Sooth Pathway/Rituals&Abilities

## Sequence 9: Percipient

**New Abilities**

* **Enhanced Perception**: Their perception is sharpened, allowing them to take notice of minute details that are normally glossed over by others. This enhancement includes not only eyesight, but also meticulousness.
* **Spirit Vision**: They are able to use **Spirit Vision** in order to perceive non-physical things, such as ghosts and specters. They can also see the different parts of a Soul, deduce a person's health and emotions, and determine if something has a magical aura.
* **Mysticism**: They will gain a vast amount of knowledge regarding **Mysticism**, including witchcraft, astrology, and Ritualistic Magic.
* **Divination**: They can use many Divination methods to gain revelations from the Spirit World, however, they are less effective in this matter than Seers. Although, they gain a special divinatory method.
	+ **Trance**: They are able to enter a trance-like state, employing a half-completed but continuous **Dream Divination**. They will be able to glean visual revelations from the objects they see, but they can easily be distracted as if they are in the stage of light sleep. Furthermore, it will be difficult to differentiate between revelations and non-revelations, as hallucinations are also placed into the mix, but the upside is that the mystical information they perceive will be automatically filtered, so they can avoid seeing things they shouldn’t see. At the same time, it can be used to confirm the grade of a mystical object, or the mystical strength of a person.
* Without activating **Spirit Vision**, they may sometimes be able to “see” faint traces of a normally-unperceivable being, allowing them to take preemptive judgment.

## Sequence 8: Swan Maiden

**New Abilities**

* Their previous abilities are enhanced.
	+ The hallucinations in **Trance** are reduced.
* **Enhanced Hearing**: They gain impeccable hearing. They can detect lower sounds which help them hear and respond to soft contact calls. Furthermore, they are able to clearly differentiate between pitches.
* **Internal Navigation**: They gain the internal navigation system of a swan, composed of two complementary abilities:
	+ **Internal Compass**: Their sense of direction is greater than others, and they are able to migrate towards a certain direction away from an impending danger. However, they will only be led to a definite region, not a specific site.
	+ **Internal Map**: They are able to produce an instinctual map which has its axis centered around their homeplace, allowing them to return once the impending danger has disappeared. This homeplace can be designated on a specific location or individual, but the coordinates will not be completely accurate, and only a rough estimation instead.
* **Svanhvít**: They gain a swan-white feathered cloak which affords them protection against wind, extreme temperatures, and generally attacks to a certain extent. However, it can be lost or stolen away, as it is actually a sort of second skin that was carefully detached from the rest of the body after it has quickly grown during the potion’s consumption.
	+ **Metamorphosis**: They are able to merge their bodies once more with **Svanhvít**, turning them into a beautiful swan with the capability of flight, performing maneuvers at high speeds in the air. However, in this form, their bodies will become more fragile.
	+ When this cloak is worn by other people, they will gain access to its protection, but be unable to perform **Metamorphosis**.
* **Enhanced Beauty**: Their appearance and charm are enhanced significantly.
* **Enhanced Physical Attributes**: Their bodies will become extremely flexible, allowing them to perform graceful yet swift movements. Dexterity, or agility, is emphasized.
* They are more inclined towards doing feminine actions or works.

## Sequence 7: Felicity Apportioner

**New Abilities**

* Their abilities are further enhanced.
	+ The hallucinations in **Trance** are further reduced.
	+ The accuracy of their **Internal Navigation** increases.
	+ The protection afforded by their **Svanhvít** is strengthened, now reaching their mind as well.
	+ They can perceive the fortune and happiness of a person through **Spirit Vision**.
* **Apportion**: They are able to **Apportion** the felicity of targets, interchanging their happiness with luck, or the reverse. The more positive emotions the targets produce, the greater portions that can be derived from the exchange.
	+ If the happiness or luck of the target is directly correlated to themselves, they are able to exchange the target’s happiness or luck for their own fortune or joy.
	+ If the happiness or luck of the target is directly correlated to another target, the same process can be applied to the other target.
* **Enhanced Glamour**: Their beauty and mannerisms may easily invoke contentment or excitement in other people. Even their simple actions, such as a small smile, could cause ecstasy in the observer. In other words, they are natural enchantresses.
* **Empathy**: They are more prone to emotions, and they are capable of experiencing the same feelings that the people surrounding them go through. In the case of strong emotions, they may even break down and cry.
	+ In exchange, their mental fortitude against mental attacks increases, and naturally, their emotional intelligence is exceptionally high.
	+ By using **Empathy** in conjunction with **Dream Divination**, they may discern the motives of the target.
	+ By using **Empathy** in conjunction with **Trance**, their emotional receptivity drastically increases.
	+ It is possible to use **Empathy** on the personal possession of an individual, allowing them to glean the owner’s emotions which have unconsciously been transferred into the possession.
	+ It is possible to designate Beyonder artifacts as the targets for **Empathy**, on the precondition that they are alive.
* **Crimson Gold**: They are able to secrete their current emotions in the form of crimson gold tears, which will afflict anything it touches with the emotions imbued within the tears.
	+ These tears may be used to produce illusions.
	+ If the emotions imbued within the tears are strong enough, inanimate objects may temporarily adopt a living characteristic corresponding to the afflicted emotions.
* They passively emit an aura of gentleness and innocence, and their presence is akin to the morning sun, bright and warm, enveloping and embracing all things. Those who observe their appearance are immediately filled with the feeling of protectiveness or obsessiveness.

## Sequence 6: Hamartia Proprietress

**New Abilities**

* Their previous abilities are further enhanced.
	+ The hallucinations in **Trance** are kept to the bare minimum.
	+ Their mental facilities during **Trance** will now only be slightly reduced.
	+ The protection afforded by their **Svanhvít** is strengthened, and is now greatly resistant to all sorts of Beyonder abilities.
	+ They may glean small thoughts during **Empathy**, but its veracity is doubtful, as it is more like what the target would have thought according to their own interpretation. It can be likened to the symbology contained in dreams, which are loosely based on real life events.
* **Spin**: They are able to **Spin** “hamartia” itself, reducing the negative consequences to as low as possible by extracting parts of it. In this case, “hamartia” means “fatal flaw”, which may lead to a tragedy or disaster, even one’s demise. Therefore, it can be simply defined as the cause of negative outcomes; the plausibility that such events could occur, and by extracting parts of this “root”, it becomes less plausible for the causes of the negative outcomes to be demonstrated or exhibited. The extracted “hamartia” can then be inflicted to others in the form of curses, such as excruciating pain or misfortune.
	+ The following are some example usages:
		- **Neutralize**: By extracting enough “hamartia”, they are able to use it to counteract another “hamartia”, such as a tornado or a firestorm, hence neutralizing the hazard.
		- **Layer**: By directly manifesting “hamartia” in the form of a black shadow, they can allow it to envelop an object and enhance its corresponding attributes, layering it. However, this augmentation will also amplify the object’s negative features in proportion to the enhancement it receives.
		- **Elfshot**: They are able to conjure an invisible arrow that can only perceived through **Spirit Vision**, and causes the target’s health to decline upon a successful aim. The amount of “hamartia” and spirituality infused into the arrow is directly proportional to the effects it can demonstrate, and its size and shape may also be altered with a combination of “hamartia” and spirituality.
	+ It also possible to combine **Spin** with **Crimson Gold**, using the tears from **Crimson Gold** as the catalyst and the accumulated “hamartia” from **Spin** as the scenario to produce a lifelike illusion. The maximum degree of detail of the produced illusion is dependent on the emotions imbued in the tears of **Crimson Gold**, while the clarity of the framework of the illusion is dependent on the amount of “hamartia” that has been invested.
		- Furthermore, the amount of time that the illusion can last for is dependent on how many tears and “hamartia” are consumed for the maintenance of the illusion, which further increases with the amount of observers.
		- Because the illusion is produced using strong emotions, they may easily affect the observer.
	+ The amount of “hamartia” that they can **Spin** is limited to their current Sequence.
* They gain access to more mysticism knowledge, especially those related to curses and illusions.

## Sequence 5: Curator

**New Abilities**

* Their previous abilities are further enhanced.
	+ Their mental facilities during **Trance** will no longer be reduced.
	+ They may choose to alter the automatic filtering during **Trance**.
	+ The degree of abstractness of the hamartia that can be extracted using **Spin** increases.
	+ The benefits provided by **Svanhvít** can now be lent to others, but it will be reduced to the protection offered in a previous Sequence.
	+ The resistance provided by **Svanhvít** further increases.
* **Catalogue**: They are able to **Catalogue** up to fifteen items at once, which will be temporarily put in a state of stasis until they have designated a time and place for the items to be exhibited. These items can range from mundane items to Beyonder abilities, such as spells, but eighteen items will be limited up to the current Sequence, and two items will be allow up to a Sequence higher than their current Sequence, being placed as the exhibition’s “highlights”.
	+ Items that are placed in the **Catalogue** may be repackaged, reinterpreted or rearranged using spirituality, so long the actual properties do not differ. For example, by infusing enough spirituality, they may change the colors of an item, or even its appearance. Therefore, a fireball could also possess the appearance of flowing water, but its properties will remain, creating an azure gush that engulfs its targets in bright red flames. This is the so-called “creative liberty” that artists, such as curators, possess.
	+ A visual **Catalogue** can be produced by providing a physical medium, such as paper or a canvas, complete with high-resolution images and vibrant colors. It can also be redesigned. However, the visual **Catalogue** is not necessitated for them to be able to exhibit the designated items, but it is also possible to set them as mental activation keys.
		- For example, they may choose the act of “withdrawing” a paper slip that contains an image corresponding to the item in the **Catalogue** as an activation key. Therefore, the moment it is “withdrawn”, the item will be set in the predetermined time and place, such as “one second after the withdrawal” and “one meter away from the current location”. The mind will immediately process this, allowing a more efficient manner to exhibiting items than a long-drawn speech by preemptively setting these activation keys prior to an exhibition.
		- The method to set an activation key is not too dissimilar to the initial steps of **Cogitation**, so some trial and error may be required before an activation key is successfully set.
	+ An item in the **Catalogue** can only be exhibited once, as it has been removed from the list. To reexhibit it, it must be placed in the **Catalogue** again.
	+ The designated place for an exhibited item cannot be too far away from them, limited to about ten meters away from their current location.
	+ Upon their death, their Curator Beyonder characteristic will be expelled in the form of a receipt. Until all the items in the receipt are taken out, this Beyonder characteristic cannot be used for any other purposes. As an added bonus, the Curator Beyonder characteristic will automatically be separated from their other Beyonder characteristics.
* **Eloquence**: They are able to convince others more easily, cherry-picking certain aspects of an item and painting an ideal future with it in order to glean the contents of the customer’s wallet. Essentially, they are expert promoters.
* They gain various sorts of knowledge related to the care, management, and interpretation of collections.
* Their ability to focus is enhanced.
* Their creativity is enhanced.

**Advancement Ritual**: Immerse oneself in the intense joy of an individual, which is either caused by or directed towards oneself.

## Sequence 4: Diaphany Jeweler

**New Abilities**

* Their previous abilities are massively enhanced.
	+ They are able to **Catalogue** eighteen items at once, while from them, three “highlights” can be designated.
	+ At this level, **Catalogue** can also be applied to living Beyonders, provided that they have willingly offered themselves up to be part of the exhibition.
	+ The degree of abstractness of the hamartia that can be extracted using **Spin** increases.
	+ They may discern the origins of an individual through **Spirit Vision**, increasing further in clarity if they use **Trance**.
* **Diaphany**: They are able to transform a target, as if it were a gem in the rough, into a polished jewel. This ability is called **Diaphany**, which, like the word phenomenology, is based on the Greek verb phainomai (φαινομαι, ‘to appear, shine’). Whereas phenomenology is the study of pure appearances as they manifest to consciousness, **Diaphany** is concerned with that which appears or shines through phenomena (dia, ‘through’, + phainomai, ‘appear’). More specifically, **Diaphany** is a “view through the world (appearing)”, not simply the ability to see through material things as if they were made of glass. Rather, it is the ability to ‘render present everything “behind” and “before” the world’, and through this, ‘to render present the origin’.
	+ Those who have undergone **Diaphany** will have their parts of their true potential temporarily awakened by means of tapping into their origin, such as a **Pyromancer** becoming more proficient in the use of their flames, for their ultimate ‘beginning and end’ (origin) is the **Red Priest**, which embodies “war”. Therefore, the **Pyromancer**’s potential as a “war”-doer is awakened, allowing them a clarity of thought and instincts towards this directionality.
		- Essentially, **Diaphany** will allow the affected targets to demonstrate their buried potential, being a “conceptual enhancement” of sorts, equivalent to a temporary half-a-Sequence advancement. In the case of a rough gem, it will be polished and shine as resplendently as it possibly could, just like a priceless diamond. This is because the origin of a gem would be “precious stone”, being “prized for its beauty or shine”, so the corresponding origin is awakened and manifested. Meanwhile, in the case of a gate, it will simply be reinforced, and in the case of a sword, its sharpness will increase. Of course, the prerequisite is that the origin that is to be enhanced must already be exhibited, at least in some form, by the target.
	+ Because there can be many origins for a single individual, they must choose one specific origin to designate for **Diaphany**.
	+ They may apply **Diaphany** upon themselves, enhancing their beauty, perceptiveness or other abilities.
	+ For one target, only one origin can be designated for **Diaphany** at a time.
	+ At this level, they can apply **Diaphany** up to short-term awakenings, such as suddenly overcoming a disease temporarily. However, if it is a lifelong disease that will seemingly not disappear even in the far future, it cannot be affected.
	+ By using **Diaphany** and **Spin** in conjunction, they will be able to manifest more powerful attacks, and extract even more abstract hamartia. Correspondingly, the abilities of other Beyonders can be enhanced as well.

**Mythical Creature Form**

* As a Sequence 4 Demigod they receive a some level of Godhood, and with it comes an incomplete Mythical Creature Form. Their incomplete Mythical Creature form looks like a falcon that has yet to fully mature; an eyas that is yet unable to fly. Their feathers look very different from an adult falcon's, being very downy and soft. Therefore, no special abilities can be exhibited yet. Even so, it is exceedingly dazzling, being completely white in color, even purer than swan-white.

**Advancement Ritual**: Become part of the hamartia of a hostile Beyonder creature at the level of a demigod.

## Sequence 3: Aurum Weaver

**New Abilities**

* Their previous abilities are further enhanced.
	+ The **Catalogue** can accept a higher degree of abstractness, including the “states” of an item. For example, they may **Catalogue** the future “states” of an item, making that, when the item reaches these future “states”, they will automatically disappear. Past “states” may also be selected, allowing them to **Catalogue** only the best and prime form of an item. However, they cannot **Catalogue** the “state” of an item if they already have one of its “states” in the **Catalogue**, allowing for no repetition.
	+ They are able to apply **Diaphany** onto the earth itself, allowing events that are supposed in the far future to occur immediately, such as landform creation, earthquakes and volcanic eruptions. As long as it can potentially happen, **Diaphany** will tap into it and awaken it.
* **Weave**: Their power to **Apportion** the felicity of targets has been altered, allowing them not only to exchange fortune and happiness with each other between unrelated individuals, but also the ability to directly **Weave** good luck and joy into the target’s destinies. However, they can only **Weave** good luck and joy unto themselves in proportion to the good luck and joy they have given unto others. Furthermore, they can direct the good luck they give towards a certain direction or desired scenario, such as the success of the target’s business and the successful wooing of their crush.
* **Transmogrify**: They are able to suddenly **Transmogrify** the items that they exhibit through **Catalogue**, a sort of dramatic change that evokes the surprise and awe of the observers, which can also alter the properties of Beyonder attacks in general, but it will always be properties being shuffled around or rearranged. For example, they may take the flaming serpents produced by a **Pyromaniac**’s **Wall of Fire**, **Transmogrify** them, and instead turn them into “serpents flaming (on fire)”, reducing the amount of harm they can inflict. Essentially, this revolves around the words or concepts that can be used to describe something, which are then rearranged in a devious way to overturn the customer’s expectations, but still remain faithful to the original description.
	+ They may **Transmogrify** the laws of nature and the rules of the world, turning a simple statement like ‘[water] cannot be eliminated by [fire]’ into ‘[fire] cannot be eliminated by [water]’.
	+ In the end, it all depends on if it is possible to describe something in a manner that can be logically overturned.

**Mythical Creature Form**

* Their Mythical Creature Form is gradually maturing, its appearance being that of an eyas that is now slightly larger and is losing its dazzle.

**Advancement Ritual**: Successfully subvert the expectations of several demigod-level parties in a bleak situation, eventually leading to their own party claiming victory.

## Sequence 2: Muse

**New Abilities**

* Their previous abilities are further enhanced.
	+ **Transmogrify** may utilize literary, poetic or fantastical descriptions as the material.
		- For example, ‘sunlight’ can be described as ‘lances of molten-gold beams’, and therefore, “They” may **Transmogrify** sunlight into weapons bearing such a description. As another example, ‘veils’ can be described as ‘a barrier between the living and the dead’, transforming it into a barricade that isolates aspects of the living from aspects of the dead.
		- By using **Diaphany** in combination with the new origin that **Transmogrify** has installed, “They” may also increase its effectiveness, potency, size, and numerous other properties.
* **Valshamr**: “Their” **Svanhvít** is transformed into **Valshamr**, turning the swan-white feathered cloak to a falcon-black feathered cloak, which affords stronger protection and allows one to become a falcon, which is superior in both strength and speed to a swan. **Valshamr** will also allow “Them” to fly even without performing **Metamorphosis**, and furthermore, no matter the distance, **Valshamr** can be manifested at any time, being permanently bound to “Themselves”.
	+ When this cloak is worn by other people, they will gain access to its protection, but be unable to perform **Metamorphosis**. Nonetheless, they will still be able to fly.
* **Wandering**: In “Their” **Mythical Creature Form**, “They” are able to travel between worlds, planes, or realities, such as the **Spirit World** and other planets. This is done through entering the **Astral World**, a plane of existence that reflects the fundamental law of the universe, chaotic and insane.
	+ Unlike a **Planeswalker**, each **Wandering** will require the expense of a **Feather of Embla**.
	+ The farther away “Their” destination is, the less accurate “Their” **Wandering** wil be. This can be somewhat mitigated by choosing **Feathers of Embla** based on their prevalence, with tail feathers having the lowest accuracy, and primary wing feathers having the highest.

**Authorities**

* **Inspire**: “They” are able to **Inspire** future developments, introducing completely new variables in a situation. In this case, **Inspire** can be defined as ‘to fill with an animating, quickening, or exalting influence’ and ‘to prompt or induce (someone to do something)’. Its root word, inspirare, can also define its essence: ‘blow into, breathe upon,’ figuratively ‘inspire, excite, inflame,’. As sources of artistic inspiration, being a **Muse**, “They” are able to endow things with outlandish, improbable things,
	+ For example, “They” may **Inspire** the laws of reality themselves, creating an entirely new law, like ‘animals can speak’ and ‘reptiles can breathe fire’.
	+ Time, too, can be affected. “They” may **Inspire** it with the idea that it can be ‘seduced’, and bend towards “Their” whims.

**Mythical Creature Form**

* + “They” become a complete Mythical Creature, “Their” Mythical Creature Form is a **Veðrfölnir** (“Storm Pale”), a falcon with long wings as dark as billowing black smoke, its feathers covered in mysterious patterns like storm-lightning. Correspondingly, their feathers are known as **Feathers of Embla** (“Feathers of the Smokebringer(ess)”), and each of these feathers will allow them to activate **Wandering** once. They can also be regrown over time, and in total, they possess 10 primary wing feathers, 9 secondary wing feathers, and 6 tail feathers per side, or 50 feathers in total. Depending on the prevalence of the feather, more time will be taken for it to regrow once it has been plucked.

**Advancement Ritual**: Guide several followers towards magnificent ideas and discoveries, leading to their name being considered a source of inspiration presiding over a certain field of the arts among the wide populace.

## Sequence 1: Confidante of Veracity

**New Abilities**

* **Uncloud**: “Their” power to to apply **Diaphany** has been altered, changing instead to the ability to **Uncloud** the true form of something or someone. In the case of a demigod, “They” can even force them to enter their Mythical Creature Form, for it is just one of the many true forms of an individual.
	+ By using **Uncloud**, “They” may **Uncloud** the symbology of an individual, directly transforming them into their symbology. “They” can take one of “Their” own symbologies, such as beauty, and **Uncloud** it, turning “Themselves” into a personification of beauty.
	+ By using **Uncloud**, “They” can bypass barriers, concealment and isolated environments, directly unveiling the original place.
	+ By using **Uncloud**, “They” may reveal the **Oldest One** which is present in all Beyonder characteristics. “They” may choose to reveal only parts of the **Oldest One**’s power, granting “Their” target a boost in strength, but if the target belongs to one of the Standard Pathways, there is a possibility that “His” will might be roused. However, by using **Uncloud** to also remove “His” defenses,
	+ By using **Uncloud** on a Beyonder that is far weaker than “Them”, “They” may tap into their original origin as a human, and turn them into a normal human, with the possibility of expelling their Beyonder characteristics as well. In the case of Beyonders that are just somewhat lower than “Themselves”, the duration will be immensely reduced, or only part of their Beyonder abilities will temporarily become “human”, and hence, sealed.

**Authorities**

* **Tapestry (Glade of Respite)**: An ability used to create a **Divine Kingdom** for **Sooth**; however, this **Divine Kingdom** is still in an embryonic state. Through this, “They” are able to weave a **Tapestry** of cultures, races, customs, and etcetera. This **Tapestry** can also be woven from abstract concepts, such as time, life, and the laws of nature, making it virtually indestructible. After a **Tapestry** is woven, entwined “threads” will influence one and another and manifest a new location or situation that is exactly what the pictures on the **Tapestry** describe, until the **Tapestry** is destroyed. This is akin to setting pieces on a jigsaw puzzle, where, no matter how incompatible the pieces are, the jigsaw puzzle will be completed by simply modifying the pieces until they fit the board.
	+ Essentially, “They” would be drawing a picture, and painting it with colors, those colors being abstract concepts and etcetera, simultaneously being its building blocks. With the picture as the blueprint, the corresponding scene will then be manifested.
	+ For example, “They” may weave a **Tapestry** that is woven from the concept of a “city”, Trierien architecture, the concept of “gold”, and a wilderness. The result will be a city, of Trierien architecture, made of gold, in the wilderness.
	+ “They” may also use **Tapestry** in order to bind the past, present and future together, allowing objects from the past, present and future to intersect together, turning temporal order into a B-theory of time.

**Advancement Ritual**: Build a city where only truth is allowed, and have it be populated by at least 10,000 real people. Furthermore, the city must be unique and fantastic, incorporating aspects from other places but still being the manifestation of an ideal town. This idealness can be a utopia, but as it can be broadly defined, a utopia for art will also qualify. When the populace generally perceives it as an ideal city, consume the potion.

## Sequence 0: Sooth

This is a **True Deity**. In a sense, "She" is an embodiment of the corresponding **Authorities**. “She” is **Sooth**, the ultimate reality, the unclouded truth, and providence itself.

**Authorities**

* **Meme**: “They” are able to turn chunks of information into memes and propagate them within certain domains, such as Fate and Time, undergoing processes of variation, mutation, competition, and inheritance to the point that they obscure the logical facts while the memes become nomological **Truths**. It contains the authority of **Truth**, and the corresponding sub-domains.
	+ **Tapestry (Glade of Respite)**: “Her” **Divine Kingdom** is now complete, allowing “Her” to conjure a place where death is refuted, as only eternal life becomes the **Truth**. It can also be isolated from the rest of the world, as “She” can have it imbued with the **Truth** that only what or who “She” permits can enter “Her” **Divine Kingdom**.
	+ “She” can imbue the **Truth** that time flows backwards, so it shall flow backward.
	+ “She” can imbue the **Truth** that space is inverted, so the surrounding environment shall be inverted.
	+ “She” can imbue the **Truth** that good luck is constant, so it shall remain permanent.
	+ “She” can imbue the **Truth** that nothing is impossible, so all things will become temporarily possible for a certain amount of time.

**Advancement Ritual**: Completely eliminate a **Truth** that has remained eternal for several centuries.