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Justiciar Pathway, Complete Levels, Abilities, Risks, and Storyteller Use

Pathway Identity

The Justiciar Pathway belongs to the Anarchy group with Black Emperor. It governs authority, investigation, judgment, prohibition, punishment, contracts, balance, order, and suppression of supernatural disorder.

Its Beyonders rise from officers and investigators into judges, law-making demigods, angelic pillars of balance, and finally the divine Justiciar. Its Sefirah is the Nation of Disorder. Its Mythical Creature form is a gigantic brass pillar covered in written rules.

General Storyteller Rules

Justiciar Beyonders impose order through authority, jurisdiction, procedure, and clear rules. Their powers strengthen when defending an established order supported by people or institutions.

Rules must be expressible and enforceable. Broad rules last less time or exert weaker pressure. Contradictions, ambiguity, superior authority, weak legitimacy, and distance from jurisdiction reduce effectiveness.

Level Mapping Overview

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

Levels 1–2: Sequence 9, Arbiter. Levels 3–4: Sequence 8, Sheriff. Levels 5–6: Sequence 7, Interrogator. Levels 7–8: Sequence 6, Judge. Levels 9–10: Sequence 5, Disciplinary Paladin. Levels 11–12: Sequence 4, Imperative Mage. Levels 13–14: Sequence 3, Chaos Hunter. Levels 15–16: Sequence 2, Balancer. Levels 17–18: Sequence 1, Hand of Order. Level 19: Sequence 0, Justiciar.

Levels 1–2: Arbiter

An Arbiter gains enhanced physique, combat skill, composure, and commanding presence. Their supernatural Authority makes listeners more likely to accept instructions or hesitate before opposition.

The acting principle is to mediate disputes, uphold recognized order, and make decisions others can understand as legitimate.

Authority reinforces persuasion rather than creating absolute control. Conviction, conflicting authority, evidence, and rejected legitimacy resist it.

Levels 3–4: Sheriff

A Sheriff gains spiritual perception, investigative intuition, tracking, and proficiency with firearms and melee weapons. Recognition permanently records someone seen directly or through a reliable image and creates a mystical sense of them.

They establish a small-town Jurisdiction. Familiarity, public trust, and official appointment strengthen its range, tracking, movement, and environmental support.

The acting principle is to protect a defined community, know its people and routes, and detect disturbances early.

Outside their Jurisdiction, they lose environmental support. Concealment, false identities, distance, and communities rejecting their legitimacy reduce effectiveness.

Levels 5–6: Interrogator

An Interrogator attacks mind and Spirit Body. Psychic Piercing bypasses flesh to inflict soul pain. Whip of Pain weakens resistance and pressures confession.

Contact-based illusory torture devices harm souls, while Psychic Lashing lets weapons injure spirits. They also gain weapon and demolition expertise.

The acting principle is to uncover hidden truth through pressure while distinguishing confession from evidence.

Mental fortification, soul protection, distance, false memories, and misleading testimony can resist them. Excessive cruelty can make obedience more important than truth.

Levels 7–8: Judge

A Judge alters the local environment through spoken Verdicts. Prohibition forbids actions or powers such as flight, invisibility, teleportation, or spiritual entry.

Imprison restrains a target, Confinement seals an area, Exile drives targets away, and Flog or Death inflict direct punishment.

Their Jurisdiction may expand toward a major city when supported by position and familiarity.

The acting principle is to hear circumstances, define a valid standard, and issue proportionate judgment rather than punish from impulse.

Rules are limited by spirituality, area, wording, Sequence difference, and the Judge’s consistency.

Levels 9–10: Disciplinary Paladin

A Disciplinary Paladin gains powerful physique, self-restraint, intuition, and resistance to psychological prying. Their Authority inspires fear and pressures obedience.

Punishment marks a person, object, effect, or binding as an offender. The Paladin grows stronger against it, restrains it, and gains difficult-to-avoid attacks when rules are violated.

Prohibitions can be layered, while Death may target an existing wound and make it wither catastrophically.

Advancement requires independently identifying, hunting, restraining, judging, and executing a wanted criminal of at least Sequence 5.

The acting principle is to pursue proven offenders without turning suspicion into guilt.

Levels 11–12: Imperative Mage

An Imperative Mage is a demigod with an incomplete brass-pillar form. Imperatives establish temporary conditions. “Weaken Mysticism, Enhance Reality” suppresses supernatural effects; its opposite strengthens them.

Broad Imperatives last less time. They may slow bullets, permit levitation, isolate areas, or alter entire categories of effects.

Contracts bind body and Spirit Body. Deprivation disables a selected power. Stronger verdicts include Exile, Execution, Confinement, and bans on substitutions or outside interference.

Advancement requires creating a lawful rule through the national legislative process, then advancing after at least ten thousand people violate it and receive punishment.

The acting principle is to create rules through valid procedure and accept being bound by them.

Levels 13–14: Chaos Hunter

A Chaos Hunter detects, tracks, and restores disorder; “Chaos” here means disorder, not primordial chaos.

Sword of Judgment delivers unavoidable judgment that grows stronger with the target’s disorder. The Hunter can cross distance through surrounding order.

They gain early Balance, metropolitan Jurisdiction, and stronger Imperatives. Concealment, marionettes, transformations, curses, undead disturbances, and hostile conditions may be prohibited or corrected.

Advancement requires independently resolving a mystical incident involving at least angel-level power and restoring normal order while minimizing death and destruction.

The acting principle is to hunt disorder itself rather than socially disfavored people.

Levels 15–16: Balancer

A Balancer is an angel with a complete brass-pillar form and authority over Balance. They suppress disorder and divide battlefields into isolated, roughly equal conflicts.

They exclude excessive power, block outside interference, or equalize opponents. Balancing vastly superior beings lasts only moments.

They detect concealment through imbalance and enforce several Laws at once, balancing numbers, artifacts, power, mobility, or information.

Advancement requires ending continent-wide chaos and establishing balance among major powers that can endure for at least one hundred years.

The acting principle is to restore sustainable equilibrium without mistaking sameness for fairness.

Levels 17–18: Hand of Order

A Hand of Order gains near-divine Order authority, establishing, altering, or removing nonfundamental rules across battlefields, cities, or small nations.

Order Proxy uses authorization from a deity, Uniqueness, Sefirah, or greater order. Valid procedure is essential; extreme borrowed power may cause death.

They perceive changes in law and supernatural order, isolate collateral effects, suppress anomalies, and unite many regulations into one system.

Advancement requires founding a nation of at least ten million people, or controlling one of at least fifty million, and making the candidate’s will the basis of a strict legal order. Powerful Beyonder citizens may reduce the requirement, but never below one million.

The acting principle is to execute a complete order while recognizing that procedure constrains even the ruler.

Level 19: Justiciar

Justiciar is the Pathway’s True God and sovereign of Order, Rules, Laws, Principles, Judgment, Balance, Prohibition, and the ending of disorder.

Divine Order establishes rules, removes lesser rules, and modifies parts of reality’s operation. Complex results require supporting chains of law, not arbitrary declarations.

Divine Judgment determines violation and consequence. Prohibition suppresses powers, identities, connections, movement, or phenomena. Balance equalizes conflicts, while Disorder authority restores, extinguishes, or deliberately creates controlled disorder.

The Divine Kingdom is a world supported by brass pillars where regulations define movement, combat, punishment, communication, and mystical access.

Apotheosis requires the Justiciar Uniqueness, three Hand of Order characteristics, an alternate world whose original rules have been replaced by the candidate’s order, and a genuinely just trial concerning a serious matter involving a True God. The judgment must follow previously established rules and be enforced.

Other True Gods, Great Old Ones, stronger definitions, Black Emperor distortion, contradictory legal systems, rejected legitimacy, and powers beyond ordinary rules can resist the Justiciar.

Core Summary

The Justiciar Pathway advances from public authority and investigation to interrogation, verdicts, punishment, imperatives, judgment of disorder, balance, national order, and divine law. Its greatest strengths are restriction, battlefield control, investigation, and rule enforcement. Its defining danger is confusing legality with justice and personal authority with universal order.