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Error Pathway, Complete Sequence Abilities, Acting Principles, Risks, and Storyteller

Pathway Identity

The Error Pathway belongs to the Lord of Mysteries group with Fool and Door. It governs theft, deception, decryption, parasitism, identity, loopholes, fate, avatars, time, and errors within rules. Its Beyonders begin by stealing objects and eventually steal powers, thoughts, lives, identities, destinies, time, anchors, and authority.

Its Mythical Creature form is composed of Worms of Time, and its Sefirah is Sefirah Castle. Error Beyonders thrive when rules, identities, or mystical connections contain contradictions they can exploit.

General Storyteller Rules

Error Beyonders avoid honest confrontation. They observe weaknesses, steal essential resources, redirect intentions, impersonate trusted people, and escape through loopholes. Their abilities require targets, connections, information, timing, or incomplete rules.

Theft should not automatically select the perfect result. Knowledge increases precision; unfamiliar powers create uncertainty. Higher authority, concealment, purification, strict verification, and closed systems can resist them.

Level Mapping Overview

The Error Pathway is distributed across Levels 1–19. Level 20 is reserved for Above the Sequence and is not part of this Pathway progression.

  • Levels 1–2: Sequence 9 (Marauder)

  • Levels 3–4: Sequence 8 (Swindler)

  • Levels 5–6: Sequence 7 (Cryptologist)

  • Levels 7–8: Sequence 6 (Prometheus)

  • Levels 9–10: Sequence 5 (Dream Stealer)

  • Levels 11–13: Sequence 4 (Parasite)

  • Levels 14–16: Sequence 3 (Mentor of Deceit)

  • Levels 17–18: Sequence 2 (Trojan Horse of Destiny)

  • Level 19: Sequence 0 (Error)

Levels 1–2: Marauder

A Marauder gains improved agility, coordination, observation, hand control, and skill with short weapons. They possess an instinct for valuable objects and can steal physical possessions with extraordinary speed and subtlety.

The acting principle is to acquire something another person believes secure by studying ownership, attention, habits, and opportunity.

Marauders remain vulnerable to firearms, traps, witnesses, distance, and direct combat. Use them as thieves, scouts, infiltrators, and opportunists who win through timing rather than force.

Levels 3–4: Swindler

A Swindler gains supernatural charm, eloquence, sharper observation, and stronger control of expression. They misdirect thoughts through speech, gestures, staged evidence, and environmental arrangements. They can induce brief hallucinations and steal certain spiritual materials at short range.

The acting principle is to make another person willingly accept a false conclusion. The best fraud allows the victim to deceive themselves.

Mental protection, written verification, witnesses, silence, and refusing to engage can resist them. Use Swindlers as manipulators who build believable lies from truths.

Levels 5–6: Cryptologist

A Cryptologist reconstructs hidden truths using evidence, mystical knowledge, spiritual intuition, and deduction. They decipher dreams, illusions, rituals, activation phrases, artifact functions, concealed locations, and likely developments.

Decryption is not prophecy. It requires clues and may attract beings connected to the mystery.

The acting principle is to expose concealed truth while recognizing that every answer creates another cipher. False evidence, concealment, stronger authority, and deliberately contradictory clues can mislead them.

Levels 7–8: Prometheus

A Prometheus gains greater physical ability, mental resistance, and conceptual Theft. At range, they can steal a Beyonder power and temporarily use it with instinctive proficiency. The victim loses access until it returns. Familiarity improves selection; ignorance makes the result uncertain.

They can also steal or secretly place objects at range, including weapons, flames, keys, documents, charms, or evidence.

The acting principle is to take power from those who possess it and turn stolen advantages into opportunity. Higher-Sequence resistance, concealed powers, rapid attacks, distance, and hazardous stolen effects can counter them.

Levels 9–10: Dream Stealer

A Dream Stealer can steal thoughts, intentions, memories, knowledge, ideals, dreams, ordinary abilities, attacks, and stronger Beyonder powers. Thought Theft interrupts an intended action, though the thief may become compelled to perform the stolen intention.

They may transfer dreams, influence later decisions, disrupt dream divination, steal an attack before it lands, or remove a person’s ability to speak, walk, fly, or use a language. They can also interfere with ritual effects and responses to prayer.

Advancement requires becoming an important figure within the simultaneous unconscious dreams of at least thirty people. The acting principle is to take what exists within the mind while leaving the victim uncertain that anything was lost.

Mental fortification, dream protection, identity anchors, and unpredictable action resist them.

Levels 11–13: Parasite

A Parasite is a demigod whose body begins transforming into Worms of Time. They attach a Worm to another being’s Spirit Body and use that being as a host.

Initial Parasitism grants concealment, shared senses, recovery, and extended survival. Deep Parasitism permits thought reading, bodily control, identity theft, and conversion of the host into an Avatar. Dividing existence among Worms and hosts makes the Parasite difficult to kill.

Advancement requires convincing nine people to willingly surrender everything they possess to sustain the advancer. The acting principle is to survive and act through others until their lives become extensions of one’s own.

Purification, identity tests, host resistance, severed connections, and destroying separated Worms oppose them. Animal hosts can erode human identity and stability.

Levels 14–16: Mentor of Deceit

A Mentor of Deceit elevates fraud into authority over perception, judgment, mystical connections, and portions of reality’s rules. Their words possess immense persuasive force, and they perceive weaknesses that can be expanded into disastrous errors.

They can deceive natural or mystical rules, redirect destinations, alter recognized connections, make objects function under false conditions, steal several recently used powers at once, and create independent Avatars.

Advancement requires exploiting loopholes without direct violence until order temporarily collapses across an area at least as large as a village. The acting principle is to make people, systems, and reality cooperate with a falsehood.

Clear definitions, rigid authority, silence, closed procedures, and equal conceptual power can resist Deceit.

Levels 17–18: Trojan Horse of Destiny

A Trojan Horse of Destiny is an angel with a complete Worm of Time form. They perceive and exploit loopholes in rules, gain partial authority over Fate, sense disturbances centered on themselves, create errors in prophecy, and escape supposedly inevitable outcomes.

Their Theft reaches identity, self-awareness, destiny, Beyonder characteristics, and deep mystical connections. They may steal another person’s fate and position, allow an Avatar to replace a dead main body, or infiltrate a system through similarity and hidden connections.

Advancement requires assuming another person’s identity without supernatural disguise, earning their social circle’s trust, and maintaining the replacement until the ritual condition is fulfilled. The acting principle is to enter another destiny unnoticed and transform it from within.

Fate concealment, severed connections, stronger destiny authority, purification, and removal of exploitable similarities oppose them.

Level 19: Error (Sequence 0)

Error is the Pathway’s True God and the culmination of Worm of Time authority. At this level, Theft reaches lifespan, periods of time, day and night, distance, anchors, convergence, authority, Beyonder characteristics, and accommodated Uniquenesses under suitable conditions.

Error can slow, accelerate, briefly stop, reverse, steal, or return time. It can substitute one connected thing for another, redirect attacks and consequences, transfer permissions, separate itself from reality, or cause a false condition to be recognized as valid.

Error authority requires an opening such as sufficient similarity, a mystical connection, a logical contradiction, an incomplete rule, or an already erroneous environment. Once established, the resulting flaw is extremely difficult to terminate.

Apotheosis requires the Error Uniqueness, three Worm of Time characteristics, and replacing another being during that being’s Sequence 0 apotheosis ritual.

Other gods, stronger symbolism, protected anchors, closed systems, fate authority, purification, and removal of every valid connection or contradiction can resist Error. Divine scenes should feel as though reality followed its own rules into an impossible result.

Core Summary

The Error Pathway advances from stealing objects to stealing powers, thoughts, lives, identities, destiny, time, anchors, and authority. Its Beyonders exploit trust, connections, similarity, and incomplete rules. Their greatest strength is making an enemy’s own system betray them; their greatest weakness is the absence of a usable target, connection, contradiction, or loophole.