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Chapter 3 - Error Pathway

The Error Pathway in Lord of the Mysteries is a unique and complex Beyonder pathway centered around deception, theft, and the manipulation of rules and time. Often referred to as a "bug" in the world's system, practitioners of this pathway possess abilities that allow them to exploit loopholes, deceive others, and steal various aspects of existence.

🔍 Overview

The Error Pathway is described as "a trojan horse of fate, the slug of time, the loopholes in rules, the manifestation of all errors." This description highlights the pathway's core abilities: deception, theft, and manipulation of time and fate. At higher sequences, practitioners can become parasitic entities, attach to hosts, and manipulate the world's rules to their advantage. The pathway's abilities are categorized into different sequences, each representing a deeper understanding and control over these concepts.

🗝️ Sequence Progression and Abilities

Sequence 9: Marauder

Abilities:

Theft: At this initial stage, practitioners can steal physical items and mundane abilities from others.

Deception: Enhanced abilities in trickery and sleight-of-hand.

Illusion Creation: Ability to create minor illusions to deceive others.

Sequence 8: Swindler

Abilities:

Enhanced Eloquence: Significant improvement in persuasive speech and charm.

Mental Interference: Ability to mislead and confuse the thinking of opponents.

Advanced Illusions: Creation of more convincing and complex illusions.

Sequence 7: Cryptologist

Abilities:

Decryption: Ability to uncover hidden truths and predict events based on minimal evidence.

Mystical Knowledge: Mastery over mysticism, enhancing spiritual intuition and deductive reasoning.

Illusion Detection: Enhanced ability to see through illusions and falsehoods.

Sequence 6: Prometheus

Abilities:

Power Siphoning: Ability to steal and temporarily use Beyonder powers from others.

Ability Siphoning: Steal mundane abilities, such as physical skills or attributes.

Theft Range: Can steal from targets within a 50-meter range.

Enhanced Theft: Increased success rate and depth of theft, affecting both physical and spiritual aspects.

Sequence 5: Dream Stealer

Abilities:

Thought Theft: Ability to steal thoughts and intentions from others.

Dream Manipulation: Influence and control over dreams, allowing for the extraction of information or implantation of ideas.

Memory Alteration: Ability to alter or erase memories within dreams.

Sequence 4: Parasite

Abilities:

Parasitism: Ability to attach to a host and control their actions.

Identity Theft: Steal the identity of others, including memories and experiences.

Worms of Time: Manifestation of time-based entities to aid in parasitism and manipulation.

Sequence 3: Mentor of Deceit

Abilities:

Rule Manipulation: Ability to deceive the world's rules, creating loopholes and exploiting them.

Avatar Creation: Create avatars to act on one's behalf, deceiving others into believing they are the original.

Fate Manipulation: Influence and alter the course of fate to one's advantage.

Sequence 2: Trojan Horse of Destiny

Abilities:

Fate Theft: Steal aspects of fate, including destiny and future events.

Identity Manipulation: Alter or steal identities, effectively becoming another person.

Self-Awareness Theft: Steal one's own self-awareness, allowing for complete control over one's actions and decisions.

Sequence 1: Worm of Time

Abilities:

Time Manipulation: Control over time, including speeding up, slowing down, or reversing time.

Anchor Theft: Steal the anchors of Beyonders, destabilizing their existence.

Temporal Deception: Create false timelines and events to deceive others.

Worms of Time: Manifestation of time-based entities to aid in manipulation and deception.

Sequence 0: Error

Abilities:

Absolute Deception: Ability to deceive all aspects of reality, including time, fate, and identity.

Universal Theft: Steal any aspect of existence, including concepts and authorities.

Reality Manipulation: Alter the very fabric of reality to suit one's desires.

Existential Deception: Deceive even the concept of existence itself, creating paradoxes and anomalies.

đź§  Thematic Significance

The Error Pathway embodies themes of deception, manipulation, and the exploitation of rules and time. Practitioners of this pathway are adept at finding and exploiting loopholes in the world's system, often blurring the lines between right and wrong. Their abilities allow them to deceive others, steal aspects of existence, and manipulate time and fate to their advantage.

🧬 Rituals and Advancement

Advancement through the Error Pathway requires specific rituals, each corresponding to a sequence. For example, the ritual for Sequence 4, "Parasite," involves stabilizing the Beyonder's mental state through parasitism and collecting the Worms of Time into a single body. These rituals often involve complex processes and are integral to the practitioner's progression through the pathway.

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