Pathway Identity
The Sun Pathway belongs to the God Almighty group with Visionary, Tyrant, White Tower, and Hanged Man. It governs light, holiness, purification, exorcism, contracts, faith, order, courage, and the mystical Sun.
Its Beyonders begin as singers and ritual priests, then become holy warriors, judges, angels of light, and finally the divine Sun. Its Mythical Creature form is a Sunbird covered in golden flames. Its Sefirah is the Chaos Sea.
General Storyteller Rules
Sun Beyonders are strongest against corruption, darkness, evil spirits, undead, curses, and concealment. Their light still harms ordinary targets, but Purification is strongest against something symbolically impure or incompatible with the world.
Their powers are direct and visible. Large-scale light can expose allies, destroy evidence, purge friendly spirits, and reveal the user. Contracts and justice require precise language and consistent principles. Where canon gives no formal acting maxim, the guidance below is interpretive.
Level Mapping Overview
The Sun Pathway uses Levels 1–19. Level 20 is reserved for Above the Sequence.
Levels 1–2: Sequence 9, Bard
Levels 3–4: Sequence 8, Light Suppliant
Levels 5–6: Sequence 7, Solar High Priest
Levels 7–8: Sequence 6, Notary
Levels 9–10: Sequence 5, Priest of Light
Levels 11–12: Sequence 4, Unshadowed
Levels 13–14: Sequence 3, Justice Mentor
Levels 15–16: Sequence 2, Lightseeker
Levels 17–18: Sequence 1, White Angel
Level 19: Sequence 0, Sun
Levels 1–2: Bard
A Bard gains improved physical condition and supernatural Singing. Their hymns strengthen courage, dispel fear, improve physical ability and spiritual recovery, and may deepen devotion among believers.
The acting principle is to praise what the Bard sincerely considers worthy and awaken courage in others. Empty praise digests poorly.
Silence, isolation, ranged attacks, and mental disruption counter them. Use Bards as preachers, performers, morale officers, and support combatants.
Levels 3–4: Light Suppliant
A Light Suppliant gains Sun-domain spells and ritual knowledge. Daytime fills an area with light. Sunshine creates scorching radiance that harms corpses and spirits while impairing vision. Blessing reduces fear, cold, darkness, and deathly influence. Miniature suns in the eyes grant Night Vision.
They detect undead and evil entities and can create holy water or invoke stronger light through rituals.
The acting principle is to seek, receive, and spread light while remaining humble before its source.
Concealment, false spiritual traces, anti-divination, and opponents outside Purification’s strongest targets reduce their advantage.
Levels 5–6: Solar High Priest
A Solar High Priest gains stronger physique, environmental resistance, and extensive theurgical knowledge. Holy Light Summoning calls down purifying light. Fire of Light creates dense golden flames. Cleave of Purification empowers weapons and bullets. Sun Halo strengthens courage and cleanses evil influence. Horror Immunity suppresses supernatural fear. Holy Oath improves physical ability and holy damage. Sun Holy Water exorcises spirits and resists cold.
Purification is not omnipotent. Something sacred to a hostile authority may not qualify as evil within its symbolism.
The acting principle is to identify darkness, prepare the correct rite, protect others, and expose hidden influence.
Levels 7–8: Notary
A Notary gains major physical enhancement and Notarization. Authentication determines whether a formula, statement, identity, or contract is genuine. Amplification strengthens a valid power or effect. Nullification weakens or disperses an effect declared invalid.
A properly witnessed contract becomes supernaturally binding, and breaking it can trigger holy punishment. Its force comes from higher witness rather than territorial law.
The acting principle is to witness truth, define terms precisely, and bind willing parties without falsifying what has been authenticated.
Ambiguous language, hidden clauses, false identities, superior authority, and invalid consent may weaken enforcement.
Levels 9–10: Priest of Light
A Priest of Light masters stronger Sun spells and becomes a direct nemesis of undead and corrupted beings. Light of Holiness summons a blazing pillar capable of vaporizing targets. Purification Halo fills an area with controlled golden radiance, strengthens allies, drives away evil, and destroys impure creatures. Earlier blessings, oaths, flames, and Notarization become stronger.
The acting principle is to become a reliable source of protection and illumination, preserving those who stand within the light.
Spirituality, range, and symbolically neutral powers remain important limits.
Levels 11–12: Unshadowed
An Unshadowed is a demigod with an incomplete Sunbird form. Their strength, speed, intuition, and resistance improve dramatically. Direct Purification removes corruption, degeneration, darkness, ailments, parasitism, and harmful mental influence. With time, they can cleanse characteristics and artifacts, separate characteristics, or reduce a living Beyonder’s Sequence.
The Unshadowed Domain fills an area with blazing light, reveals concealment, and suppresses darkness and corruption. Flaring Sun, Pure White Ray, Unshadowed Spear, Holy Armor, Holy Weapons, Solar Oath, and Holy Eye provide destructive, defensive, supportive, and investigative options.
The acting principle is to live without a hidden shadow: expose corruption and maintain personal integrity. Concealed depravity and hypocrisy obstruct digestion.
The domain has no physical wall. Enemies may flee or strike from outside, while wide Purification may destroy evidence or allies.
Levels 13–14: Justice Mentor
A Justice Mentor defines a personal standard of Justice aligned with the Sun Pathway. It becomes an Order and a Contract between the Beyonder, the divine, and the world.
Justice Halo covers a vast region. Actions aligned with the Mentor’s justice are strengthened, while violations are weakened or nullified. Judgment of Justice focuses greater suppression on one target. Holy Contracts can restrain angels, and Holy Armor may protect distant allies.
The acting principle is to discover, declare, and consistently embody a coherent justice. It cannot change for convenience.
Violating core principles can weaken powers, cause self-Purification, or trigger loss of control. Distortion, deceptive wording, moral contradictions, and stronger Order authority can challenge them. Define their justice before play.
Levels 15–16: Lightseeker
A Lightseeker is an angel with a complete Sunbird form and partial authority over the Sun and Light. They can become a miniature Sun, releasing immense heat, light, and Purification. They may transform into massless sacred light, move at light speed under suitable conditions, disperse to withstand damage, and reassemble afterward.
Praise the Sun produces absolute Purification and strengthens their state. Spear of Light seals nearby space against escape. Justice Trial overwhelmingly punishes targets violating the Lightseeker’s core justice.
The acting principle is to pursue light through darkness and become a guide others can follow.
Equal angelic authority, sealed illumination, corrupted light, spatial traps, and attacks preventing reassembly can resist them.
Levels 17–18: White Angel
A White Angel gains partial authority over Holiness, Order, Faith, and the Sun. Holy Kingdom creates a vast radiant domain where darkness, undead, corruption, and unclean spirits struggle to exist. Pure White Light treats destruction as Purification, breaking down nearly everything that does not conform to its sacred state.
They can draw strength from connected social Order, inspire religious fervor, reinforce followers, turn awe into faith, and serve as a regional Sun.
The acting principle is to embody holiness without allowing worship, certainty, and authority to erase judgment or humanity.
Their holiness may purge friendly spirits and reject useful powers. Damaged anchors, collapsed order, competing faith, Distortion, and equal divine authority weaken them.
Level 19: Sun
Sun is the Pathway’s True God and sovereign of Light, Holiness, Order, Contracts, Faith, and the mystical Sun. Wherever light exists, the Sun can exert presence, perception, energy, illumination, and destruction.
The Sun creates eternal daytime, exposes concealment, awakens sleepers, suppresses death and darkness, generates stellar heat, and forms miniature or world-illuminating suns. Divine Contracts can restrict gods and greater beings lacking suitable counter-symbolism. Holiness purifies dissonance while empowering sacred actions.
The Sun embodies Inextinguishable Light and is exceptionally difficult to destroy permanently. Remaining light, faith, anchors, and compatible arrangements may permit return after apparent annihilation.
Apotheosis requires the Sun Uniqueness, three White Angel characteristics, and the proper Sequence 0 ritual. When exact ritual details are unavailable, ascension must remain a world-scale demonstration of light, holiness, faith, and order.
Other True Gods, Great Old Ones, broken anchors, superior concealment, conflicting Order, and powers that consume or redefine light can resist the Sun.
Core Summary
The Sun Pathway advances from inspiring courage to wielding holy light, enforcing contracts, purifying corruption, defining justice, becoming a living sun, and ruling light and holiness. Its strengths are Purification, support, revelation, and divine force. Its risks are rigidity, collateral Purification, visible power, and mistaking personal justice for universal truth.