The Allfather Pathway/Rituals&Abilities

## Sequence 9: Maddener

**New Abilities**

* **Madden**: They are able to clad or wrap others in the reproduced madness or frenzy of other creatures. Using an analogy, it is akin to dressing the Spirit Body with beastskin, altering their inferential abilities, analytical abilities, observational abilities, and identification abilities to what would be expected of the owner of the beastskin. It can also be thought of as a false "Possession", which only has a possibility of raising some abilities following the principle of "self-suggestion".
* Using the principle of "inverted acting", it is possible to **Madden** oneself to digest the potion as well.
* **Enhanced Observation**: They possess keen powers of observation, which are not as potent as a Spectator's, but sufficient enough to sufficiently perceive the madness of other creatures for their **Madden** ability.
* They can use Spirit Vision.
* They receive enhanced physical attributes.

## Sequence 8: Blusterer

**New Abilities**

* **Bluster**: They are able to let out an extremely loud voice which applies **Madden** to specific targets in a range as far as one's voice can reach. Furthermore, it has the added effect of rupturing eardrums and shattering glass.
* **Madden**: They are now able to inflict madness or frenzy in objects, which rouses their fighting spirit and accelerates their actions. Objects can also be affected, and in this case, the object will be accelerated when thrown, or its internal functions will also be accelerated.
* Their physical constitution is further enhanced.
* Their spirituality is enhanced.

## Sequence 7: Journey Advisor

**New Abilities**

* **Divination**: They are now able to perform **Divination Arts**, which are especially effective in finding the safest path to one's destination. Usually, this is done through **Dowsing Rod Seeking** or **Spirit Pendulum Divination**.
	+ They are also capable of using **Celestial Navigation**, observing the positions of the sun, moon, and stars to accurately determine the location of the target.
* **Spirit Body Fetters Manipulation**: They are able to place fetters around a target's Spirit Body, which are effectively the same as **Spirit Body Threads Manipulation**, but without the controlling aspect. Instead, it places more emphasis on "weakening" or "chaining" the target, allowing them to inflict a searing pain directly onto the target's Spirit Body in the case that their orders are disobeyed. Therefore, rather than "puppeteering", it akin to BDSM (Bondage and Discipline, Dominance and Submission) instead, with the Journey Advisor acting as the master and the target as the servant.
	+ Through this ability, they are also able to turn Beyonder creatures into their Familiars,
* Their previous abilities are enhanced, especially their spirituality and physical constitution to the point they are able to cover both supporting and melee combat.
* They are now able to learn **Mysticism** and **Ritualistic Magic**, of which the latter allows them to summon **Spirit World** creatures and form contracts with them, which enables them to eventually obtain messengers and helpers with unique powers, and as they progress through the Sequences, they will be able to form contracts with more powerful **Spirit World** creatures.
* They are more eloquent and can rede targets.

## Sequence 6: Mystery Conlanger

**New Abilities**

* **Runic Language**: By inscribing a mystical language on a surface, called **Runes**, they can cast **Runic Spells** based on the meaning of each word in this language, using various materials to produce a variety of effects, allowing them to be rather versatile.
	+ By tying in these **Runes** together, they are able to devise more elaborate spells. These chains are called **Runic Arrangements**.
	+ By using the name of a mighty figure or concept in a **Runic Arrangement**, they are able to better define the meanings of a **Runic Spell**.
	+ At this Sequence, they gain access to 16 **Runes** at base.
	+ Some examples of these **Runic Spells** include:
		- **Wind Gust**: By inscribing the runes Tiwaz (ᛏ) — the rune of the sky — and Hagalaz (ᚺ) — the rune of destructive and uncontrolled forces — on the air, they can produce a gust of wind in front of them, blowing away visual obstructions such as dust, mist, smoke, and etcetera. It can also be used to clear an area of sand, water, garbage, and etcetera.
		- **Wall of Air**: By inscribing a large rune of Uruz (ᚢ) — the rune of tenacity as well as the shaping of power and pattern — on the air, the air inside the borders of the rune becomes rigid and unyielding, capable of blocking weak attacks aimed at them.
		- **Illuminate**: By inscribing a rune of Dagaz (ᛞ) — the rune of daylight — on a target, such as an object or the air, and providing the rune with enough spirituality, it will glow with enough intensity to illuminate the area around it.
* **Mystery Conlanger**: They are able to use an ability that shares the same name as their Sequence's, allowing them to create new **Runes** that are based on the mysteries they have perceived, sharing the same "theme". These new **Runes** will be weaker than the original, and their maximum effectiveness will be limited to the current Sequence level, but they are permanent and can be further consolidated with time.
	+ At this Sequence, they can devise up to a maximum of 9 new **Runes**.
* The previous abilities are further enhanced.

## Sequence 5: Reed Bringer

**New Abilities**

* **Rune Language**: Their **Runes** are strengthened.
	+ **Merkstave**: They are able to carve **Runes** in the reversed position to what it would usually be read as to change the usual meanings of the reversed **Rune** to a "darker" version. This is not necessarily the opposite of their obverse traits, but rather somewhat derived from them. This can be interpreted similarly to the difference between an "upright" and an "inverted" tarot card, or the shadow cast by a light. To shed more light, or *darkness* on this matter, Merkstave literally means "dark".
	+ Their base **Runes** are increased to 18.
	+ The amount of new **Runes** they are able to create increases to 12.
* **Reed Bringer**: They are able to use an ability that shares the same name as their Sequence's, allowing them to conjure reed-stalks, or spears, which weakens the overall resistance of anything they touch, making them "Fragile".
	+ They are able to combine this ability with **Spirit Body Fetters Manipulation**, conjuring **Spirit Body Fetters** that are made out of reed-stalks and further increase the potency of both abilities.
	+ They are able to combine this ability with **Runic Language** and further strengthen the effectiveness of both abilities.
	+ They are able to combine this ability with **Bluster** or **Madden** to increase a reed-stalk's speed when being thrown.
	+ They are able to use the "Fragility" of a targeted part of their own body or another individual's body to form a reed-stalk, which will inflict the transferred "Fragility" to anything it touches, essentially removing an undesirable condition and turning it into an opportunity.
* **Madden**: They are now able to use their **Madden** ability to shapeshift themselves by cladding or wrapping their physical bodies with the reproduced image of the target creature as well, but they will be in a constant state of madness or frenzy, and one's functions will remain the same. I.e., it's essentially just a costume.
* Their previous abilities are further enhanced.

**Advancement Ritual**: Consume the potion while one's flesh and rationality are being consumed by a Beyonder creature.

## Sequence 4: Victory Geat

**New Abilities**

* All of their previous abilities are massively enhanced.
	+ Their **Madden** ability now allows them to shapeshift completely into another creature, along with basic corresponding functions.
	+ Their base **Runes** are increased to 24.
	+ The amount of new **Runes** they are able to create increases to 18.
	+ They are now able to draw **Runes** directly on the Spirit Body.
	+ They are now capable of using **Reed Bringer** to target the “Fragility” of a concept, siphoning it to form a reed-stalk that will contain the corresponding “Fragility”.
		- This is also where the name of their Sequence comes from, because they are able to directly target the “Fragility” of the tides of war, fixing the probability of “Victory” for a certain period of time. Meanwhile, they may use the reed-stalks that are created from siphoning the “Fragility” of “Victory”, which can be interpreted as “Failure”, to decrease the chances of success of the enemy side.
	+ Their reed-stalks are able to affect a large radius around them, bestowing everything within this range its corresponding “Fragility”.
* **Galdr**: Their Eloquence is transformed into a new ability, which allows them to speak the **Runic Language**. This greatly shortens the casting time required to conjure a **Runic Spell**.

**Mythical Creature Form**

* As a Sequence 4 Demigod they receive a some level of Godhood, and with it comes an incomplete Mythical Creature Form. The flourishing stalks of reed which envelop their Mythical Creature Form are called **Roots of World**, although they are more like Twigs of World as of the current Sequence. Additionally, these **Roots of World** will have mysterious patterns drawn on their surface, seemingly resembling the shape of **Runes**.
	+ A **Root of World** takes the appearance of reed-stalks that have combined together to mimic the texture of an ash tree’s hardwood, of which its thickness is determined by the owner’s Sequence.
		- **Victory Geats** are able to pluck these **Roots of World** from their own bodies, which can be “gifted” to other individuals and allow those “gifted” to use the **Victory Geat**’s Beyonder powers.
			* Of course, there is a limit to how many **Roots of World** can be separated from the owner’s body before they will lose control, capped at 50 at base. This number increases with the digestion of the potion.
			* They can also use these plucked **Roots of World** to “infest” a Beyonder creature, and combined with the **Spirit Body Fetters**, it will become equivalent to “Parasitization” or simply “sharing senses”.
		- They can use these **Roots of World** to create high-level charms as well, and they are particularly excellent catalysts for **Runes**. They can even be fashioned into spears.
		- A **Root of World** is also able to inflict a particularly-concentrated “Fragility” effect of **Reed Bringer** to whomever or whatever touches it without the owner’s permission.

**Advancement Ritual**: Be the main orchestrator of a war that involves several demigod-level existences. Right before the war is concluded, consume the potion. If victory is achieved, then one will successfully advance. If victory is not achieved, then one will instantly lose control.

## Sequence 3: Blind Sage

**New Abilities**

* All of their previous abilities are further enhanced.
	+ Their **Madden** ability now allows spirits or other creatures to become the dressing for their “madness”.
	+ The amount of new **Runes** they are able to create increases to 24.
	+ They are now able to draw **Runes** directly on concepts. The degree of abstraction increases with the Sequence.
	+ Their **Divination Arts** are massively enhanced, and using **Celestial Navigation**, they are able to directly produce a three-dimensional holographic map over an entire town that will update itself in real-time.
* **Blind**: They are able to **Blind** certain segments of the target. This ability is akin to a specific part of **Madden**, that being “madness” which clouds one’s mind and becoming blind with anger. For example, they are able to **Blind** their eyes’ capability to perceive Mythical Creature Forms, allowing them to perceive everything as normal with the sole exception being a Mythical Creature Form, so they are able to avoid losing control. The degree of abstraction that can qualify as a target increases with the Sequence.
	+ They are able to **Blind** the laws of reality, although the degree of “blindness” depends on the Sequence. For example, they can even **Blind** the concept of “death” on their existence, making them virtually immortal for a moment.
	+ They are able to **Blind** certain segments of the target’s mind, making them believe that they are able to accomplish something wholeheartedly, and even despite being unable to accomplish such a thing, they will attempt to accomplish it either way. This is similar to “self-suggestion” at an extremely high degree.
	+ They are able to **Blind** their weaknesses, like covering them with blinds, obscuring them from their enemy when their weaknesses should be able to be perceived. Of course, it may be seen through by existences at higher Sequences.
	+ They are able to **Blind** the prying eyes of hidden existences.
	+ They can **Blind** their presence, making it indiscernible.
	+ They can **Blind** Beyonder powers, rendering them unusable.
	+ They can **Blind** seals, rendering them ineffective.
	+ They can **Blind** Sealed Artifacts, rendering them unable to recognize their owners, their targets, or even their abilities.
	+ They are able to **Blind** the irrationality of things, making them momentarily rational things that are possible. An irrational goal can even be achieved once it is “blinded”, which is an application of a **Blind** on the level of natural laws.
	+ By combining **Reed Bringer** and **Blind**, they are able to increase the effectiveness of both abilities.
	+ By combining **Bluster** or **Madden** and **Blind**, they can raise up an army that is extremely efficient with their tasks.
* **Origin Runes**: As a **Sage** that has gained godhood, they are able to materialize “divine wisdom”. This wisdom is called **Origin Runes**, 18 “slots” of characters, each “slot” corresponding to a **Rune** that will be super boosted by leaps and bounds, and these **Origin Runes** are also able to stir the powers of nature to further enhance them. However, only 18 of these **Origin Runes** can exist at any given period of time, including a line of words in **Galdr**, but these **Runes** are permanent and can be used in the creation of an exceptionally-powerful charm or weapon. The 18 **Origin Runes** can also be repeated from a single **Rune**.
	+ They are able to use **Origin Runes** to raise storms, make distant ships sink, make swords blunt, make armor soft and decide victory or defeat in battles.
	+ They are able to use **Origin Runes** to reanimate a mass of dead people, turn them loyal to themselves, and enchant them to superhuman degrees. Of course, this “reanimation” would not be as elaborate as a Marionettist’s, but they do not have to consciously control them to perform certain actions. Furthermore, they are extremely versatile and can act as meatshields.

**Advancement Ritual**: While witnessing the form of a complete Mythical Creature using a medium, consume the potion. This medium can be one's eye, containing a portion of Beyonder characters to strengthen its endurance, separated from the body far enough that the clarity of the corresponding scene is weakened enough so that when it reaches the main body, one does not directly lose control.

**Mythical Creature Form**

* The runic patterns on their **Roots of World** become more elaborate and complex, as well as clearly resembling and possessing the shapes of **Runes**. The thickness of a **Root of World** also increases, alongside their potency as materials for the use of **Mysticism**.
* They can now split about 600 **Roots of World** from their **Mythical Creature Form**.
* As a Sequence 3 Beyonder, they can listen to prayers within a certain range. They can allow different **Roots of World** to instinctively listen to prayers and respond to them and turn in the complicated ones to the main body.

## Sequence 2: Constellations Mover

**New Abilities**

* All of their previous abilities are further enhanced.
	+ The amount of **Origin Runes** “They” are able to conjure increases to 24.
	+ “They” are now able to **Blind** destiny, identity, self-awareness and Beyonder characteristics.
	+ “Their” **Divination Arts** are massively enhanced, and by drawing **Runes** on the map produced through **Celestial Navigation**, “They” are able to directly produce effects on the corresponding locations. Other mystical means that can be “etched” on the map will also be manifested on the corresponding locations, but if it is too difficult, the map will tear and “They” will suffer from a powerful backlash.
* **Constellations Mover**: “They” are able to use an ability that shares the same name as “Their” Sequence, giving form to the symbolisms of the stars and the constellations that “They” know of, using them to perform several mystical feats. The strength of these manifestations are determined by how much “light” can be drawn from the invoked stars in the targeted area, although their continued manifestation is supported by the user’s spirituality. A few examples include:
	+ **Thiassi’s Eyes**: Consisting of two stars from the Harvest (Gemini) constellation, that are side by side of equal brightness resembling two eyes, related to an ancient giant that was associated with winter and storm winds. A manifestation of this constellation would be a pair of starlit eyes that can dramatically decrease the temperature of the environment they gaze upon and conjure storm winds. However, there is a certain chance of these eyes being hijacked by an existence from outer space.
	+ **Hellewagen**: Consisting of four stars making up the four-wheeled wagon, with three stars making up its tongue or pole, they are seven stars of a certain constellation (Big Dipper) of which the stars are also split in the constellations of Harvest (Gemini), Thunderous (Cancer) and Volcano (Leo). The Hellewagen is said to be a wagon that travels on the Milky Way to the underworld, a “wagon of the dead”, from which the constellation’s name was derived from, which belonged to the Allfather, so this constellation would also correspond to the Sequence 0 of this pathway. A manifestation of this constellation would be a wagon made up of criss-crossed stars that can travel the **Spirit World**. However, this wagon can also hold souls within it, creating a strong convergence effect that binds these souls within the wagon, but there is a certain chance that the souls of malicious existences will be drawn as well. At the same time, it can be used as a medium for resurrection.
	+ **Nidhoggr**: Consisting of many of the same stars as Frost (Scorpio), four stars making up its head and nineteen stars making up its body and tail, they outlined a serpent gnawing at the foot of a great ash tree that connected nine divine realms, of which its name was Nidhoggr (Curse-Striker). A manifestation of this constellation would be a starry-patterned serpent that is able to produce curses, as well as assimilate curses to strengthen itself, to bring chaos into its surroundings. However, there is a certain chance of this serpent attacking the user as well.

**Mythical Creature Form**

* “They” become a complete Mythical Creature, “Their” Mythical Creature form is a maelstrom composed of gigantic **Roots of World** that protrude outwards from the center with resplendent stars dotting each root.
	+ Due to “Their” constitution as **Roots of World**, “They” have a high capacity of endurance, being able to defend against serious and disabling injuries, and it is also possible to regenerate “Their” limbs given enough time and resources.
	+ “They” can separate at least 3000 Roots of World from “Themselves”.

**Advancement Ritual**: Retrieve something that originally belonged in the world but has been lost in the cosmos.

## Sequence 1: Truth Gallows

These are Angels that act as the gallows for truth. “They” are born of “madness”, just like everything in creation, and “Their” divine wisdom has allowed “Them” to comprehend this “madness” for their personal use. “They” have gained initial control of the corresponding domain's authorities.

**New Abilities**

* All of their previous abilities are massively enhanced.
	+ Sections within the map produced by **Celestial Navigation** can be “moved” with **Derange** and **Enclosure**, such as buildings and the terrain, akin to disassembling it into a jigsaw puzzle and then reassembling it.
	+ The amount of **Origin Runes** “They” are able to conjure increases to 97.
	+ “Their” **Constellations Mover** ability now produces stronger manifestations that completely embody the starlight within the targeted area, causing the corresponding invoked stars and constellations to disappear from the sky, and all concepts like **Mysticism** and symbology that point at these stars or constellations will instead point at “Their” manifestations or “Themselves”.

**Authorities**

* **Derange**: “They” are able to use an ability which throws objects or abstract concepts into confusion by inducing “madness” into them, making them forget key pieces of information or the laws that have already been set into stone to allow for a multitude of possibilities that were once impossible, allowing “Them” to reorganize events and natural laws within the target area in combination with **Enclosure**. For example, “They” can **Derange** the law that states that Beyonder characteristics will converge, allowing “Them” to extricate “Themselves” from its influence, and the rule that spirituality is required to cast spells, allowing “Them” to conjure **Runes** without having to worry about “Their” spirituality. However, **Derange** cannot affect events that have already transpired, as it simply targets the “truths” that make up reality, disregarding their existence to obtain a previously-impossible answer.
* **Enclosure**: An ability used to create a **Divine Kingdom** for **The Allfather**; however, this **Divine Kingdom** is still in an embryonic state. It capitalizes on the probabilities that the affected area possesses, such as change and etcetera, and then forcefully polarizes it onto a single possibility that will be manifested immediately, although some delays may occur due to resistance. It takes the form of a ray of white light that encloses seven multi-colored lights within the beam.
	+ “They” are able to use this authority to measure “chaos”, an unmeasured state containing all kinds of different possibilities and probabilities, into “order”, a measured state that contains only that one state and that one state alone.
	+ “They” are able to capitalize on the probability that “They” are able to construct a fortress using “Their” abilities, and not requiring the use of these abilities, “They” are able to use this authority to directly and instantaneously manifest that fortress.
	+ “They” are able to use this authority to strengthen other abilities by polarizing on the best possibilities.
	+ “They” are able to use this authority to cull down the influence of fate.

**Advancement Ritual**: For nine days, exist in a state where one should be dead but remain alive nonetheless.

## Sequence 0: The Allfather

This is a **True Deity**; an embodiment of the corresponding **Authorities**. “He” is the **Father of All**, and “He” is called so because “He” is the father of all gods and men, and of all things that were made by “Him” and by “His” might. For “His” influence is present over everything, and both “His” knowledge and strength unparalleled, “He” is known as **The Allfather**.

**New Abilities**

* All “His” previous abilities are massively enhanced.
* The amount of **Origin Runes** “He” is able to conjure is equivalent to the amount of **Roots of World** that makes up “Himself”.

**Authorities**

* **Impregnate**: It contains authorities over **Language**, **Enclosure**, **Derange**, **Constellations**, the **World**, and **All**.
	+ **Language**: “He” can **Impregnate Language** by imbuing “His” **Roots of World** into its words, allowing “Him” to cast far more powerful **Runes** than before, as well as those who make use of these impregnated words.
	+ **Enclosure (Universe of Gold)**: “His” **Divine Kingdom** is now complete, allowing “Him” to transform a part of the Astral World into “His” residence by isolating dangerous factors to the outside, or create an afterlife where the concept of “death” is not “enclosed” within it. “His” **Divine Kingdom** is akin to a universe with its own set of pre-established laws, although its **Enclosure** or walls and laws may still be broken down.
	+ **Derange**: For the things “He” has impregnated, “He” can **Derange** them at any time, creating infinite possibilities that work in “His” favor. Furthermore, the confusion of truths brought by **Derange** is even more concentrated.
	+ **Constellations**: “He” can **Impregnate Constellations** by imbuing “His” **Roots of World** into the starry sky, allowing “Him” to control these impregnated constellations and curb the influence of extraterrestrial deities. Through this, “He” is also able to “customize” the manifestations produced by his **Constellations Mover** ability to a degree.
		- “He” can also **Impregnate** the constellations with a Sealed Artifact or a Beyonder, creating a new constellation with its own set of meanings in **Mysticism**. This is because constellations are essentially lines drawn from one star to another, and it is this cluster or grouping of stars that gives birth to its corresponding symbologies.
	+ **World**: “He” can **Impregnate** the **World**, including its many aspects, with “His” **Roots of World**, allowing “Him” to be omnipresent and omniscient. Furthermore, a variety of other things can result from this impregnation.
	+ **All**: “He” can **Impregnate All**, and because of this, “He” is called **The Allfather**. “He” can **Impregnate** objects with concepts, giving birth to unnatural or otherworldly objects. “He” can **Impregnate** two objects with the aspects of the both objects, creating an entanglement or a singularity. “He” can also **Impregnate** swords with “bluntness” so they are dulled, chains with “liberation” so they are undone, arrows with “stillness” so they are stopped, the raging waves with “calmness” so they are silenced, witches with “homesickness” so they are returned to their abodes, corpses with “articulation” so they are able to speak, and “Himself” with “wisdom” so “He” is the wisest. The list, however, still goes on ad infinitum...

**Advancement Ritual**: Survive an apocalypse that can even kill a god.