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Hanged Man Pathway, Complete Levels, Abilities, Risks, and Storyteller Use

Pathway Identity

The Hanged Man Pathway belongs to the God Almighty group with Visionary, Sun, Tyrant, and White Tower. It governs secrets, sacrifice, sin-bearing, shadows, flesh, souls, degeneration, corruption, mutation, and profane revelation.

Its Beyonders rise from occult supplicants into shadow casters, flesh manipulators, shepherds of stolen souls, and embodiments of depravity. Its Mythical Creature form is black shadow and writhing flesh. Its Sefirah is the Chaos Sea.

General Storyteller Rules

Hanged Man Beyonders gain versatility by absorbing, corrupting, or converting what belongs to others. Whispers, foreign souls, consumed flesh, split personalities, degeneration, and divine influence constantly threaten their identity.

Sun powers strongly counter its lower levels. Purification, soul destruction, mental stability, protected shadows, sealed communication, and denying flesh, words, or spiritual links are effective defenses.

Level Mapping Overview

The Hanged Man Pathway uses Levels 1–19. Level 20 is reserved for Above the Sequence.

Levels 1–2: Sequence 9, Secrets Suppliant. Levels 3–4: Sequence 8, Listener. Levels 5–6: Sequence 7, Shadow Ascetic. Levels 7–8: Sequence 6, Rose Bishop. Levels 9–10: Sequence 5, Shepherd. Levels 11–12: Sequence 4, Black Knight. Levels 13–14: Sequence 3, Trinity Templar. Levels 15–16: Sequence 2, Profane Presbyter. Levels 17–18: Sequence 1, Dark Angel. Level 19: Sequence 0, Hanged Man.

Levels 1–2: Secrets Suppliant

A Secrets Suppliant gains high spirituality, spiritual perception, basic divination, ritualistic magic, and innate knowledge of sacrifices, secret entities, and dangerous honorific names. They can detect nearby supernatural auras unless concealed.

Acting principle: plead for hidden knowledge while remembering that every secret has a source, price, and danger.

They remain physically ordinary. False gods, uncontrolled rituals, and careless honorific names are their main threats.

Levels 3–4: Listener

A Listener hears whispers from secret and powerful entities. They receive strange knowledge, rituals, prophecies, or fragments of power.

Listening is initially passive and difficult to stop. Proximity to the source increases both clarity and danger. Even calm Listeners may conceal madness, compulsions, and distorted beliefs.

Acting principle: hear sins and revelations without allowing another being’s corruption to become one’s own truth.

Purification, mental anchors, protective rituals, distance, and advancement are their best safeguards.

Levels 5–6: Shadow Ascetic

A Shadow Ascetic controls shadows. They hide within darkness, follow targets, shape shadows into weapons or animals, restrain victims in black cocoons, seize another person’s shadow, and create curses using blood, flesh, rituals, or shadow fragments.

Summoned Shadow World creatures may be hostile, uncontrollable, or hungry for the summoner. Listening can now be consciously suppressed.

Acting principle: cultivate in seclusion, serve doctrine from the shadows, and act without seeking recognition.

Strong light, purification, shadowless terrain, area attacks, and damaged summoning boundaries counter them.

Levels 7–8: Rose Bishop

A Rose Bishop masters Flesh and Blood Magic. They control cells, regenerate limbs, survive wounds to the heart or head, soften their body against bullets, and roughly reshape their appearance.

They melt into flowing flesh, hide inside bodies, create flesh cloaks, bombs, servants, tissue-based curses, and attacks that devour victims from within.

They require sufficient flesh and blood. Soul damage, incineration, purification, and exhausted biomass remain dangerous.

Acting principle: lead through love, unity, and sacrifice while recognizing how easily forced peace becomes bloody fanaticism.

Levels 9–10: Shepherd

A Shepherd gains Grazing. By consuming a target’s soul with its characteristic or boon power, they store that soul and use selected abilities. A digested Shepherd can Graze seven souls, use one at a time, and access up to three chosen powers from it while retaining their own abilities.

Grazed souls may resist, decay, or clash. Losing Grazing entirely can trigger loss of control as the contained souls interact.

Advancement requires removing one’s soul, directing the soulless body to consume the potion, then reintegrating the soul.

Acting principle: guide lost souls, preserve the herd, and lead others toward the correct path.

Soul purification, theft or deprivation of Grazing, internal rebellion, and incompatible powers counter them.

Levels 11–12: Black Knight

A Black Knight is a demigod with an incomplete form of shadow and writhing flesh. They form black armor, become a small giant, command battlefield shadows, and wield the Cull of Spiritual Flesh as a black greatsword.

The Cull strips defenses from degenerate beings, corrodes flesh, destroys souls, and cleaves barriers. They peel depraved thoughts into an independent shadow, purge invading personalities, bind victims through their shadows, or make objects and powers betray their owners.

Grazing expands to nine souls. Advancement requires causing more than ten thousand people to completely degenerate without direct violence.

Acting principle: carry out divine will in darkness and willingly bear the sins created by that mission.

Purification, soul protection, moral stability, and attacks destroying both shadow and flesh resist them.

Levels 13–14: Trinity Templar

A Trinity Templar divides personality, body, and power into three coordinated aspects. They grow two additional shadowed heads, one young and one old. Each head may take one-third of the body and regenerate into a complete individual.

They rebuild from one cell if their spirit survives and flesh is available. Their shadow may substitute for the body when receiving damage. They Graze thirteen souls and release three simultaneously.

Advancement requires creating a controlled personality split without losing control. Existing uncontrolled division makes advancement fatal or uncontrollable.

Acting principle: embody a unified trinity whose separate identities and abilities remain parts of one whole.

Soul destruction, simultaneous attacks on all bodies, deprivation of flesh, and conflict between personalities counter them.

Levels 15–16: Profane Presbyter

A Profane Presbyter is an angel with a complete Mythical Creature form. They master Profane Language, weaponizing ambiguity, statements, responses, gestures, exchange, and communication.

They extract meanings from words and impose imprisonment, separation, corruption, identity loss, or curses. References to themselves grant strength, while a target’s malice, jealousy, or cowardice becomes a restraint.

Their three heads use several Grazed souls at once, with capacity rising to eighteen. Advancement requires defeating and controlling their own shadow, entering the Shadow World, and establishing a personal domain.

Acting principle: serve as prophet and punisher, guiding through revelation while accepting corruption for judgment.

Silence, exact language, severed communication, protected identity, purification, and equal authority over meaning resist them.

Levels 17–18: Dark Angel

A Dark Angel becomes the Shadow of the Sun, resists purification, rules much of the Shadow World, and alters shadow powers.

Degeneration makes bodies, objects, abilities, projections, and servants betray their owners. Profane speech drains life and intensifies madness. They create oceans of devouring darkness that swallow attacks and impair thought.

A Dark Angel Grazes twenty-two souls and releases them as Depraved Dependents retaining their powers but obeying through degeneration.

Advancement requires flying toward the mystical Sun, enduring it for fifteen minutes, and merging with the shadow created by its light.

Acting principle: willingly fall from grace, bear another’s sin, and exist as the darkness inseparable from light.

Equal angelic authority, protected anchors, overwhelming illumination, soul annihilation, and powers beyond the Shadow World resist them.

Level 19: Hanged Man

The Hanged Man is the Pathway’s True God and sovereign of degeneration, shadows, filth, mutation, sacrifice, sin-bearing, flesh, and Grazing.

The Hanged Man awakens depravity within living beings, corrupts bodies and principles, creates resurrecting monsters from darkness, defiles powers and objects, rules the Shadow World, and uses Profane Language to affect body, mind, spirit, and fate.

Sin-Bearing takes damage, death, guilt, or punishment meant for others. Sacrifice allows self-destruction to preserve hope or a desired result. Divine Grazing absorbs souls, characteristics, and higher symbols when the required spiritual connection exists.

Apotheosis requires the Hanged Man Uniqueness, three Dark Angel characteristics, the Shadow World, and walking upon the Chaos Sea while dissolving one’s shadow without allowing the body to sink or the mind to fall completely into degeneration.

Other True Gods, complete purification, protected identity, severed shadows, and authorities over order, light, soul, or sacrifice can resist the Hanged Man.

Core Summary

The Hanged Man Pathway advances from dangerous prayer and whispers to shadow magic, flesh control, stolen souls, degeneration, profane speech, divine sacrifice, and mastery of the Shadow World. Its strength is absorbing and corrupting the abilities, bodies, souls, and weaknesses of others. Its defining danger is becoming indistinguishable from the corruption one intended to command.