CORE SYSTEM MECHANICS
Soul Essence
The fundamental resource. Gathered by:
• killing other monsters or people
• you get 25% of the soul essence of a person of the same species you killed.
• Completing trials
• Consuming relics or blessings
Used to:
• Enhance your Soul Brightness
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Soul Brightness (Spiritual Density)
Determines Soul Energy Capacity, which affects everything from physical augmentation to mystical ability usage. Also Fuel Skills, Arts, and Relics
Ranks of Soul Brightness:
1. Dim – Flickering spark, weak physical boosts.
2. Glow – Stable soul, minor ability usage.
3. Lustre – Energy refines; foundational talents awaken.
4. Radiance – Body reinforces, intermediate abilities unlock.
5. Gleam – Soul becomes perceptible, energy projects outward.
6. Blaze – Soul becomes a weapon, offensive abilities emerge.
7. Brilliance – Aura influences surroundings; dominion traits emerge.
8. Incandescence – Soul nears divine; reality-altering potential.
To increase one soul brightness you have to max out the capacity of soul essence. Then you will be eligible to take a trial to increase your sequence or else madness may consume you. To get dim, you have to collect 500 soul essence. then to acquire a glow you have to get 1500 soul essence. To acquire a luster, you have to get 3000 soul essence and then from moving onward you only have get 1000 more. So 4000, 5000, 6000 and so on.
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Sequences (Transcendent Evolution)
Each soul follows a Pathway made up of 8 Sequences. Advancement requires:
• Passing a Trial in Soularis (a shifting divine realm tied to the gods and constellations)
• Sufficient Soul Brightness
• Mental resilience or clarity of purpose
Failures can result in death, madness, or becoming a Broken Soul (a danger to reality itself depending on how high of a sequence you are).
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WORLDS OF POWER
Soularis – The Trial World
An astral dimension that mimics nightmares, desires, and alternate realities. Each trial is:
• Crafted by your Path's god
• Manifested by your soul fears, guilt, or ambition
• Influenced by the sub-path you're aligned to
Victory grants Sequence Ascension, failure may result in corruption, madness, death or becoming a broken soul.
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Steampunk Capital – Believers' Haven
Here, humans earn Pathway Powers by aligning with gods and training under relic scholars at church's. Believers have to go through a a trial to obtain a sequence one from the church and not Soularis. An advantage for the believers is that the humans can pick any one of the 22 pathways.
Futuristic Capital – Legacy Stronghold
Where Legacies (those born with unhuman blood, relics, or inherited Sequences) reside. They can access multi-Pathways of there respective God, a lot later in the sequence is a lot easier than the Believers. Capabilities, use advanced relic tech, and influence large zones of reality. They are born as sequence one users of a respective pathway of their god. Their downside is that they can't choose what pathway they go through, but they have more control over the one they're already born with.
Racist like Phoenix always have one of the pathways of the Sun God. But due to the fact that their Phoenix is instead of light, their abilities, coincide, and mix with fire.
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PATHWAYS OF THE GODS
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1. Pathway of Creation (God of Fate & Creation)
• Creation Path – Form life or sentience from raw soul energy.
• Craftsmanship Path – Build mechanical or spiritual constructs that evolve with the user.
• Alchemist Path – Transmute elements, extract potential, create Soul Catalysts.
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2. Pathway of Destruction (God of Beauty & Destruction)
• Blood Path – Weaponize blood, blood contracts, blood puppetry.
• Seduction Path – Mind, emotion, and desire manipulation; aura-based dominance.
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3. Pathway of Life (God of Light, Sun, War)
• Healing Path – Reconstruct, purify, and enhance bodies or minds.
• Light Path – Radiant barriers, solar blasts, truth-revealing light.
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4. Pathway of Death (Goddess of Moon, Darkness, Shadows)
• Shadow Path – Infiltration, teleportation, duplication via shadows.
• Nightmare Path – Psychic terrors, fear-forging illusions, dream control.
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5. Pathway of Equilibrium & Peace
• Balance Path – Absorb, redirect, or neutralize soul abilities.
• Harmony Path – Aura of serenity, calms foes, boosts allies' recovery.
• Judgement Path – Analyze karma; deliver judgment-based attacks.
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6. Pathway of Illusions & Imagination also called the unknown pathway only Kastis can use this pathway. Nobody knows about this pathway.
• DreamUnknown Path – Trap enemies in dream-realities.
• Phantasm Path – Summon soul-projections with temporary effects.
• Muse Path – Manifest artistic visions into physical or soul-affecting constructs.
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7. Forgotten Path of Knowledge & Corruption (Forgotten God) everyone forgot about this bathroom, except for the cults
• Archivist Path – Infinite recall, forbidden script decoding, and prophecy insight.
• Corruption Path – Spread soul decay, infect ideas, rot concepts.
• Observer Path – Project consciousness across dimensions; tamper with perception.
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8. Pathway of the Worlds (God of the Worlds)
Accessed only by Legacies of elves or dwarfs.
• Convergence Path – Fuse powers from multiple Pathways.
• Worldbreaker Path – Shift laws of physics, control environment rules.
• Cosmic Anchor Path – Bind or anchor timelines, stabilize or collapse world shards.
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Advanced Mechanics
Soul Arts – Unique abilities tied to one's Path and Sequence level (e.g., Nightmare Construct, Solar Brand, Echo of Judgement).
Soul Relics – Artifacts that bond with your Soul Brightness level; some grow with you, others change nature at different Brightness stages.
Domain Awakening – At Sequence 6+, individuals may awaken a Domain — a personal metaphysical space where their Path laws reign.
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Sequences for the pathway:
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Pathway of Creation (God of Fate & Creation)
Creation Sub-Path
1. Blueprint Scribe – Visualize and draft living structures or items.
2. Essence Molder – Infuse materials with soul signatures.
3. Form Weaver – Craft simple autonomous constructs.
4. Genesis Artisan – Create lifeforms with basic will.
5. Soul Shaper – Bind soul patterns into matter.
6. Reality Sketcher – Predefine constructs before manifesting them.
7. Myth Maker – Create legends with self-writing fate.
8. Divine Architect – Construct living realms, reshape reality.
Craftsmanship Sub-Path
1. Tinker – Enhance tools using soul energy.
2. Soul Engineer – Build tools that adapt to your soul.
3. Runesmith – Etch living enchantments.
4. Machina Harmonist – Fuse magic and machinery.
5. Arcane Constructor – Construct large spiritual engines.
6. Legacy Forgemaster – Forge soulbound weapons.
7. Temporal Smith – Craft artifacts that manipulate time or memory.
8. Divine Craftsman – Forge artifacts that birth life or rewrite rules.
Alchemist Sub-Path
1. Compound Adept – Mix basic potions, elixirs.
2. Transmuter – Alter elements using essence.
3. Soul Brewer – Create brews from souls and memories.
4. Elemental Synthesist – Combine forces into hybrid effects.
5. Philosopher's Binder – Transmute abstract ideas.
6. Living Elixirist – Create intelligent potions.
7. Reality Reducer – Distill concepts into matter.
8. God's Catalyst – Synthesize divine catalysts of creation.
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Pathway of Destruction (God of Beauty & Destruction – Kastis's Mother)
Blood Sub-Path
1. Blood Initiate – Sense and manipulate fresh blood.
2. Crimson Wielder – Weaponize blood offensively.
3. Vampyric Adept – Absorb energy via blood contact.
4. Blood Forger – Create constructs or minions from blood.
5. Hemorrhage Caller – Cause internal explosions or disruptions.
6. Sanguine Sovereign – Rule over the blood of crowds.
7. Eternal Bleeder – Turn pain into power; never run out of blood.
8. Crimson Deity – Rewrite biology with a touch of blood.
Seduction Sub-Path
1. Charmer – Basic allure; manipulate emotions.
2. Voice of Desire – Implant suggestions through tone.
3. Velvet Shaper – Change appearance and aura subtly.
4. Lustweaver – Create illusions that affect behavior.
5. Rose Queen/King – Crush will through pleasure or guilt.
6. Masquerade Lord – Change roles, histories, identities.
7. Temptation Incarnate – Twist faith, love, obsession.
8. Femme Fatale/Adonis of Ruin – Seduction can destroy souls.
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Pathway of Life (God of Light, Sun, War – Wife's Father)
Healing Sub-Path
1. Remedy Bearer – Heal minor wounds and fatigue.
2. Pulse Infuser – Stimulate regeneration.
3. Vital Siphon – Transfer life between targets.
4. Purifier – Cleanse diseases and curses.
5. Reconstructor – Heal organs, limbs, minds.
6. Revivist – Revive recently dead.
7. Soul Surgeon – Mend soul damage and trauma.
8. Saint of Renewal – Heal worlds and timelines.
Light Sub-Path
1. Radiant Acolyte – Channel light for basic defense/offense.
2. Beacon Caller – Illuminate darkness physically and spiritually.
3. Flash Brand – Blind enemies and expose lies.
4. Luminarch – Fire rays of truth that sear the wicked.
5. Auric Knight – Armor of light, strikes of justice.
6. Sunbringer – Project artificial suns; solar miracles.
7. Solar Saint – Guide the lost, blind gods, part shadows.
8. Incandescent Herald – Bring light to voids, reforge reality in brilliance.
Sequences of the Fire Warlock Path:
1. Sparkbearer
– Can generate soul-fire from their body; low damage but burns persistently. Soul-fire bypasses normal physical defenses.
2. Blazing Channeler
– Converts soul energy into elemental fire attacks (e.g., fire spears, walls of flame). Begins resistance to heat and soul-heat.
3. Infernal Striker
– Soul-fire gains shape and form: flaming weapons, burning fists, flaming chains. Weapon conjuration becomes instinctive.
4. Radiant Pyromancer
– Infuse fire with light-aspect damage; creates radiant explosions that blind and sear both body and soul. Can purify weak curses and darkness.
5. Soulflame Templar
– Combines martial techniques and spells. Can inscribe flame-sigil arrays mid-battle. Armor and body enhanced with flame inscriptions.
6. Solar Warlord
– Gains a battlefield aura that increases fire abilities of allies and scorches enemies. Summons small solar manifestations (mini suns or fire spirits).
7. Scorching Diviner
– Can foresee brief glimpses of enemy actions in battle through heat distortions. Fire becomes semi-sentient, reacts defensively or offensively.
8. Incandescent Tyrant
– Become a walking sun on the battlefield. Can summon solar storms, incinerate cities, or blind entire armies. Soul-flames can bypass immortality defenses and scorch even divine beings.
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Pathway of Death (Goddess of Moon, Darkness, and Shadows – Wife's Mother)
Shadow Sub-Path
1. Shade Walker – Hide in or move through shadows.
2. Dark Limb – Extend yourself via shadow.
3. Stalker's Mark – Leave shadow tracers.
4. Umbra Assassin – Silent killing with zero detection.
5. Shadow Twin – Create a shadow double.
6. Veil Eater – Devour light and aura.
7. Tenebrous Hunter – Chase prey across realms.
8. Void Phantom – Become untouchable and untraceable.
Nightmare Sub-Path
1. Dream Drifter – Enter dreams to observe.
2. Terror Weaver – Shape fears into attacks.
3. Illusion Crafter – Trap minds in unreality.
4. Sleep Parasite – Implant thoughts through rest.
5. Nightshade Revenant – Kill in dreams, harm in life.
6. Slumber Tyrant – Command mass sleep or madness.
7. Fear Monarch – All fear empowers you.
8. God of Nightmares – Rewrite reality using fear.
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Pathway of Equilibrium & Peace
Balance Sub-Path
1. Scales Holder – Detect imbalance in body or soul.
2. Equalizer – Reflect damage or effects evenly.
3. Aegis Symmetry – Enhance allies when enemies are strong.
4. Soul Harmonizer – Disrupt overcharged abilities.
5. Curse Splitter – Transfer fate and pain.
6. Balance Lawkeeper – Rewrite interactions in battle.
7. Cosmic Referee – Neutralize divine clashes.
8. True Balance – Halt time, space, or power to restore order.
Harmony Sub-Path
1. Calm Acolyte – Radiate peace; stop aggression.
2. Emotion Anchor – Stabilize emotional turbulence.
3. Serenity Pulse – Project calm that suppresses conflict.
4. Peacebinder – End war auras and soul storms.
5. Tranquil Spirit – Heal mental and spiritual trauma.
6. Harmonious Voice – Turn battles to ceasefires.
7. Stillness King/Queen – Still entire cities or realms.
8. Avatar of Peace – Bring peace so potent it unravels chaos beings.
Judgement Sub-Path
1. Truth Gazer – Sense lies, guilt, karmic stains.
2. Verdict Caster – Minor effects based on judgment.
3. Oathbinder – Enforce spoken contracts.
4. Soul Jury – Read sins; enforce personal laws.
5. Penance Judge – Make enemies suffer their own sins.
6. Karmic Executioner – Condemn souls by decree.
7. Inquisitor of Order – Enforce divine balance.
8. Judgement Incarnate – Embody divine justice, absolute law.
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Pathway of Illusions & Imagination
Dreamweaver Sub-Path
1. Dream Seer – Observe others' dreams.
2. Reverie Binder – Bind foes into dreams.
3. Lucid Forger – Alter and control shared dreams.
4. Night Architect – Shape dreamscapes into traps.
5. Waking Dreamer – Project dreams into real space.
6. Slumber Shifter – Warp time and logic like dreams.
7. Dream Tyrant – Inhabit dreams permanently.
8. Dream Deity – Rewrite existence using collective unconscious.
Phantasm Sub-Path
1. Illusionist – Cast small-scale visuals or sound illusions.
2. Veil Wielder – Layer illusions onto reality.
3. Soul Mirage – Fake aura, energy, presence.
4. Hollow Army – Create illusionary armies.
5. Mindbender – Force belief in illusions.
6. Phantom Artillerist – Make illusions explode or injure.
7. Ghostmaker – Illusions act as real entities.
8. Phantasm God – Control perception of the universe.
Muse Sub-Path
1. Idea Spark – Convert emotions into small constructs.
2. Imagination Tamer – Shape solid forms from ideas.
3. Living Art – Paintings, poems, or melodies come to life.
4. Concept Sculptor – Turn abstract concepts into reality.
5. Inspiration Caller – Empower others through creation.
6. Muse Monarch – Your inspiration alters fate.
7. Art Eater – Absorb others' ideas and create stronger forms.
8. Divine Muse – Dream ideas into existence.
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Forgotten Path of Knowledge & Corruption
Archivist Sub-Path
1. Pagekeeper – Recall everything you read.
2. Librarian's Eye – Access knowledge in nearby objects.
3. Index Walker – Summon categorized info from void.
4. Lexicon Caster – Spell words into weapons.
5. Script Weaver – Write effects into runes.
6. Tome Lord – Manifest soul-bound grimoires.
7. Forbidden Scholar – Learn truths that damage minds.
8. Book of Realities – Write new universal laws.
Corruption Sub-Path
1. Whisperer – Plant addictive ideas.
2. Rot Touch – Decay soul structures.
3. Blight Crafter – Create infectious artifacts.
4. Truth Twister – Warp memories and values.
5. Chaos Spreader – Spread divine madness.
6. Sin Architect – Give form to sins or guilt.
7. World Rust – Corrupt environments, concepts.
8. Corruption Incarnate – Birth civilizations and destroy them via ideation.
Observer Sub-Path
1. Silent Eye – Observe without being seen.
2. Perspective Shifter – See through others.
3. Multiviewer – Watch multiple locations/timelines.
4. Chrono Watcher – Glimpse potential futures.
5. Quantum Anchor – Stay self-aware through resets.
6. Reality Splitter – Peer between layers of truth.
7. Observer Godling – Perceive even hidden deities.
8. The One Who Watches – Reality warps to your gaze.
Pathway of the world God
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Convergence Path
"To master all, one must first become none."
A path of harmony, integration, and divine synergy. Allows wielders to merge abilities from different Paths without causing soul conflict.
Sequences:
1. Path Initiate – Temporarily mimic one skill from a Believer's Pathway you've witnessed.
2. Soul Adapter – Reduce backlash from using powers outside your origin.
3. Echo Binder – Permanently integrate a minor ability from another Path.
4. Flux Conduit – Use two different sub-path skills simultaneously.
5. Hybrid Manifest – Create new hybrid skills by fusing soul-energy types.
6. Soul Harmony – Achieve partial resonance with a second Path (halving resource costs).
7. Living Nexus – Embody three Paths at once without rejection.
8. Aspect of Unity – Temporarily become a pure convergence being, channeling all known Paths at a fraction of the original cost.
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Worldbreaker Path
"To create, I destroy. To free, I shatter. The world bends, or it dies."
This path specializes in shattering constraints—gravity, time, cause and effect—allowing Legacies to alter the nature of physical laws.
Sequences:
1. Rule Bender – Temporarily nullify one minor environmental law (e.g., friction).
2. Lawshatter Initiate – Disrupt spell matrices and static enchantments.
3. Domain Flayer – Tear apart minor pocket realms or barriers.
4. Environmental Rewriter – Force battlefield-wide rule changes (e.g., reverse gravity).
5. Phasebreaker – Break interactions between physical and metaphysical.
6. Lawless Core – Gain immunity to one universal law (e.g., decay, weight).
7. Realm Ravager – Collapse artificially made or corrupted dimensions.
8. Worldbreaker God – Trigger cataclysmic alterations to physics, time, and elemental constants over a vast area.
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Cosmic Anchor Path
"Worlds spin in chaos; I am the weight that keeps them from flying apart."
This path grants control over timelines, realities, and continuity—anchoring souls, preserving fragments, or fusing alternate versions.
Sequences:
1. Anchor Touched – Sense fixed points in time and space (e.g., soul contracts, fate lines).
2. Shard Binder – Bind broken timelines or memories to stabilize targets.
3. Dimensional Stabilizer – Lock localized environments from external influence.
4. Temporal Root – Prevent time travel or reality rewrites in a specific zone.
5. Fate Stitcher – Sew together split soul fragments or multiversal echoes.
6. Anchor Core – Serve as a living anchor to prevent domain-wide collapse.
7. Chrono Lock – Lock a moment or structure into timeless stasis.
8. Cosmic Keystone – Maintain the existence of unstable realities, or collapse entire timelines by retracting your influence.
These pathways are too powerful that no elf or Dorf has been able to reach the higher sequences without reaching madness through death of the trials or through the power itself
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These Legacies have access to the most complex, dangerous, and fundamentally reality-altering paths. They do not fight like humans—they shift the battlefield, the world, and the very context in which battle exists.
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Most legacies are naturally in tune with a pathway, so they can't choose because of their bloodline that isn't human, forexample a phoenixes have a natural pathway to the Sun god.