The Most Important Thing
Table of Contents
- The Rules
- The Systems
- The Desolated Land
- Varnheim
- Caelastria
- Thalassamor
- The 12 Establishments & Key Figures
- Caelastria Artifacts List
- Thalassamor Artifact List
- Thalassamor World Details and Daily Fears
- Thalassamor Factions and Daily Fears
- Thalassamor Additional Artifacts by Grade
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The Rules
General RP rules:
- The RP takes place 51 years after the apocalypse.
- Your character will have 2 lives, one before the apocalypse and one after. You got transmigrated like Klein so you need to write the backstory for both the new and old body. For clarification you are a citizen of the lotm world and you get transmigrated from the year 1368, NOT IN OUR WORLD.
- Background limitations: You wanna be the son/daughter of powerful nobles, cool, yeah. Post transmigration you will still be a regular person.
- No bonuses, no “I inherited creeping hunger from my grandpa who always liked to wear a monocle.”
- No money bonus here, in the new world you will be an average joe, maybe poor.
- Limiting wacky characters. The max limit would be a conscious sealed artefact. No more fish with legs or wtv.
- The canon explanation for our transmigration is Klein trying to save as many people as he could and assigning them a pathway in the hopes of restoring the world. This also means that depending on pathway choices the players might not have a pre apocalypse background (CRIMINAL, IM TALKING ABOUT CRIMINAL).
- The backstory has to explain how your character became a beyonder.
2) Gatherings
- There will be 2 types of gatherings: Local gatherings. Each major city will have a gathering that will be run by the mods. The players will be able to exchange money/characteristics and artefacts as well as bidding for a selection of random artefacts, potion formulas and characteristics that the mods choose.
- Gray fog gatherings. With the grace of the mighty Mr. Fool the gatherings will be held above the gray fog.
3)Marionnetes/Grazed souls
- This is only relevant to Marionettists, Shephards and people with shepherd artefacts. (This will cost you one characteristic of the same sequence-pathway)
- To get a soul you will need to announce a mod first. They will spin a wheel to choose one of the 22 pathways and their sequence. Then you will have to write a story about the person you killed and how you did it, be it a criminal or a member from another faction.
4) Artisans
- Artisans can be commissioned by the players to craft items. The price for the artefacts will be decided by the artisan itself.
- Artisan artefacts will always have the downside of creating artefacts with bigger downsides.
- Artefacts crafted by an artisan will have higher/lower downsides depending on the level of the characteristic used/the sequence of an artisan (a seq 6 artisan working on a seq 4 artefact will have devastating downed effects even for demigods).
4) Switching pathways
- When switching pathways you will only receive the abilities you get at that respective pathway/improved abilities mentioned by the wiki. For example switching to a seq 2 Miracle Invoker wont grant you access to marionettes.
5) Death/Darkness spirits
- Similar to Marionnetists and Shepherds you will have to create a story for your spirits. However the difference is that while those will need to create stories about hunting down beyonders you will have to make stories about different spirits that you form contracts with. For reference check the spirits that Lumian encountered when he was a seq 7 contractee on the wiki. (This will cost you one characteristic of the same sequence-pathway)
6) Acting posts/rituals and meta posts
- Acting posts will have to contain the discovery of the acting principles through your character's experiences. For the pathways that don't have the principles laid out make some out.
- For the pathways that don't have a ritual you will have to make your own, just make it make sense. Rituals can also be bypassed if you manage to complete the requirements for advancement in another way, think for example of marionnetists who instead of finding sirens can just hire a spectator to help them. -Meta acting posts and meta rituals are banned, you want to advance at all, make up a story
- at least 2 acting posts, 1 for concluding principles, 1 for actual acting
- seq 9/8: 2 posts
- seq 7-5: 3 posts
- seq4/3: 5 posts
- seq2/1: 5 + 1 post for anchors
- seq 0: 6 + 3 post for anchors
7) Mod approval, lazy posts and wacky inventions/spirits
- Failure to meet a certain standard of quality, basically making really simple 100 word posts for your acting methods/rituals/aquisition of spirits/marionnetes will result in you failing to discover that principle and will result in you losing control and dying when you want to advance.
- Wacky inventions/spirits are also not allowed, the inventions despite how the savant pathway works need to be realistic, the creation of an artefact/beyonder weapon to wacky or weird will result in the corruption of the characteristic (basically you will lose access to it). For a baseline try to imagine if Klein would encounter such a thing in his travel.
8) Outer pathways
- no
9) Money
- The money granted by the mods will be the money you use in gatherings. The cost of living is small enough to not affect you.
10) Factions
- You have the option to enlist in such factions depending on your pathway. At the same time you will be assigned to one of the 3 cities we made depending on your pathway and will be required to remain there until seq 4 at least.
- Factions will guarantee progression in your sequence and will grant you access to different artifacts.
- Betraying a faction will result in that respective faction hunting you down.
- You can increase your faction rank by donating money, information, artefacts and characteristics.
- A part of the money received from missions will be taken away by the faction.
- Players in faction will have an increase in the timer.
- Associate status: If you joined a faction that doesnt control your pathway you will become an associate, meaning you will still be forced to do the side missions related to your faction but wont be able to pledge your allegiance and will remain the lowest rank in the faction. On top of that you will need to pay a weekly fee to still remain in the faction. However as an associate you will receive more money from main and side missions. You can use certain quests as your acting posts if they fit the acting of your pathway and you mention the acting principles you discovered. Best example I can give is a hunter getting hired to hunt a monster. Of course you should consider that this is an acting post. No, this is not a challenge for you to turn all quests into acting posts. Side missions, faction missions and personal missions are increased after each sequence.
Gatherings:
- There are 2 types of gatherings: The gathering above the gray fog which will last 1 day and where you can trade with people from other cities. These will happen on Monday.
- Local gatherings which will possess different formulas, characteristics and artefacts you can bid with your fellow city neighbors; each gathering will differ by city and the displayed items are chosen randomly. These will happen twice a week.
Pledge system:
- Contribution points:
- Doing mission getting money you will give half of it to the faction, the contribution ratio be 1:1, meaning 1 pound means 1 point.
- If you give a characteristic or a potion formula, you will get the same price of the char as contribution points (increase each sequence up and what pathways it is in, for example if it in the pathway the faction control, then they be given more).
Faction perks: (Each sequence up, your contribution point will be reduced by the amount for each sequence, procuring your own characteristics and formula may reduce the price)
- Sequence 9: 1000 contribution points you get the opportunity to advance to sequence 8
- Sequence 8: 2000 contributions points you get the opportunity to advance to sequence 7
- Sequence 7: 6000 contribution points you get the opportunity to advance to sequence 6
- Sequence 6: 13000 contribution points you get the opportunity to advance to sequence 5
- At s8 you can gain access to one artifact of grade 3 and below
- At s7 you can gain access to two artifact of grade 3 or 1 grade 2
- At s6 you can gain access one artifact of grade 2 and one of grade 3
- At s5 you can gain access two artifact of grade 2
Faction downside:
- The number of money from doing missions is half to be given to the faction.
- Personal missions can only be done 1 time per week.
- Leaving= Betraying, will be hunted down and other faction in the city wont accept you either
- If you reach s4 using the faction help, you cannot leave the faction anymore. That option will be lost forever unless you kill or take over the faction itself.
The Systems
Mission System
- Main Quests (Teleport): The big one, once a week, forced teams.
- Minor Quests (once or twice a week, during weekdays): Can be done solo or with others, the current "missions" in this cycle.
- Character Quests: Your character shouldn’t be there just to get to godhood, make some stories about him and we will reward you.
- Rewards from top 3, from now the top 3 best stories will receive more money too alongside an increased chance for a characteristic. People who wont get top 3 will get default money and get 10% chance to get a char. Nr 3 will get 10% more money and 15% chance to get a characteristic; Nr 2 will get 15% more money and 20% chance to get a characteristic; Nr 1 will get 20% more money and 25% chance to get a characteristic. These only applies to main and side quests, personal quests will not be ranked.
- If the faction you joined controls your pathway you can advance through it by pledging your allegiance to the faction. By pledging your allegiance the faction will take half the money rewards you get each mission as contribution from both main and side missions. These contributions will be added to your faction trust rank. After reaching certain thresholds you will be able to advance to your next sequence alongside getting access to the sealed artifacts the faction will give to you.
- Associate status: If you joined a faction that doesn’t control your pathway you will become an associate, meaning you will still be forced to do the side missions related to your faction but won't be able to pledge your allegiance and will remain the lowest rank in the faction. You will need to pay a weekly fee to remain in the faction and you will receive more money from main and side missions.
- You can use certain quests as your acting posts if they fit the acting of your pathway and you mention the acting principles you discovered. Best example: a hunter hired to hunt a monster. This is considered an acting post. Note: side missions, faction missions and personal missions increase after each sequence.
The Desolated Land
THE WORLD IS HELL.
The world is swarming with the concept of gods, GOOs, and the destruction and amalgamation of the shattering of uniqueness, realm, and reality itself.
Some places have infinite looping of time and fate; if you ever find yourself trapped in there, it is over for you.
Some areas will make people instantly disappear, due to concealment? Due to death? Or due to devouring? None ever lives long enough to tell the tale.
Some regions are overrun with mad/degenerated Beyonders and a bunch of fucked up flora and fauna from leftover BCs
Some zones have cities of the death, spirits? Souls? Zombies? Marionettes? None can escape to tell the story.
Some sectors shine so bright that the earth itself is scorched, burned- a desert of ashes and bones.
The earth- The ocean- The underground- The sky- The sea of collective subconsciousness- The spirit world- The Astral world- The mirror world—everything you can think of is in shambles and chaos.
With the destruction of Gods, GOOs, and Pillars of the universe, combined with the destruction of all uniqueness, all concepts, and realms are in a weakened and chaotic state.
The uniquenesses are shattered because Mother Goddess of Depravity's borrowing of the Embryonic Original Creator
History will be slightly changed for convenience purposes
Varnheim
City Name: Varnheim
“The Last Light Flickers.”
Overview history:
Varnheim is a twilight-stained metropolis at the edge of a dying world. Bathed in the strange radiance of three contradictory divine remnants, it is one of the last surviving cities on Earth—a sanctuary forged by law, discipline, and desperate brilliance.
Its founders are Veris Halden-sequence 2 Balancer, Flora Eritan- sequence 3 Palbearer and Selvara Abraham- sequence 3 Wanderer.
Its leader is Veris Halden- Title the Overseer.
The world has ended, but Varnheim endures.
Divine Influence:
Time, light, and climate are no longer predictable. It is not uncommon for people to go to sleep during sun, and awake in snow. The moon and sun are more suggestions than reality. Sometimes the Sun in the sky rains down thunder, others it scorches the ground. The moon is kinder, but the unnatural orange glow which it sometimes casts down upon earth makes the stone age in minutes. Sometimes, those exposed to its light never return, their spirits separated from their body.
On those rare moments where neither the moon nor the sun grace the sky, the Sea descends from above and embraces the city. It is soothing, it is raging. Those days that come after are often filled with heightened emotions, wails and cries of rage in equal measure dotting the air.
The Sea of Collective Subconsciousness from Visionary Authority and Leodero's Tyrant fuse to "briefly bring it to the surface world". As expected, touching it causes emotions to fluctuate wildly within the city. Time of turmoil in which the Laws established are tested. Only in Varnheim, everything converged and aligned, the realms, the weather into the single event called the Festival of Flickering Skies.
Government & Law:
Varnheim is ruled by a Sequence 2 Justiciar, a living law incarnate. With near-absolute cognitive and conceptual authority, they’ve molded the city into a bastion of rigid order:
- No killing. No defiance of decrees. No danger to the life of anyone. Be Nice, Kind. NO corruption, evil, temptation.
- Penalty: Public execution or complete personality erasure via advanced cognitive rewriting (Mind Pathway-derived).
List of laws:
- The act of murder is prohibited. The act is defined as the unlawful killing of a human being with malice. The act is punishable by death.
- The act of Manslaughter is prohibited. The act is defined as the unlawful killing of a human being without malice. The act is punishable by advanced cognitive rewriting.
- The act of larceny is prohibited. The act is defined as the unlawful taking of the personal property of another person or business. The act is punishable by prison.
- The act of robbery is prohibited. The act is defined as the unlawful taking of anything of value by force, threat of force, or use of fear. The act is punishable by death.
- The act of embezzlement is prohibited. The act is defined as the fraudulent taking of personal property by someone to whom it was entrusted. The act is punishable by prison.
- The act of extortion is prohibited. The act is defined as obtaining benefits through coercion. The act is punishable by prison.
- The act of trespassing is prohibited. The act is defined as the unlawful entering of property. The act is punishable by prison.
- The act of Assault is prohibited. The act is defined as the act of causing physical harm or unwanted physical contact to another person. The act is punishable by advanced cognitive rewriting.
- The act of Beyonder corruption is prohibited. The act is defined as the unlawful or unapproved usage of any beyonder power that has to do with corruption, degradation, death, shadows, and evil. The act is punishable by death.
- The act of power usage is prohibited. The act is defined as the unlawful or unlicensed usage of any beyonder power. The act is punishable by loss of beyonder license and prison.
- The act of reporting crimes is mandatory. The act is defined as reporting to the fitting authority and informing them on broken laws. The act is rewarded by fitting monetary reward.
- The act of reporting advancement is mandatory. The act is defined as informing the guild before any sequence advancement and not advancing before getting the necessary clearance. The act is rewarded by a renewal of Beyonder license.
- The act of being a child molester. The act is defined as having sexual relationships with a child. The act is punishable by a slow and excruciating death.
- The results of all duels are legally binding to both sides. To avoid endless political violence, a formal Duel System has been enacted:
- Any conflict—between commoners or nobles—can be settled in public duels using structured combat.
- Duels are observed by appointed Seers or Scribes, ensuring fairness.
- One impartial overseer has been allotted to every duel, ensuring that the combat is cut short before death comes to either part—unless it is an honor or death duel.
City Character:
- Architecture: Inspired by 19th-century Germanic design—grand pointed spires, heavy stonework, cathedral-like rooftops. Courtyards twist around gas lamps that burn at irregular hours. Balconies often carry protective glyphs.
- Population: ~5 million Citizens.
- Faith: Religion is outlawed. No gods remain. Only the Government and Sequence remain as guiding forces.
- Language: Hermes (With german accent)
Unique Systems & Culture:
- Light Tokens: Citizens carry twilight tokens that pulse based on local time (as clocks are unreliable).
- Crimes of Thought: With powerful Seers Spectators and Justiciars, subversive intentions can be detected and punished.
- Festival of Flickering Skies: Randomly throughout the year, the three divine remnants align, the skies ripple and reality fractures briefly.
- Weather emotions: During bad weather, kids are taught it’s Veris’s emotion; rain signals Veris’s sadness, and kids shout Veris don't cry; rain may stop if the city hears this plea.
- Beetle fights: Beetles painted with fruit peel juice and colored shells fight on logs or tables; the winner flips the opponent.
Factions:
- Oratrice Mécanique d'analyse cardinale: Order and Law — Leader Veris (sequence 2 Balancer) — Pathways control: Justiciar, Visionary*, Sun
- Gloamharvest Farms: Food-Pharmacy-Vaccine — Leader Flora Eritan (sequence 3 Palbearer) — Pathways control: Death*-Mother-Demoness
- The Thoughtspindle Academy: Mystical-History-Ordinal— Founder Morax
- Duskvale (Sequence 3 Hermit) and Professor Cassian Volberg (Sequence 3 Seer). Pathways control: Hermit-Seer-Moon
- The Archives: A neutral faction based in the mysticism sector. Leader is a Sequence 4 Undying, who records stories on cassette tapes and books; artifacts available via archives.
- Halkalus: Led by Amedeo Fleming (Sequence 4 Classical Alchemist, Mother) — allied with Natrus.
- Neurotious: Led by Albert Richter (Sequence 3 Dreamweaver, Spectator) — focus on psychology and sociology.
- Magispirius: Led by Hypatia (Sequence 3 Clairvoyant) — mystic prayer and knowledge; provide custom spells.
- The Sigil & Spoon Tavern: Operated by Aldous Lint (Sequence 5, Reader Pathway) — a refined information hub.
- The Purify: A neutral or sun-focused path, led by Olive Berg (Sequence 4 Sun).
- Gentle Guidance: Led by Eve (Sequence 4 Spectator) — network of orphanages and social services used to regulate mood.
- The Stillness Shrine: Private necromantic rites by Elias Draumann (Sequence 5 Death Pathway).
- Luck Seer: Run by a Sequence 5 winner — buff to luck for events.
Varnheim Artifact List:
Artifacts:
Oratrice Mécanique d'analyse cardinale:
Grade 3:
- Bloodied knife: quicks, strength, makes others want to fight; skin contact triggers effects.
- Training bracelets: higher physical strength post-workout; fatigue after power wanes.
- Heavy book: teaches weapon use; may corrupt user knowledge.
- Lecturing Book: issues lectures on useless info; may induce insomnia if interrupted.
- Red nose: increases dexterity; wearing makes everything seem funny; risk of losing emotional control.
- Bronze pen: recall knowledge when spun; may cause memory errors if mishandled.
- Courtroom suit: eloquence, law proficiency, physical enhancement; tears transfer as aches.
- Bamboo Hoe: accelerates plant growth; heavy for bamboo.
- Large glass vial: makes medicinal concoctions from herbs/parts; after ingredients filled, others dissipate.
- Grade 2 items include Crimson moonstone earrings, Tobacco Pipe, Everchanging mask, Charming dress, Vessel of Vanishing, etc., with varied effects and downsides.
- Grade 1 items include Living puppet, Gloamharvest fertilizer items, etc.
Gloamharvest farms:
Grade 3:
- Dice of tricks: cast magic spells from trickmasters.
- Bag of spirituality: spirituality infusion; can grant glimpses of the future; can overwhelm pathways if opened too long.
- Sleeping mask: nocturnality, higher energy at night; downside: insomnia after use.
- Self chains: chain that connects to itself for enhanced strength; berserk risk.
- Annoying whistle: provocation aura; lung-busting effect.
- Triangle: boosts allies when played; singing strains voice.
- Old phonograph: whispers from secret entities; hidden information.
- Badge: boosts supernatural intuition but makes others wary of you.
- Storm Guardian's Gauntlet: powers when drunk; strength scales with intoxication.
Grade 2:
- Crystal spyglass: divination, can detect same person; starry night view makes it unusable and corrupts users at times.
- Shadow eyepatch: summons nightmare limbs; daytime blind.
- The fleshturner’s tale: flesh magic; distortion risks; permanent if book possession continues.
- Blazing honour: ember heart; fireball capabilities; can provoke allies; touching the heart scorches skin.
- Solar Sun Terms: sun dial with quarters; random abilities; requires witnesses and holy water; night makes unusable.
- Grade 1: Map of calamities, etc.
The Thoughtspindle Academy:
Grade 3:
- Shadow Cloak, Golden Lantern, Book of Midnight Poetry; Opera glasses; Eyeless death mask; Fake mustache; Minds and Mathematics; Animal mask; Water goggles.
Grade 2:
- Shadow carpet; Sacrificial knife; Starry shield; Sword brooch; Empty dentures; Grade 1 lists follow with more gear.
Grade 1:
- Golden headband with activation constraints; cannot be deactivated by wearer except by the activator.
Caelastria
City Name: Caelastria
“The Ark Above the Ashes”
Overview:
Caelastria- The Ark Above the Ashes- drifts in low orbit, a glittering ring of steel and glass forever circling the dead world below, from below, the arc shone like a second moon in the sky.
Tesla’s vision, however, needed a loophole in reality itself to escape the ravaged skies. That came from Julian Calder, Sequence 3 of the Black Emperor Pathway- a mage who could read the thin, fraying seams of the world: where gravity stumbled, where time hesitated, where divine influence thinned. Together, they made a pact: Tesla would build the Ark, a masterpiece of Paragon engineering- an orbit-capable habitat with propulsion enough to leave the dying planet. Calder would unshackle it from the laws of weight, threading it through gravitational dead zones left in the wake of fallen gods.
- Language: Ancient Fraysacs (With french accent)
Divine influence:
Five fallen Divine Beings have left their imprint on the world sky, creating a hell born on earth.
- Dominator: Gravity field that crushes the higher you go.
- Devourer + Hanged Man: Worm monsters that devour everything in the sky.
- Sun: Death light, turns every living being to ash (this makes that the devourer can’t just replicate infinitely).
- Tyrant: The weather-storm-ice-storm-hurricane-typhoon-100000m wave.
The Tail Devouring Worms hunger for the city’s remnant authorities, attacking in huge swarms. They are roughly the size of dogs but can grow; they attack in thousands. They are held at bay by the Abyss Hunters.
The Crushing has been a plague upon Caelastria since its creation, a force that encircles the whole world which was formed after the Supernova Dominator’s death. It is a natural disaster for the floating city, randomly causing great gravitational forces that drag the city down.
Law:
Caelastria is governed by the Pillar, an unblinking coalition of AI made from an s3 justiciar and the Central Cogitator—a Paragon-built AI core seeded with the last will and logic of Tesla Curie herself. Every law, every decision, every civic blueprint passes through its mind, ensuring the city survives not through sentiment, but through precision.
Core Laws:
- The City Flies First. Any action that threatens the city’s flight systems, energy reserves, or navigational safety is treason.
- No Faith, No Chains. Worship of divine beings, old gods, or new idols is prohibited—progress must not be bound by superstition.
- Contribution is Citizenship. All residents must serve the city’s upkeep—be it through engineering, defense, farming, hunting, or governance.
- Sky is Our Commons. No private ownership of vital skyways, airship docks, or core infrastructure.
- No racism between human-cybords and hybrids, all work together in "harmony" for the greater good of innovation and creativity.
All attempts at procreation is to be first reported to the Admin sector for approval, in order to maintain a stable population
Penalty Enforcement:
- Technocratic Tribunal: A threefold process—AI analysis, human deliberation, and final decree.
- Penalties:
- For sabotage or treason: Immediate decompression exile "The Crushing” or neural disassembly (zap by paragon beam).
- For racism and disharmony, penalty or disappearance without a trace.
- For religious activity: Mind-pathway cleansing to remove divine influence, followed by mandatory civic re-education. Or become living test subjects.
Unique system:
The city is hexagonal, separated into 6 equal triangles. 5 of them represent five different fields of science, Mysticism, Chemistry, Biology, Physics and Psychology, each with its own purpose and goals. The last one is the Admin faction, responsible for maintaining law and order as well as recording down the contributions of citizens.
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Contribution system: Cumulonimbus Stratus
Commonly referred to as Stratus. Based on how much a person has done for the city, they gain more contribution points, and each level gives certain privileges. Tesla set this up at the beginning of the city’s development to encourage cooperation and effort in their work, and is still used due to how effective it is.
Contribution can count in the form of: defense, research, maintenance, teaching, hunting, advancing in Sequence, submitting characteristics.
Level:
- Negative: People who have been judged to have broken the laws are placed in this level, which they are unable to leave unless the judgement is proven to be wrong. They lose their rights to any benefits built in the city, and will be treated as sub-human. Possible outcomes include being banished to the land below, being used as Class D personal (expendable resources), or test subjects.
- Zero: People who have not contributed anything to society in over 2 years after turning 21 are placed in this class. They have access to basic housing, food, water and protection, but cannot gain more than that. Everything will be limited to base level. (Low quality food, single room housing, basic defense provided by the guards and the law)
- One: People who have contributed the bare minimum are put here. This means simply showing up for their assigned jobs and meeting the minimum quota. They will have access to Normal Resources. (Proper housing for their family size, actual vegetables and limited access to meat, prioritized over lower classes in terms of defense)
- Two: People who have made something small for the city, including offering low Sequence characteristics, contributing to the development of any new technology or system, or participating in a major battle. They are able to gain higher priority than lower levels for things like healthcare, technology, or information, as well as access to larger housing. They are now able to apply to become Sequence 9/8 beyonders.
- Three: People who played larger roles in projects or participated in very important projects are placed in this class. People here are now able to purchase private housing, as well as commission for buildings to be made for them, assuming it has been approved.
- Special: People who have led important scientific breakthroughs, defensive forces, or submitted a high Sequence characteristic. They can now own their own defensive forces to guard them, and full access to all the resources that Caelastria has to offer. There is also the unspoken benefit of being able to avoid laws as long as it does not severely harm the population.
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Establishment Description
The Pillar
[admin sector]
It was first founded by Lexius Vigilo and Julian Calder, a Sequence 3 of the Justicar and Black Emperor Pathways respectively. However, after Lexius’ death, Tesla created an AI Sequence 4 Imperative Mage, in a bid to try and control the Pillar and push Julian out of the picture. Standing at the center of its segments, it is the pillar of law and order of this floating city. Both the Black Emperor and Justicar Pathways are controlled by it.
Suppliers' Guild They drop down from the sky and gather resources in the wastes before being picked up. Leader by the sequence 4 of the Death pathway- a man who doesn't care about his own death, only about the others.
Scavengers' Association [outsider faction] Lone-wolf operators who move in the wilds without city oversight, meeting Caelastria only at secret trading points. They deal in rarities the Guild can’t reach— or won’t admit to wanting. Led by an elusive Sequence 3 Error and a cold-eyed Sequence 4 Secrets Sorcerer.
Shackles of Avarice This organisation is the main defence against the Tail Devouring Worms, led by a Sequence 3 Disciple of Silence and a Sequence 4 Iron Blooded Knight. It is made up of 2 Sectors, the Wardens and the Sentinels. The Wardens are the guards who protect the city, managed by Charlotte and composed mostly of Prisoners. The Sentinels are the patrol team led by Wetherby that fly around Caelastria on ships and warn the city of any incoming swarms. They mainly comprise hunters.
Oscillus Main faction of the physics Segment of Caelastria. They control the Savant pathway. Their leader on paper is Tesla, but she rarely participates, unless needed. Their belief is that physics is the law and truth of the universe, and is the foundation everything is built on. Their main goal is to stop the Crushing through science, although almost any physics topic is approved for research. They also contribute to the physical structures of the city, which are largely designed and built by them.
Natrus Led by Otto Mendel, a Sequence 3 High Summoner (Moon). While Otto has his own research and experiments, he still goes around the research center to help other groups, and is respected as a leader. Any research on biology of living creatures is allowed, although research samples are screened to ensure it doesn’t harm people. Their belief is that the mind is the basis of humanity and must be understood. They handle the education and mental health of citizens of Caelastria.
Magispirius Led by Hypatia, a Sequence 3 Clairvoyant (Mystic Pryer). This faction does have Mystic Pryer form, for sequence 3. Their belief is that information is power, and knowledge is the most valuable. They handle knowledge recording and provide custom spells to all factions.
The Archives A neutral faction based in the mysticism sector. The leader is a Sequence 4 Undying, but lives like any normal human would. A mysterious power allows him to record all the stories of the world, into endless shelves of cassette tapes and books. Any information can be bought at the right price. The shop is currently run by him alone, but maybe he will accept an assistant?
Pathways:
Scavengers: Error + Door
Shackles of Avarice: Chained + Red Priest
Oscillus: Paragon
Natrus: Moon
Halkalus: Mother
Neurotious: Visionary
Magispirius: White Tower + Mystic Pryer
The Archives: Nothing
Caelastria Artifact List
Artifacts:
Scavengers' Association:
Grade 3:
- Divination coin - normal silver coin; by rolling and tossing, divination results; failures cause headaches.
- Trumpet: temporary buff; overuse leads to worship of the sun and cognitive changes.
- Athlete Headband: training easier; but exhaustion follows.
- weather stone: indicates temperature changes.
- tin knuckles: encourage bruising changes with punches.
- Clear eyeball from a corpse: see like Eye of Death; long-term contact causes rage.
- Cool shaped rock: physical enhancements; possessiveness over rock.
- Smart pocketwatch: mental enhancement for calculations; time sense disrupted.
- Beast whistle: animals become afraid then target the user.
- Grade 2 and 1 items include Mage robes, Sea compass, Ruler sword with law activation, Red paint, War bow, Detached shadow, Shadow carpet, etc.
Gloamharvest farms:
Grade 3:
- Dice of tricks, Bag of spirituality, Sleeping mask, Self chains, Annoying whistle, Triangle, Old phonograph, Badge, Storm Guardian's Gauntlet.
Grade 2:
- Crystal spyglass, Shadow eyepatch, The fleshturner’s tale, Blazing honour, Solar Sun Terms, Map of calamities (see Thoughtspindle). Grade 1 items follow.
The Thoughtspindle Academy:
Grade 3:
- Shadow Cloak, Golden Lantern, Book of Midnight Poetry, Opera glasses, Eyeless death mask, Fake mustache, Minds and Mathematics, Animal mask, Water goggles.
Grade 2:
- Shadow carpet, Sacrificial knife, Starry shield, Sword brooch, Empty dentures, Grade 1: Golden headband, etc.
Caelastria Artifact List (continued) [selected entries for readability]:
- Starry mind gear, Ethereal moon, Music boxes, etc., with numerous details per grade.
Thalassamor
Thalassamor: “The Key to Hell”
(What any common soul in the city would know)
Far beneath the waves, hidden in the trench known as the Devil’s Maw, lies Thalassamor. To the surface it’s a cursed tale, but here it is home to nearly a million. The city rests inside a great shimmering dome of water and light, where the sea’s crushing weight is kept at bay. Coral walls rise like towers, streets wind through tunnels of bone and stone, and massive jellyfish chained overhead glow like drifting lanterns.
Language: Hermes (With Devil language accent/Australian accent)
Lifestyle:
Life in Thalassamor is harsh and strange. The air is cool and heavy with salt, and everything smells faintly of brine. Most people wear woven kelp or fish-hide clothing decorated with shells and bone charms. Its main structures are grown as much as they are built fused from deep-sea coral, enchanted whale bone, and the remains of ancient leviathans. Massive bioluminescent jellyfish float overhead, tethered by chains to act as drifting lanterns. The wealthiest have enchanted bubbles that drift them through the city. Travel is done on giant manta rays or eel-carriages. In the middle of the city there's a big altar where people use it to sacrifice pearls of oaths, strengthening the dome when it weakens.
Abyssal Whisperer: The only form of firearm in Thalassamor. A black, barnacled hand-cannon forged of abyssal iron dredged from wrecks and ruins and ribbed with Leviathan/whale bone spines. Its grip is wrapped in stingray hide, and barnacle-like ridges and encrusted shell ornament the frame. It shoots carved pointy monster bones. Its heart sits a abyssal glass core, a living sliver of trapped trench light that hums like whale song and channels currents to ignite each shot. A thin vein of obsidian or abyssal steel runs along the barrel’s spine, stabilizing the core’s resonance. The trigger is cut from leviathan fang; billions of pearls are set along the stock to steady energy. It shoots bones.
Atmosphere:
The streets are narrow and winding, blue-green light glows from coral and moss. Travel is on manta rays or eel-carriages; wealthier ride enchanted bubbles. Hour of Silence is a daily event when lights go out and the ocean’s pulse is heard.
The Factions (as people see them):
(Thalassamor wont allow solo players without factions, you can still do it but you will be in a sight to see)
- Azure Legion – Sailors and storm-callers who rule from coral fortresses.
- The Coral Synod – Priests in dark armor, beliefs in the Father of Devils, processions, blessings in exchange for loyalty.
- The Abyssal Choir – Preach that the Abyss is truth; some people vanish into their ranks.
- The Nightcurrents – Shadowy brokers who sell whispers and secrets.
- The Brineguard – Soldiers/guardians at Tide Gates.
- Pearl of Everpresence – Traders and divers who scour the seas for pearls and relics.
- The Obsidian Concord – Death-priests who keep the drowned buried properly.
Daily Fears:
- The Leviathan’s Dream: cursed dreams affecting talents/people.
- The Lightless Depths: when the dome dims, shapes press against the trench.
- The Fading Barrier: barrier of light kept by Pearls of Oath; dimming threatens water pressure.
In Thalassamor, every day is survival, every night is a prayer, and every breath is borrowed from the Abyss.
Tldr:
- Obsidian Concord: death
- Nightcurrents: hunter and darkness
- Pearl of Everpresence: monster
- Coral synod: hanged man
- Abyssal choir: abyss and chained till seq 6
- Azure Legion: sailor
- Brineguard: warrior
Thalassamor Artifact List (selected):
Azure Legion Grade 3:
- Elegant Barbarian's Suit; Clumsy Arbitrator's Badge; Ex Historica; Sin of Solace; Ordinary rock; Herewards pipe; Gladiator's vow; Green Pot; Silent Crossbow.
Grade 2:
- Mortum Mask; Rippled Master’s Gloves; On the Same Page; Life Harvester; Battle-ready Bow; Cursed Casket; Coral hole artifacts.
Grade 1:
- Starry blanket; Rajika Bottle; Pristine dagger; Scaley Armor; Slim Glasses; The blooming flower; IT-a wrinkle middle finger; Music box; Zukin; ONS; etc.
Thalassamor World Details and Daily Fears is followed by artifacts lists for other grades and factions.
The Coral Synod artifacts list includes: A spade, Wishbone flower, Bear of Secret, Nose ring, Archeology brush, Knight Flag, Mystic pendent, Martial Arts Manual, The top 10 Poems of the century, Thalssamor items like Thirsty water, D0K70R, Mute Guitar, Telepathic Headpiece, Crystal Ball, Animal necklace, Rabbit foot, Light bringer, Perspective-contacts, etc.
The Obsidian Concord artifacts include: Barbarian sword, Comedian hat, Iron screw, Beer flask, Newbie Trickmaster hat, Nerdy glasses, Lightsuppliant torch, Ear of truth, Eepy sleepy, etc.
Thalassamor Additional entries describe Grade 2 and Grade 3 artifacts like The Coral Synod’s Seal, Moonlight Compass, etc., along with many others. The document lists many artifacts with complex tradeoffs including mental corruption, bodily harm, and magical side effects.
Thalassamor daily fears and factions are described above; artifacts lists include dozens of specific items with unique effects and downsides. The artifact lists for each faction include detailed mechanics and conditions, often with escalating downsides or per-use costs.
The 12 Establishments & Key Figures (summary)
- Cradle of the Flesh: Medi-psych restoration and otherworldly experiences; patients dream of other lives during recovery.
- Gloamharvest Farms: Indoor farms with time-warped climate adaptations; some produce glow, some whisper secrets.
- The Sigil & Spoon Tavern: Tavern and information hub; draughts and spoons evoke forgotten memories.
- The Crimson Velvet: High-end district of illusions; promises unforgettable experiences.
- Blackiron Industry: high morale, living-metal constructs.
- The Protector: Twilight Giant Pathway; border defense against nightmares.
- Gathering Guild: Logistics, relics, and rumors hub; tent-based commerce.
- The Thoughtspindle Academy: Collaboration among Hermit, Moon, and Seer.
- The Purify: Experts of corruption removal and sin-purging.
- Gentle Guidance: Orphanages and mood regulation networks.
- The Stillness Shrine: Research on death and memory; necrotic rituals reveal preserved memories.
- Luck Seer: Boosts luck for important events.
Caelastria Artifact List
(Extensive artifact catalog with items such as Sailor’s ring, Infinite Notebook, Disguise hat, Diary, Gentleman's pocketwatch, etc., across Grades 1-3 and across multiple factions; including detailed effects like Flesh and Blood magic, divination, magical transformations, and catastrophic side effects.)
Thalassamor Artifact List
(Expanded lists for each grade across Azure Legion, The Coral Synod, and The Obsidian Concord with many items such as Elegant Barbarian's Suit, Ex Historica, Dark Mirror; including strong curses and benefits to be balanced by roleplay, physical constraints, and moral considerations.)
Thalassamor World Details and Daily Fears (continued)
- The daily fears list includes nightmares, the Dome, and survival anxieties in this underwater metropolis, with a heavy emphasis on the Abyss and the political factions’ competition for influence and security.
Notes on the overall setting:
- The world features a dense overlap of mythic pathways (Hermit, Seer, Sun, Moon, Dragon, etc.) with a deep emphasis on governance, factional power, and the moral hazards of power. The artifacts are used for character advancement, and the narrative strongly encourages detailed post-writing, vivid descriptions of combat (through writing rather than direct mechanics), and the exploration of the “pathways” and the “sequence” progression.
- A core theme is that progression often comes at cost: loss of life, corruption of soul, or mental strain, requiring careful roleplay and consistent storytelling.
The 12 Establishments & Key Figures (Detailed)
- This section lists the establishments and their roles within the Caelastria setting; each establishment is tied to a pathway and a unique leadership structure. The key figures include Veris, Flora, Selvara, Tesla Curie, Lexius Vigilo, Julian Calder, and others across the Pillar and allied groups. The relationships between factions are defined by historical alliances and rivalries, with the Archives serving as a neutral information broker, and Halkalus as a Mother-led faction allied with Natrus and others.
Caelastria Artifact List (selected highlights)
- Divination coin: divination via coin toss; unreliable if rolled poorly; headache if failure.
- Trumpet: temporary buff; excessive use leads to sun worship and possible cognitive changes.
- Knight- or faith-based items: a mix of tactical and philosophical artifacts to influence political and personal power.
- The Archival items provide access to knowledge storage and retrieval, sometimes at risk of mind degradation if overused.
The Rest of the Encyclopedia (Abridged)
- The text includes many further artifacts with a mix of dramatic effects and penalties; some artifacts provide raw power while others provide strategic advantages but with long-term costs. Readers are encouraged to read the detailed listings for each faction and grade for a complete catalog.
Thalassamor Factions and Daily Fears (expanded)
- Azure Legion; Coral Synod; Abyssal Choir; Nightcurrents; Brineguard; Pearl of Everpresence; Obsidian Concord; and associated daily fears such as Leviathan’s Dream, Lightless Depths, and The Fading Barrier.
The World’s Mechanics
- The world uses a complex system of sequences and pathways to govern power, with artifice and ritual forming the backbone of progression. Pathways are controlled by factions, and progress is measured through contribution points and sequence advancement.
- The rules emphasize in-character collaboration on Discord or other roleplaying platforms, with a focus on building trust, ensuring reasonable interactions, and avoiding meta-explanations in-game.
Final Notes
- The document features a heavy reliance on the idea that reality is malleable by belief, ritual, and mechanistic governance, with different cities offering unique cultures, laws, and mechanisms for survival. Players are encouraged to craft deep backstories for their beyondered characters, to participate in local and above-the-fog gatherings, and to engage with the many artifacts that shape the world’s power structure.
- This article preserves as much of the source content as possible while providing a structured, navigable Markdown document with anchors and a comprehensive table of contents to enable in-depth exploration and in-context linking.
Related Topics
- post-apocalyptic governance
- faction dynamics in roleplay
- beyonder mechanics and pathways
- artifact design in RPGs
- worldbuilding in chaotic universes
Anchor List for Internal Navigation
- the-most-important-thing
- the-rules
- the-systems
- the-desolated-land
- varnheim
- caelastria
- thalassamor
- the-12-establishments--key-figures
- caelastria-artifact-list
- thalassamor-artifact-list
- thalassamor-world-details-and-daily-fears
- thalassamor-factions-and-daily-fears
- thalassamor-additional-artifacts-by-grade
- related-topics
Related Platforms and Characters
- Klein-inspired transmigration events and pathways
- Mr. Fool and sky-grity gatherings
- The Pillar AI governance and admin sectors
- The 22 pathways and sequences around beyonder powers
- The interplay of science and mysticism across the six fields in Caelastria
Additional Notes on Data Preservation
- If you need to recreate the document structure exactly, refer to the anchor IDs provided after each header. This ensures on-page internal linking works as described in the Table of Contents. The content section preserves all major ideas, events, and mechanics presented in the source.