.
      2. They will fully change the area within their targets and allow to manifests its corresponding scene to the real world.
    • However they have certain limitations on this ability such as that not all abilities can be replicated.
  • Sealing: Planeswalkers can now use the starlight method of Sealing such as Seal concepts in literal and mystical sense with starlight method.
  • Planeswalkers spirituality relating to Astrology has been enhanced marginally as turning their surroundings in celestial space in performing astrology.

New Abilities:

  • Planeswalker can now transform themsevles of Symbolisms as a concept of authority in lesser manifestations and can use Astral World more effectively in heading to different worlds.
  • Planeswalkers gain initial contact with Dimensional Sight as they can project distant scenes from other locations from a wall in enabling scenes and can also miniaturized people, objects and scenes for storage like a city range of Buckland.

Authorities:

  • Planeswalkers gain authority of Teleportation in a less form form of Space-Time and its abilities such as blink are enabled in different battlefields at the same time by repeating Teleportation back and forth.
    • Planeswalkers have two exact methods of entering a location, the first is opening a Door directly to that realm while the second involves using Replication ability to copy the abilities that seemed relevant.
      • Mirror World: Opening the Door to the Mirror World can be used in 2 ways: The first is opening the Door to the Mirror World by using illusory version without using any Mirror as well to travel through and locate different locations of Mirrors without getting lost while the second is can replicating the ability of the Demoness pathway to the Mirror World but requires a corresponding relation Mirror to activate
      • Underworld: They can open the Door towards the Underworld in two ways:
        1. Open an illusory Door to the Underworld anywhere freely by using this application of "Their" ability without any needing to locate the underworld.
        2. if the Underworld is being hidden, Door Beyonders can now Replicate the ability of Gatekeepers in order to travel there.
      • Higher Dimensions: They open Doors to Higher Dimensions even if they're higher spatial and otherworldly, Dimensions are realms that have the will to separate from the Spirit and Astral World and "They" can still open it with their ability.
      • Planeswalkers can also open to Dreams however some dreams that seemed dangerous and difficult to enter but they still have to establish a channel of influence by forming a door conceptualization even if they cant entered the dream.
  • Planeswalkers however cannot enter Historical Void as it isn't part of the Worlds realms.
  • Its mythical creature has been completed with a complete form of Worms of Time.
Sequence 1: Key of Stars[]

Their previous abilities has been largely improved as they're being reinforced with enhancements to their peculiar ability.

New Abilities:

  • Key of Stars can now use Space Fragmentation (Gravity Manipulation) by using the power of the stars and its gravitational force that emanates them from them by shattering and bending Space, time and light.

Authorities:

  • Positions: Keys of Stars will never lose their track of position which makes their enemies unable to locate and find them and once the target has been located and cant do anything to blocking "Them", "They" are able to use "Their" authority in exerting influence and affecting the target.
  • Seals: Keys of Stars have now partial control of the Seal authority, creating a maze with seal with Time constraints. The abilities of Journey (Space-Time Maze) must have through there must have destination by using Door as Keys of Stars could set the exit at the farthest point where they turn the Journey between into a Space-Time Maze that couldn't be quickly traversed.
    • Keys of Stars can use the methods of Seal by starlight as they descend upon the target with the illusionary Door melding with and merging into the target and have the ability to Seal a Black Hole.
    • Beyonders can use this to set a defensive barrier.
Sequence 0: Doors[]
Their abilities are rather strange. It can only be confirmed that this is the originating pathway of a mage.
~ internal record from the Nighthawks files in Lord of the mysteries Chapter 65
  • Doors are the embodiment of Doors that compass the authority for Space, Sealing, Alternate Worlds, etc where they can open or close doors that have concepts related to the ability in the entire world such as Sealing things that are broken or strengthened. Space holds authority of in exerting sufficient influence in different and alternate dimensions to any part of the Physical, Spirit and Astral causing their surrounding Space to degrade and collapse and make any target caught within to vanish into the collapsing void. Their full ability is not full Omnipresence.
    • Seal: A full authority over not just Spatial-Cages such as including the elements of Time and Mazes where they can temporarily Seal a Great Old One as long as they correspond to not resist however Seal Corruption doesn't cooperate with them.
    • Doors have full conceptualization which an advanced form of Symbolism where they can turn into a Conceptual Creature to avoid damage in close proximity and this can forcibly Conceptualize other entities inc relating Conceptual Cluster.
  • Their position ability correlates to the Beacon of Destiny while their Divine Kingdom follows the rules like Error and Fool authorities while it doesn't follow the structure of Red Priest Pathway.
  • Replication and Concealments have great effects of Concealing with concepts along with Replicate in levels of Symbolism.

Authority of the Eternal Darkness[]

Darkness Authority[]

Sequence 9: Sleepless[]
  • Sleepless gain Nocturnality where they gain stronger powers once the night is deeper in the night of their capabilities such as sensing dangers, gain night vision and sleep within 3-4 hours.
  • Sleepless gain Spiritual Intuition of their corresponding pathway such as gaining Spirit Vision to see non physical beings while Divination Arts and Ritualistic Magic are limited and aren't superior to Seer of Fool pathway and Mystery Pryers of Hermit Pathway.
Sequence 8: Midnight Poet[]
Oh, the threat of horror, the hope of crimson cries!

One thing at least is certain—that this Life flies;
One thing is certain, and the rest is Lies;
The Flower that once has bloomed forever dies.

~ Lord of Mysteries, Chapter 28
  • Midnight Poets can cast effects of Midnight Poems in reciting poems relating to the night and manifest all of set of effects of Cognitation and possible to resists ones effects but repeated effects will wear down their defenses. There are types of effects that Midnight Poets will cast on are:
    • Tranquilize: They can purify their hearts and soothes the souls and body while using ot check if a Beyonder lost control when revealing their abnormal reactions as its corresponding phrases is:
      • "When once the sun sinks in the west, And dewdrops pearl the evening’s breast; Almost as pale as moonbeams are, Or its companionable star, The evening primrose opens anew Its delicate blossoms to the dew; And, hermit-like, shunning the light."
      • "Lacking clothes and food, they have no shelter in the cold. They are drenched by rains, and huddle around the rocks for lack of shelter. They are orphans snatched from the breast, hope lost on them; they are the poor that have been forced off the proper path. The Evernight did not forsake them, but bestowed them with love."
    • Lullaby: They can put multiple to sleep using Lullaby where they remain serene making it difficult to evoke and express emotions as its corresponding phrase is:
      • "Thus it blooms on while night is by; When day looks out with open eye, Bashed at the gaze it cannot shun, It faints and withers and is gone."
    • Pacify: They can tranquilize their opponents and making them lose their desire to live as it turns them to be limping and unresponsive. Its corresponding phrase:
      • "Thus it blooms on while night is by; When day looks out with open eye, Bashed at the gaze it cannot shun, It faints and withers and is gone."
  • Midnight poets can gain expertise in combat, marksmanship, climbing including spiritual perception.
Sequence 7: Nightmare[]

Previous abilities strengthened:

  • Nightmares Spirituality has been improved significantly where they can now resonate their Midnight poems without needing to use their voice.

New Abilities:

  • Nightmares can use Nightmare state in separating their soul from their physical form while they're sleeping and can move freely in city wide range and infiltrate Dreams.
  • Nightmares ability of Dream Shaping is similar to Sequence 7: Dreamwalker of Visionary Pathway where they can cause different changes inside the dreams of the target guiding them to display several behaviors wether it is used to interrogate or create fear and crush their Spirit.
  • Nightmares can forcefully drag their targets into Dreams using Dream Invasion without alerting them while its limited range of around 100 meters where they can slowly coax their targets and they cannot move when theyre in this state and this can be used to target at maximum of 10 people in a single dream.
  • Nightmares can generate Nightmare Limbs in used for close range with its tentacles like limbs formed from their flesh and blood.
Sequence 6: Soul Assurer[]

Previous abilities strengthened:

  • Soul Assurers previous abilities of sequences have increased significantly such as Dream targets range increased to 150 meters, High Spirituality has enhanced slightly when their Ritualistic magics and Divination arts have improved along with Midnight Poets form of Agitating that is heightening the targets corresponding frustrations and destructive urges.

New Abilities:

  • Soul Assurers use the ability of Requeim causing the target to sleep, suppress and soothing their targets mood, desires and thoughts causes them to slow down or freeze on the spot and can also treat treatments which is akin to Sequence 9: Psychiatrist of Visionary Pathway.
Sequence 5: Spirit Warlock[]

Previous abilities strengthened:

  • Spirit Warlocks Dream Invasion has increased to 200 meters.

New Abilities:

  • Spirit Warlocks use Spirit Commanding where they can seal natural, evil and deceased Spirits and house them with the bodies of the target which can be summoned and commanded. Usually, Spirits are housed in their teeth but they're better in controlling natural spirit compared to Sequence 6: Spirit Guides of the Deaths pathway since they're more suited to deceased spirits while their strength depends on how many they find especially tasking them.
    • The number of Spirits they can command are limited by their strength as their Spirit Body can only hold about 4-5 Spirits while they are good with different kinds of tasks such as Terror Banshee draining the consciousness of the target in a form of offensive attacks and bestowing spirits to use flight.
Sequence 4: Nightwatcher[]

Once Beyonders reach sequence 4, they reach the level status of a Demigod going with a qualitative change, gaining immortality with an incomplete Mythical Creature Form of Godhood named Eight-Legged Demonic Wolf. However its differences from other pathways is their Bloodline abilities and traits of the Sequence 0: Deities descendants that are used for their advancement will grant them new abilities but distinct abilities that aren't in full power.

Previous abilities strengthened:

  • Nightwatchers can now host one more Spirit in their ability for Spirit Commanding, their Requiem has gone under qualitative change where they canse their deepest darkness with the sounds of poetry that is peaceful and tranquil and their Nocturnality has gain some improvements as they need darker environments, the stronger their abilities along with their faster recovery as this is an offset by Darkness from the Night Domain.
  • Nightwatchers has increased the range of Dream Invasion to 1000 meters pulling multiple targets in the same dream at once.

New Abilities:

  • Nightwatchers gain Night Domain where they can make pure darkness that surged in their body and tide to form a domain where their capabilities are boosted while wearing their enemies capabilities inside yhe domain. As it is used for defense with offset negative effects providing a good and comfortable environment for the Spirit creatures to be controlled by Nightwatchers while its domain can lose the vitality or corrode the enemy as they're also blessed with misfortune.
  • Nightwatchers can create Hair Entanglement and manipulate multiple hairs like Sequence 6: Pleasure Demoness in binding and immobilizing enemies as it brings coldness making their thoughts still while their bodies peaceful as they no longer want to resist in a peaceful slumber. This ability can be invisible that emerges from the darkness as this can be interchanged from Darkness and Demoness Pathways.
  • Nightwatchers gain abilities related to Concealment as well as the ability to use Misfortune on others.

Mythical Creature Form:

  • As a Sequence 4 Demigod, a Nightwatchers receives a certain level of partial Godhood with an incomplete Mythical Creature form of incomplete Eight-Legged Demonic Wolf and revealing their form infects the surroundings of their Godhood while enhancing their powers greatly while driving others mad to some degree as long as Nightwatchers don't get mad to a certain degree.
Sequence 3: Horror Bishop[]

Previous abilities strengthened:

  • Their previous abilities were drastically having improvements

New Abilities:

  • Horror Bishops can form the Sword of Darkness covered with strange patterns drawn from the depths of the Darkness, combining its level power of Repose and Horror. Swinging this weapon surges the darkness ability symbolizing it as danger such as silent destruction and vanquishment.
  • Horror Bishops can create a Nightmare World where they can pull everyone in it in the wide range of city as it can protects the soul and can move around in the Nightmare state.
  • Horror Bishops gain Horror Aura which is a lesser manifestation form of Darkness which target's body and mind will tremble involuntarily, making it difficult to contain and Conceal when it greatly affects their state.
  • Horror Bishops cannot restrain their ability as long as they don't appear towards Low-Sequence level beyonders.

Mythical Creature form:

  • In this sequence of a Beyonder, they can respond within their range while their Mythical Creature form increases their powers once they reveal it.
Sequence 2: Servant of Concealment[]

Previous abilities strengthened:

  • Their previous abilities gain marginal improvements of their previous abilities

Authorities:

  • Servants of Concealments gain partial authority for Concealment where they make their targets enter in a deep concealed state which doesn't sense the outside world however they can only see the fog and the targets will be erased regardless of the answer. They cannot also exert influence to the outside world. They can also keep secrets which lets "Them" also prevent everything that happens near "Them" from being seen.
    • Servants of Concealment can use Reverse Concealment can cause a target to enter a state of Concealment, Servants of Concealment can remove the Concealed state from a target while extracting their beyonder''' characteristics.
    • They can also Concealed World by creating the entire area from being concealed intself but does not damage the real world.
  • Servants of Concealment can also conceal variety of other things but aren't limited to identities, contents, etc. and can also be Concealed by Swapping Spirit Body Threads under Sequence 2: Miracle Invoker of Fools pathway but only for a sort period of time without the third party noticing.

Mythical Creature Form:

  • Their Mythical Creature Form is now completed of complete form of Giant Eight-Legged Demonic Wolf with six hands; four of which grew from their ribs, and two legs as well their Godhood increasing of their enhancements.
Sequence 1: Knight of Misfortune[]

Previous abilities strengthened:

  • Knights of Misfortunes' Sword of Darkness brings Enternal Sleep, Despair and Destruction and its its Spirit Commanding has become the Commander of Spirits of fully controlling and command Spirits even putting them to sleep.

New Abilities:

  • Knights of Misfortune gain physical improvements such as supernatural capabilities as they live up to their title as the Knight as well as being a Physical one with the level of an Archangel.

New Authorities:

  • Knights of Misfortunes can give Misfortune to their enemies as an authority of the domain, posses certain manifestation of the Darkness as they're impossible to be truly killed in the state of Darkness authority.
Sequence 0: Darkness[]
  • Darkness has the full authority of Concealment where they can Conceal traces in all aspects such as misleading the Divinations abilities when prying, they can make anything Concealed and undo them intuitively perceive and grasp many hidden secrets including turning realms into a world of Concealment as it can be used as their Divine Kingdom or Seals.
  • They can induce dreams, bring peace to the targets in the Eternal Rests and dissolve them into darkness as a partial authority in the dream and release it as the Destination of All things which would result to immediate death as the Darkness is one of the fundamental concepts and manifestations by being the symbolism of the universe and cant die from darkness and can ressurect.
  • Their Spirit Body and Spirituality are the destination of Spirits and their Master as this authority overlaps the Mother Goddess of Depravity and Death Authority. The Misfortune and Catastrophes have its authority of bringing disasters as it overlaps with the Demoness, Red Priest and Wheel of Fortune pathways as well being the embodiment of Horror of overlapping this with Mother Tree of Desire.

Death Authority[]

Sequence 9: Corpse Collector[]
  • Corpse Collector gain physical attributes as well as having a gloomy prescence and lower temperature of their body, as they are resistant to Cold, Decay and Corrosiveness as they prevent themselves from being attacked by Undead Spirits.
  • Corpse Collectors gain abundant knowledge relating to the information of Undead such as the characteristics and their weaknesses towards the Undead.
  • Coprse Collectors posses high level of Spirituality allowing them to use Spirit Vision to see non physical beings where they are able to see spiritual bodies, including a portion of Evil Spirits and relentless violent Wraiths, even without activating their Spirit Vision which is due to their nature directly.
Sequence 8: Gravedigger[]

previous abilities strengthened:

  • Gravediggers gain an increase of their physical improvements including their Spirituality such as their improvement of Spirit Vision.

New Abilities:

  • Gravediggers can use Spirit Communication to communicate Spirits directly within their surroundings either to scout an area or help with certain tasks by doing simple actions.
  • Gravediggers gain Eye of Death ability where they can see colorless to determine the weaknesses of unfamiliar Undead and Spirit creatures through observation.
Sequence 7: Spirit Mediums[]

Previous abilities:

  • Spirit Mediums gain an increased knowledge of Undead by using Ritualistic Magic related to Spirits such as Channeling and effective communication when arming against hostile creatures.
  • Spirit Mediums Spirituality has been improved significantly due to their perception of being insanely strong including Eye of Death.

New Abilities:

  • Spirit Mediums core ability of this sequence is Spirit Channeling where they can directly communicate with natural spirits and loitering the souls of the Dead in the real world. its quantity and quality of natural Spirits, Undead and Spirit World creatures increases exponentially using them to actualize different kinds of effects in creating various kinds of supernatural phenomena in a rather multifaceted way.
    • However there are some spirits that need corresponding materials in order to communicate them safely but aren't limited to ingredients from different pathways.
    • Among examples that Spirit Mediums can do with using spirits such as Frost Shadow in creating a Frozen domain within the range of 10 to 20 meter, possessing the ability to materialize a layer of armor-like Ice and a colossal, sharp, and crystalline Frost scythe and Earth Ghost of pair of weathered, stone-like hands by using it to soften the ground similarly to Sequence 5: Druid of Mother pathway ability: Underground Slink but needs blood to be channeled.
  • They can also use Spirits as informants to keep tabs, alert and gain information however this method of gaining information would put them to trouble. This doesn't limit to channel Spirits that were deceased mainly the fallen enemies to obtain information that they know about relating to the events and compared to Dancer of Eternal Aeon which they never rely on Summoning Dance ability.
  • Spirit mediums gain the ability to use Spirit Affinity and Zombie Disguise as the Affinity doesnt make them hostile to the Spirits and appear more friendlier to gain information while using Disguise as Zombies to endure erosion of Decay, Cold, Death and other auras.
Sequence 6: Spirit Guides[]

Spirit Guides are powerful against beyonders of Zombies and Wraiths where they can target Evil Spirits effectively and can control the dead that are ownerless with similar status.

Previous abilities strengthened:

  • Spirit Guides can now be involved in the Spirit world where they can recruit messengers from Spirit Channeling ability, helping them to drive the deceased and natural spirits to fight in advance and this can also follow their owners commands without being discovered since Spirit Guides can control groups of Spirits. Its strength depends on the number of spirits they control which is similar to Sequence 5: Spirit Warlocks from Darkness pathway but Spirit Guides are good in controlling deceased spirits compared to natural spirits.
  • Spirit Guides gain considerable unlimited information regarding the Spirit and Underworld.

New Abilities:

  • Spirit Guides have the ability to use Language of the Dead in bypassing the physically protection provided by the flesh and blood to target its Spirit Body. It goes directly from direct communication to commanding and Enslavement.
  • Spirit Guides gain the ability of Ressurection by turning corpses to living skeletons and zombies but doesn't have the will to reanimated corpses to have its will or vitality.
Sequence 5: Gatekeeper[]
  • Gatekeepers gain access to the Door to the Underworld by summoning, sensing and use gates to the Underworld. This lets them to control the Undead inside when sensing them as they are watchers over the gates separating from the living and this powers can be used to some extent such as solidifying this ability in as in their palm is branded in summon it at critical moments to drag the target behind the door.
    • However the Door has a terrifying suction force since its directed to a specific target however it continues to pull their surroundings.
  • Gatekeepers use their bodies as a cage in housing Spirits via the Internal Underworld which allows them to use an Undead Army in a non-eye catching way and with this gain various abilities and powerful helpers such as Death Envoy causing the target's body to go numb while their blood freezing, as if the target was possessed by a Wraith or Evil Spirit.

They are a prime target from Evil Spirits as they provide an adequate unique environment for their existence.

Sequence 4: Undying[]

Previous abilities strengthened:

  • Undyings physical improvements makes their body less fatal to their body unless destroyed while its Spirit Body exists in the state between physical and Spirit form. For the Doors to the Underworld becomes more favourable in the battlefield that inflict enemies with the attraction, summoning, and ravings from within the Underworld.
  • Undyings knowledge of the Undead has evolved to Spell systems that relates to Death, Spirits, Living Corpses, Withering, and Enslavement.

New Abilities:

  • Undyings posses a long lifespan; however they will die every 60 years and use Ressurection and resets their maddness levels while retrieving their memories as they are starting a new life which isn't completely without a risk and leaves a death imprint inside the River of Eternal Darkness which is impossible to recover; their usual intelligence and rationality that will degrade overtime where they become an undead monsters. If a number of dreaths reach a certain level, their true bodies will attract to a Sefirot one day.
  • Undyings gain the authority of Underworld in gaining some control of Underworld where they can achieve certain effects such as Sealing negative effects and connect their Underworld using the Spirit World Transversal which is a similar ability to Sequence 5: Travelers Door of Teleportation ability from the Doors Authority but lacks the ability of Blinking in short distance.

Mythical Creature Form:

  • As a Sequence 4 Demigod, they gain partial level of Godhood with an incomplete mythical creature form, and release it will infect their surroundings with Godhood with its ability of Quetzalcoatl also known as the Feathered Serpent.
Sequence 3: Ferryman[]

Previous abilities strengthened:

  • Ferryman posses an enormous amount of resistance due to physical improvements against all kinds of attacks as killing Death beyonder is equivalent of killing a dead person. They are able to float on River Styx without sinking while briefly flatong in Rover of Eternal Darkness for about 2 seconds only in which they can utilize their powers.
  • Instead of during and loosing their memories to retrieve later in using ressurection, they would instead become a sentient undead creature and will not instantly die in the underworld.
  • Ferryman gain more power of authority of Underworld which they can use it to bring descent from the Underworld.

New Abilities:

  • Ferryman has later weild certain manifestations of death such as Hands of Life and Death which if they use their left hand will irreversibly approach death while their right hand will reverse the process by regaining life as Ferryman traverses back and forth and Death Gaze where individuals will immediately die looking directly into the eyes while those who posses Godhood will be seriously injured even without direct contact will make them slowly wither away.
Sequence 2: Death Consul[]

Previous abilities strengthened:

  • Their previous abilities from Sequences have been improved significantly.

Authorities:

  • Death consuls fully posses an authority of Death where they can create a large city of Domain filled with Death and Pallor where life is not strong enough where they will instantly die and transform into Undead creatures form the form of Nation of the Dead. Death Consuls have no boundary between life and death and they're extremely hard to kill but it doesnt mean they're immortal as their conciousness erode overtime like an eternal walking corpse.
    • Death Consuls are the King of the Dead who houses an unvast army of the Dead in their Internal Underworld and can directly summon helpers from Underworld while stripping vitality as their Beyonder abilities relating to ressurection and substitution have become ineffective; however, Miracle Invokers are the exception due to History and Change ability from the Fools pathway.
  • Death Consuls posess and gain full authority of Enslavement with the capability of issuing commands below sequence 2 which they arent capable of resisting especially Angel-level creatures who have fallen as well as Evil Spirits who are extremely vulnerable. They can also use this to Judge as the Authority of the Dead.

Mythical Creatures form:

  • Their Mythical Creature Form is fully completed with a complete form of a Feathered Serpent or Quetzalcōātl that is illusory and real while its entire body is covered with huge dark-green scales while white feathers stained with pale yellow oil grow out from the gaps that each bears strange symbols of different shapes.
Sequence 1: Pale Emperor[]

Previous abilities:

  • All their previous abilities have been further improved making it more dangerous and useful.

New Abilities:

  • Pale Emperors use Pallor to create a world that is devoid of all color and in this domain, the colors die as beyonder powers wither and those that manifests will suffer immense weakening and will fail eventually such as abstract concepts and intimate objects even the death concept itself will wither away and dissipate.
  • Pale Emperors strengthened more authority of Enslavement with the ability of Soul Control of directly extracting the targets Spirit Body and can severe mental chaos and diminished vitality even if unsuccessful. They are also the Soverign of Spirits who appear extreme noble, devoid of the aura of the living like an illusory deity that lorded and commanded as a tyrant over the countless Undead.
  • Pale Emperors gain Death Decree in using this to point at an individual as they can instantly die.
Sequence 0: Death[]

With the embodiment of death and concept itself in the Sequence 0: True Deity, they are still heavily restrained by the Sequence 0: Sun of Sun pathway.

Authorities:

  • Deaths ability has ascend to a conceptual level of transcender as Life will Died, memories will die, connections between anything dies and imprints of their previous lives will die. Its Beyonder characteristics are Indestructable even those will briefly die.
  • Deaths Pallor has become the ultimate form of Withering where all things fadesuch as the mind, will and its Beyonder powers will all gradually becomes silent, succumbing to stillness under this authority.
  • Deaths form of Endpoint becomes the final Destination of all things overlapping with Mother Goddess of Depravity and Darkness Authority where they can establish their own Cycle of Reincarnation aid with the Mothers as it is similar to Eternal Darkness Sefirot formed with the Outer Deity's influence in a limit to a single galaxy.
  • Deaths are the source of existence as the masters of all.
  • Deaths Enslavements becomes the Enslavers of all things but are limited to those who have souls.

Authority of The Anarchy[]

Black Emperor Pathway[]

Sequence 9: Lawyer[]

Lawyers are those who handle topics regarding legal matters that conducts to their clients and obligate to their rights on matters. They are extremely good in finding and use loopholes to exploit it even weaknesses to their opponents as they use the process of execellent mastery of eloquence and reasoning skills in the process of court proceedings.

  • Lawyers gain mastery of eloquence being the master of speech and reasoning where they can influence, judge, conclusions that other people brought via their words and their actions even the establish process in the proceedings and they can effectively distort the thinking of the target to certain degree making them feel trusted as this also enhances their persuasiveness.
  • Lawyers posses of being proficient in law where they are taking advantage in loopholes within various social rules and laws as well as legal weaknesses towards your enemy as they can utilize Law & Order as a weapon.
Sequence 8: Barbarian[]

Barbarians are those who exploit and disort their own rules through brute force, manipulation and bribery as it cannot be solved by law but by force as it is one of the rules.

  • Barbarians gain various physical improvements such as their vast superhuman physicality and constitution that breaks the rules of a human body.
  • Barbarians gains additional mental resistance to psychological influences upon advancement.
Sequence 7: Briber[]

Bribers are Beyonders who pays or bribes to influence an individual in a position of power to do something against their morality or duty.

  • Bribery is their core ability of this sequence by giving the targets of symbolic Bribe in achieving several effects domineering effects as it can be anywhere between money to throwing an object near the target even if they didn't accept it; it still considers a bribe. There are four types of bribery such as Bribe-Weaken, Bribe-Charm, Bribe-Arrogance, and Bribe-Connection.
    • Bribe-Weaken: This ability can weaken the target over a certain period of time via lowing their attacks, defense and control over Briber.
    • Bribe-Arrogance: Bribers can make their opponents arrogant and proud such as lowering their intelligence and make them create mistakes and misjudge on their situations.
    • Bribe-Charm: This kind of ability will make their target feel good while their perception change towards the Briber as it is difficult to make negative emotions towards them and fight on their allies instead.
    • Bribe-Connection: They can make an establish connection between the 2 parties; the Briber themselves and the specific individual.
Sequence 6: Baron of Corruption (Corruption)[]
  • Barons of Corruption posses the ability to use Distortion which allows them to warp loopholes in distorting the targets intent, actions and thoughts where they be able to perform a certain Order with the achieving affect of restraint and influence while selecting few concepts.
  • Barons of Corruption will bring Corrode anyone withing 10 meters cauisng to be more dark and greedy in leading them to become irrational. In addtion of combining it with Distortion, they have the ability to use Weakness Detection in sensing the weaknesses and flaws in the target.
Sequence 5: Mentor of Disorder (Disorder)[]

Previous abilities:

  • Mentors of Disorder has later improved their Distortion to be able to distort their surrounding objects and environments that aren't tied to entity.

New Abilities:

  • Mentors of Disorder are able to bring Chaos within their surrounding environment that grants them with several advantages of this ability: Disorder as this ability can effect perception, and a select few concepts of perception and control with Disorder.
  • Mentors of Disorder can make themselves display great royalty within the Majesty ability causing others to lower their boes and obey their command.
Sequence 4: Earl of the Fallen (Depravity, Fallen)[]

As Sequence 4 Demigods, there are rules to everything and this sequence can find themselves good in loopholes in Order to exploit within the ability to Magnify, Exploit and Distortion where they can achieve certain things which only Justiciar Pathway Beyonders can achieve.

Previous abilities strengthened:

  • Earls of the Fallen Disorder ability has gone under a qualitative change which affects the aspects of order such as collapsing the buildings while causing attacks making it missing their mark.
  • Earls of the Fallen ability relating to Bribes has gotten stronger once they're in the level of Demigods which can be used to magnify as imparting effects of Bribe-Weaken.
  • Earls of the Fallen can Distort the use of Beyonder powers such as the example of Distorting the rules of Marionette Exchange ability from Sequence 4: Bizzaro Sorcerer of the Fools Pathway of swapping 2 Marionettes, directly Sealing through Distortion of creating an Invisible wall as well as distorting the mental diseases via weakening, slowing down its deterioration.

New Abilities:

  • Earls of the Fallen have the ability to exploit in directly affect the Laws which can be used to extend certain period states in either longer period or ending it ahead of time.
  • Earls of the Fallen can directly bestow all kinds of negative traits and attributes using Bestowment in certain range towards the living things as theyre ineffective and are easier to manipulate.
  • Using Magnify which can be used in interactions that make up the surrounding Order that enhances its effects to a degree signfiicantly even objects making it dangerous causing it to posses stronger effects.
    • It varies the potency on natural laws and phenomenon making the smallest weather to a disaster even in other applications.
  • In the state of the target as their actions can be Magnified as the ability of Magnification will bring certain effects such as using it as grabbing act allowing to grab an individual within 100 meters through appropriate gesture, restriction of the hug as well Magnify the ordinary attacks to the point where those attacks will become an execution.
  • Under normal circumstances as it will only amplify the effects and influece that is strengthened without helping others which doesn't quickly suceeded as it is limited in one time.

Mythical Creature Form:

  • As Sequence 4 Demigods who later recieved a partial Godhood as well as their incomplete mythical creature form with manifestations and revealing it infects their surroundings with the level of Demigods Godhood with a form of Curly Haired Baboon.
Sequence 3: Frenzied Mage (Frenzy)[]

New Abilities:

  • Frenzied mages have the ability to use Gigantification in Gigantize their physical body which increases their height in the process.

Mythical Creature Form:

  • In this sequence, they can listen and respond to preayers in certain range as their mythical creature form increased their enhancements when infecting their Godhood.
Sequence 2: Duke of Entropy (Entropy)[]

Previous abilities strengthened:

  • Dukes of Entropy ability of Distortion is in the level of an Angel where they can distort the rules that were created by authorities in certain degree and twist them to their will.
  • Dukes of Entropy are able to Exploit their airborne state by traveling from the earth to the moon with just a singular jump.

Mythical Creature Form:

  • In this sequence, their mythical creature form has been completed fully witht he full appearance of Curly Haired Baboon.
Sequence 1: Prince of Abolition[]

Previous abilities strengthened:

  • Princes of Abolitions Distortion can use some of their strength where they can Distort isolate an area from the real world that within is the size of a mausoleum.
Sequence 0: Black Emperor[]
  • Black Emperors gain full authority of Distortion in underlying the rules in the world itself along the every process and action making them complete opposites. They use a form of Distort Order into Disorder as light becomes the shadow, noises has shifted to silence, lack of people becoming a crowd and its death reverse in life.
    • Such distortion of extending its abilities as of delaying the effects of Spirit Body threads making them where they are unable to detect in advance, delay its consequences on the effect by Distorting constantly their effects activity, disrupt Teleportation and turning it extremely chaotic even the special position between a Substitute swapping it from the main body. This will force Fools Pathway appear in desired position from Historical Void.
    • The rules and process of Sealed Artifacts will be Distorted that stops the individuals from activating the corresponding power as well as the corresponding Concealed Spaces.
  • When advancing to Black Emperor, their ascenscions will cause many Distortions in manifesting the reality which will disrupt all order from the world such as the ability of Spirit World Traversals will be Distorted which their Wanderng has ended abruptly.
  • Once they are fulfilled with certain conditions, Black Emperors can use this Distortion ability to disrupt other authorities, connections to mysticism and their faith.
    • Ressurection: Even if Black Emperors were truly killed, they will be able to reawaken in one of their Mausoleums made for their Apotheosis ritual. They have three process of using the Ressurection ability:
      1. Its Uniqueness leaves the beyonder possessing it making it an abstract concepts.
      2. Subjects who were ruled by Black Emperors will hear their mighty voice.
      3. Fusing with Uniqueness with the Astral World which is an Order that other Sequence 0: True Deities are unable to use this ability to prevent due to Distortion.
    • Even if they're successfully killed and its nine mausoleums are destroyed, as long as the Orders was set up, they will be revived mysteriously and appear to be the loophole against the Natural order against the death.
  • Black Emperors gain fulla authority of Disorder and Order.

Justiciar Pathways[]

Sequence 9: Arbiter[]

Arbiter beyonders are those who have the power of making final decisions in disputes or part of authority in judgements through supreme courts.

  • Arbiters posses a convincing charm and considerate amount of Authority which can cause people to likely to believe and obey to heed their commands and words.
  • Arbiters will posses physical improvements with its outstanding physique conditions.
Sequence 8: Sheriff[]

Sheriff are law enforcements beyonders that responsible for enforcing court orders, serving documents that are legal, ensuring safety within the jurisdiction assigned as well as maintaining order in the supreme court. This does not limit to enforcing warrants, seizing or selling property from orders of courts through their judgments and also includes on invovlements towards prisoner transport, jury security, and facility safety for trials proceedings.

  • Sheriffs grants Area of Jurisdiction with certain bonuses if they're familiar with the area they're in, the better they showcase their abilities but once they leave their area, they will only rely on their abilities.
  • Sherrifs gains Recognition where they can remember the targets appearance wether in appearance, sketch or photo, having gaining additional sense in extraordinary way. This includes on detecting any abnormalities and grasp their indistinct traces as when put together, they will put it in effective manner in investigations.
  • Sheriffs gain supernatural intuition with the capability to detect all sorts of range even in Concealment and if close enough towards Abnormality, they will unshield things related to negative domains such as Evil, Chaos, Spirits, and Madness also have the ability to be good at tracking others as they have keen sense for monitoring others.
Sequence 7: Interrogator[]

Interrogators like Sheriffs are those who bring anyone in for questioning, particularly suspects in gathering on a crime case with its goal of solving the situation as they result to use techniques or methods but must operate within strict guidelines in the consitution. Examples of this are the Miranda Rights[2] in the process.

Previous abilities strengthened:

  • Interrogators gain physical improvements of their physiques to certain extent.

New Abilities:

  • Interrogators use Whip of Pain making the target feel the electric currents running through their veins and Spirit which is connected to thorns from a whip that beats their soul constantly as this creates the feeling of numbness that originate from the depths of their brain where they cant resist against the Interrogators questioning making them tremble and fall on their knees which depends on the Intensity of this ability.
  • Interogators gain supernatural psychic peircing where they can invade the mental defense of the target in effective range of 5 meters leaving themselves to counterattack and arrest but this can be prepared beforehand. When using this ability, countless flashes of lightning appear and is shot from their eyes that only attacks the Spirit Body directly instead of influencing their soul causing intense pain.
  • Interrogators manifest on using brand of restraint using it to restrain and suppress certain individuals & they can utilize bolts of illusory lighting via Psychic Lashing.
  • Interrogators gain enhanced mental attributes to focus on certain tasks and have the ability to be proficient in combat with variety of weapons.
Sequence 6: Judge[]

In general terms, Judges are those in sense of court of law, are officials in public who presides on court proceedings, listens on evidences and interprets on what is applied to the law as they make decision on legal matters such as presideing over the trials, legal dispute outcomes as well ensuring that legal proceedings are lawful and orderly and issue rulings based on the facts and relevent information they obtain.

Previous abilities strengthened:

  • Judges authority has gone under qualitative change by having an indescribable aura that makes others usbconciously avoid their gaze while their Area of Jurisdiction has increased with the size of backlund.

New Abilities:

  • Judges can use the verdict to issue commands and rules through their words which caries on the effects towards the target depending on the words that were used.
    • Exile: When saying this, this will send out an overwhemling invisible force at high speeds which effects the Spirit Bodies causing them to go away.
    • Confinement: They use this word to make it sealed when they're in the room in preventing exit which is similar to Distortion ability from Baron of Corruption of Black Emperor Pathway as its invisible barrier cannot be penetrated.
    • Imprison: Once they use this word on the target, they will be surrounded by a transparent wall making it hard for them to go through especially their Spirit Bodies but this effect can be reversed once they say the command: Release.
    • Death: When commanding this ability, the Judge will use a strange force in creating an afterimage as it quickly travel towards the target in delevering a powerful strike.
    • Flog: In this verdict ability, they will Flog their targets with a shapeless whip that breaks the targets clothes, open flesh that reveals its bones.
    • Prohibition: Judges can formulate rules in Prohibition that prohibit certain actions or states which everyone will forcibly comply for this to activate, they must describe it in any manner such as saying: "This xxx prohibits the action use of" which can restrict this on use of Beyonder powers Flight, floating, Teleportation, etc. As this includes entities like Spectators of Visionary pathway and Wraiths of the Chained pathway.
Sequence 5: Disciplinary Paladin[]

Disciplinary paladin are beyonder who are strict and principled warriors who value rules, order and moral conduct above all else and it exists when discipline is maintained both within themselves as their sense of duty drives them to enforce laws and correct the wrongdoing of those who committed such atrocities that often doesn't bend the rules or show favouritism, as they're more focused on structure and obedience of its foundation of peace and righteousness.

Previous abilities:

  • Disiciplinary Paladins gain significant physical improvements on their physical body, gaining mental attributes and its Authority has strengthened and improved.

New Abilities:

  • Disciplinary Paladins can enforce a punishment if someone were to set to break the rules of prohibition where they can punish the offender.
    • These examples are as follows:
      • The illegal intrusion of another’s house is a crime!
      • When the moon is full, killing and entry is forbidden
    • They can also use it to punish the offender in many ways such as:
      • Choosing a Beyonder power as a target towards punishment.
      • restrict the offender that immobilizes their feet and its invisible shackles.
      • inflict a Punishment on the crime that was given towards the offtender.
Sequence 4: Imperative Mage[]

Previous abilities:

  • Imperative mages all previous sequence abilities have been massively improved and strengthened:
    • As the follower of Order, their supernatural intuition has increased to discern Beyonders from ordinary mortals in their position as well as judging the sequence level of a Beyonder.
      • However, Beyonders with Concealment abilities such as Bizarro Sorcerer from the Fool pathway where they can hide their level of beyonders except their status. They can also perceive the powers of their targets that manifests in different colors and states which can use Depravitation effectively.
    • Their ability to Judge isn't limited to those in Judge sequence from the Arbiter Pathway and any sentence they speak in mysticism language can be set as a rule for targets as follows:
      • By stating the command "enhance reality, weaken mysticism" where they all weakn the supernatural abilities while enhancing the things that aren't supernatural.
      • They can now Exile their targets into the void which allows Imperative mages to deal with enemies that cannot be resolved quickly while Execution, where they can directly execute the target from afar which is a different strengthened form of Death.
      • Its confinement ability has been strengthened where they can now cut off any supernatural powers from outside source/forces.
      • They can now use Restriction in any area from actions while Prohibting certain areas in particular jurisdiction, its different is that while Prohibition only suppress the ability to do certain actions, Restriction completely prevents it from using it as an action.

New Abilties:

  • Imperative mages can now strip an individual Beyonder powers from a single target using Depravitation which will be unsubale for certain period of time. On the contrary from the Deprivation ability from Deprived of Tail-Devourer pathway or Theft ability from Prometheus of Error pathway which preventing them on accessing their powers but doesn't completely strip their ability from the target entirely.
  • Imperative mages can utilize the Power of Laws that stems from the constitution or creation of laws, such as achieving a form of short-ranged Teleportation by utilizing Laws as a means to erase its distance between them and their located destination as well as making the contract that fuses with the laws of the world and can place several restrictions on certain individuals usualy melting their physical body and flesh.

Mythical Creature Form:

  • As Sequence 4 Demigods, they obtained a partial level of Godhood with incomplete mythical creature form of Brass Pillar and infecting its surroundings will make them enhance their abiltiies.
Sequence 3: Chaos Hunter[]

Previous abilities strengthened:

  • Chaos Hunters Deprivation ability has furtherly improved where they can deprive certain number of Beyonder powers.
  • Chaos Hunters ability to Verdict on imposing it to their targets has furtherly enhanced as by commanding "Truth recedes here, while Illusion grows stronger" making the truth to grow weaker while illusion grows stronger while its Exile ability can create an invisible and majestic force that creates a terrifying hurricane and materialized it to the target directly.

Mythical Creature form:

  • Chaos Hunters can now respond to prayers in certain range while its incomplete mythical creature form increases with its abilities while using their Godhood.
Sequence 2: Balancer[]

Authorities:

  • Balancers when in the prescencne of Chaos with its authority to end it, restore the order and enhance a better Balance. In the battlefield, they can divide it according to specific aspects of Balance that "They" deliberately choose such as creating sections where each achieves perfect equilibrium and accuracy.

Mythical Creature Form:

  • Balancers Mythical Creature Form has now been completed with a complete form of giant Brass Pillar that is mixed with some characteristics and features.9
Sequence 1: Hand of Order[]
  • Hands of Order observe between the tug-of-war of Disorder and Balance which evolves order in the battlefield and the formation of the enemy tactics and warfare which carefully calculates the rules and establishment from the Order.
Sequence 0: Justiciar[]
  • Justiciar Beyonders have full authority of laws where they can create and enforce them as well as modifying, imposing and the underlying laws and its logic of the world. This can be corresponded making it hard for the people and beyonders to abide, publicise and announced before effective to the corresponding consitituon as well as the increase of punishment further if they are broken repeatedly. They are not exempted from enforcing it to themselves.

Trivia[]

  • The etymology of Celestial Worthy is referenced from the Taoism with its original title "Celestial Worthy of Primordial Beginning" or known by a name "Yuanshi Tianzun" as a supreme being as one of the three pure ones and a symbol in Taoism beliefs in religious aspect.
  • In philosophical refernece, it is called Pusrua in Hindu Mythology in the version of sacrificing himself to create the universe which serves him as a bases for heaven and earth perspective in its mythology. However such speculations of the characters referenced from Abrahamic religions of both good and evil including many mythologies across the world depdending on their alias as Celestial Primordial or Heaven and Earth Cosmic being.

External Links[]

Celestial Worthy of Heaven and Earth for Blessings in Lord of the Mysteries

Navigation[]

          / Villains

Gods
Celestial Worthy of Heaven and Earth for Blessings | Primordial God Almighty | Primordial Demoness | Alista Tudor | Hidden Sage | True Creator | Grisha Adam
Ancient Gods
Aurmir | Gregrace | Flegrea | Lilith
Subsidiary Gods: God of Combat |Omebella | Salinger | Kotar | Farbauti | Chained God

Outer Deities
Mother Goddess of Depravity | Mother Trees of Desire | Son of Chaos | Primordial Hunger | Circle of Inevitability | Supernova Dominator | Inextinguishable Ravings | Monarch of Decay | High-Dimensional Overseer | Goddess of Fate

Worshipped Organizations
Rose School of Thought (Indulgence Faction, Naturism Sect, Bliss Society) | School of God's Descent | Nightstalkers | Holy Mother of Society | Mother Five-Grains | Sole Spirit Society | The Great Mother | Tree God Sect | School of Existence | Devil Families (Nois Family, Andariel Family, Beria Family) | School of Truth (Tamara Family) | Black Market | Meditation Club | School of Deliciousness | Sinners | School of Tides (with Fisheries Guild) | The Star Shepherds | Universe Research Society | Star Worship Sect | Starlight Beacon | The Guiders | Entry Persons | Celestial Research Association | Order of All Extinction | Fantasy Association |Dreamseekers
Formers: Life School of Thought | Sick Church

King of Angels
Amon | Medici (Evil Spirit) | Ouroboros | Adam | Sasrir (Evil Spirit) | God of Knowledge and Wisdom | Lord of Storms

Rose Redemption
Leader: Angel of Fate Ouroboros
Former Leaders: Dark Angel Sasrir | Amanises
Current Members: Angel of the Holy Word Steph
Former Members: God of the Dead | Omebella | Badheil | White Angel Aucuses | Angel of Wind Leodero | Wisdom Angel Herabergen | War Angel Medici | Chained God

Intis Republic
Bakerland Jean Madan
Secret Order
Zaratul | Clown | Rosago

Aurora Order
Mr.A |Sirus Arapis | Hanass Vincent | Giant | Lavenus

Demoness Sect
Katarina Pelle | Tracy | Sharon | Trissy | Panatiya
Theosophy Order: Trissy

Others
Ince Zangwill | Ray Bieber | Meursault | George Augustus III

References[]

  1. Discord International AMA with the Author
  2. although they aren't used in this universe, this is still relevant when giving rights originating in United States