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The Anarchy, Authorities, Risks, and Storyteller Use

Level 20 Identity

The Anarchy is the Above-the-Sequence culmination of the Black Emperor and Justiciar Pathways. It is a Great Old One representing order, disorder, law, corruption, judgment, punishment, balance, distortion, definition, hierarchy, exploitation, and the collapse or enforcement of systems.

Its title is commonly expressed as The Anarchy, Shadow of Order.

Level 20 is not another potion Sequence. It accommodates both Pathways and the Nation of Disorder, transforming the bearer into a cosmic source of lawful anarchy, anarchic law, corrupted order, and ordered disorder.

Required Components

A complete Anarchy requires the Nation of Disorder, the Black Emperor and Justiciar Uniquenesses, one Prince of Abolition characteristic, and one Hand of Order characteristic.

The safest path is to first become Sequence 0 of Black Emperor or Justiciar, stabilize anchors, control the Nation of Disorder, then accommodate the neighboring Uniqueness and Sequence 1 characteristic.

Forced accommodation risks legal self-negation, identity collapse into rulings and loopholes, rebellion between authorities, or awakening of an ancient will preserved within the Sefirah.

Nation of Disorder

The Nation of Disorder is the Sefirah of order, disorder, authority, hierarchy, law, distortion, corruption, judgment, and abnormal systems.

It is not mere chaos. It is a world where order and disorder continuously define, corrupt, abolish, restore, and replace one another.

Combined Symbolism

Black Emperor contributes Distortion, Exploitation, Bribery, Disorder, Definition, Autocracy, Strata, Corruption, and resurrection through established order.

Justiciar contributes Order, Law, Judgment, Prohibition, Punishment, Balance, Imperatives, Jurisdiction, and restoration of proper systems.

Together they create lawful anarchy and anarchic law. A rule may exist to produce disorder. Disorder may be preserved as official order. A violation may become mandatory, while obedience becomes a crime.

Divine Order and Disorder

The Anarchy can establish laws across cities, nations, divine kingdoms, battlefields, organizations, rituals, or supernatural domains.

These laws may restrict movement, speech, powers, identity, attacks, communication, divination, teleportation, substitutions, contracts, resurrection, or outside interference.

Broad laws cost more and are easier to contest. Precise laws supported by institutions, witnesses, belief, jurisdiction, or ritual procedure last longer.

Divine Disorder causes systems to contradict themselves. A defense may expose the defended target. A healing ritual may transfer illness. A prison may become an exit. A contract may bind the wrong party. An army may obey every order and still lose because command itself has become disordered.

Disorder must interact with an existing structure, process, rule, relationship, or expectation. It does not replace causality with randomness.

Distortion and Definition

Distortion changes how actions, states, rules, and relationships are interpreted.

Definition decides what counts as a person, original body, crime, bribe, obedience, betrayal, inside, outside, ruler, subject, evidence, punishment, contract, death, or valid authority.

The Anarchy may define an enemy’s avatar as the true body, then distort damage to the avatar into damage to the original. It may define silence as confession, then judge the confession.

Definitions require symbolic basis, jurisdiction, recognition, or imposed authority. Completely baseless definitions are weaker and easier to reject.

Judgment and Punishment

Justiciar authority determines violation and consequence. Black Emperor authority twists violation, extends punishment, exploits loopholes, or redirects responsibility.

The Anarchy may judge a nation, church, army, spirit, artifact, avatar network, or supernatural law. Punishment may be imprisonment, exile, deprivation, death, loss of status, forced obedience, loss of power, collapse of order, or exposure to disorder.

A judgment is strongest when the law existed before the trial, the defendant falls within jurisdiction, and the consequence follows the stated rule.

False trials can function through distortion but invite resistance from stronger Order, Truth, or Balance authority.

Prohibition and Abolition

Prohibition forbids specific actions or powers. Abolition cancels, overturns, replaces, or invalidates part of an existing order.

The Anarchy can prohibit teleportation, resurrection, speech, prayer, divination, conceptual theft, substitution, or use of a specific authority within a defined space.

It can abolish a monarchy, contract, divine blessing, prison, legal identity, bloodline privilege, or the rule that makes an attack valid.

Abolition is strongest when the target order contains contradiction, corruption, weak legitimacy, or insufficient recognition.

Balance, Exploitation, and Autocracy

Balance equalizes or regulates opposing sides. Exploitation uses unequal conditions, loopholes, hierarchy, and states to gain advantage. Autocracy makes hierarchy serve the ruler, while Jurisdiction defines where and over whom laws apply.

The Anarchy may create balance to stop a stronger opponent from overwhelming the battlefield, then exploit one remaining loophole to win. It may transform a region into a divine state where citizens, roads, courts, contracts, armies, and prisons reinforce its authority.

Within full jurisdiction, disobedience becomes physically, mentally, spiritually, and conceptually difficult. Rejected legitimacy, rebellion, foreign jurisdiction, equal divine authority, and destroyed institutions weaken control.

Contracts, Bribery, and Corruption

Contracts bind parties through terms, witnesses, authority, and consequence. Bribery creates mystical influence through payment, desire, or accepted benefit. Corruption makes institutions, officials, powers, and rules serve purposes contrary to their public role.

The Anarchy can make a bribe count as a contract, a contract count as confession, or a confession count as consent to punishment. It can spread corruption through bureaucracy, courts, titles, seals, money, votes, oaths, and legal identities.

Every contract must define parties, terms, witness, payment, penalty, and loopholes.

Resurrection and Continuity

Black Emperor authority grants resurrection through order, mausoleums, identity, titles, and arrangements. Justiciar authority preserves continuity through law, office, jurisdiction, and recognized status.

The Anarchy can return through institutions, statues, legal titles, hidden orders, prisons, national systems, court records, and abnormal laws that continue recognizing it.

To kill it permanently, enemies must attack body, anchors, legal identity, mausoleum arrangements, institutions, titles, contracts, jurisdiction, and the order or disorder preserving return.

Manifestation

The Anarchy may appear as a crowned black emperor, brass pillar of law, faceless judge, nation of impossible courts, nine-armed black baboon, living statute book, or ruler whose shadow contains prisons and riots.

Direct observation may cause compulsive obedience, legal hallucinations, identity redefinition, corruption, punishment, or inability to distinguish justice from authority.

Anchors and Identity

Suitable anchors include nations, courts, police, armies, prisons, bureaucrats, rebels, nobles, lawyers, judges, criminals, laws, contracts, and populations living under the established system.

Anchors based only on obedience create tyranny. Anchors based only on disorder create instability. Stable identity requires a principle explaining why law exists and when order must be opposed.

The bearer must avoid becoming a machine that enforces law without justice or a tyrant that calls every whim law.

External Claim and Limits

The Nation of Disorder is tied to the legacy of the Son of Chaos, creating convergence, inherited arrangements, and possible external claims upon any new Anarchy. A candidate may unknowingly complete an ancient legal loophole designed to restore another existence.

Other Great Old Ones, rejected legitimacy, closed systems, superior definitions, destroyed institutions, protected identities, severed records, and beings outside jurisdiction can resist.

The Anarchy is strongest where rules, ranks, courts, contracts, territories, titles, and institutions already exist. It is weaker against undefined wilderness, beings beyond law, complete concealment, or powers that ignore legal structures.

Storyteller Directives

Level 20 must never function as an ordinary adventuring rank.

Its actions should affect gods, nations, courts, cosmic jurisdictions, institutions, divine kingdoms, or foundational rules.

Every law must define scope, wording, jurisdiction, duration, and consequence. Every distortion must preserve an interpretable relationship to the original state. Every judgment must name the violation and punishment.

Do not treat Anarchy as random chaos. It is the union of order and disorder, law and loophole, authority and corruption.

Conflicts should focus on legitimacy, definition, jurisdiction, procedure, rebellion, contracts, corruption, and whether justice can survive inside systems of power.

Core Summary

The Anarchy is Level 20 for the Black Emperor and Justiciar group. It accommodates the Nation of Disorder, both Uniquenesses, one Prince of Abolition characteristic, and one Hand of Order characteristic. It governs order, disorder, law, judgment, prohibition, punishment, balance, distortion, definition, autocracy, corruption, contracts, jurisdiction, and resurrection through systems. Its defining danger is confusing power with legitimacy and turning every law, loophole, court, and rebellion into proof that only the ruler’s system can exist.