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The Gray Fog is a higher-dimension layer above the world that holds the Sefirah Castle and is the venue for Tarot Club gatherings. Distinct from the closed beta that borrowed its name.
Powerful supernatural items granting strange abilities at significant cost. In the live game they are a full progression system with attack, defence and specialisation slots, socketed materials and a quality-upgrade currency.
The Northern Continent in the Fifth Epoch: Victorian industry, cosmic horror and occult ritual. The playable launch world centres on Tingen and eight named map regions, with the wider continent staged across a four-year plan.
The discipline that links Beyonders to the supernatural. Ritual components, common ritual types, the Acting check at the centre of every one, and the ways they fail.
Beyonders are the supernaturally empowered humans of Lord of Mysteries, including every player character. The 22 Pathways, the ten-Sequence ladder, Digestion Progress and the sanity cost of power.
Beyonders who have lost control of their Pathway and transformed into supernatural creatures. A principal enemy type, and the stated end state of a character whose sanity reaches zero.
Transmigrators are people from another world whose consciousness arrives in a body on the Northern Continent. Roselle and Klein are the named historical examples, and the player is the third.
The current historical era of the world. The campaign opens in year 1349 of the Fifth Epoch, the longest sustained Epoch on record, with the Fourth Epoch's wars driving the first season's story.
Dynamic supernatural events that surface across the world. They range from minor disturbances to crisis-level events that pull several parties onto the same site.