I. COSMOLOGY & METAPHYSICS

A. The Structure of Reality

This section outlines the fundamental layers of existence that comprise the known universe and beyond. Understanding these layers is essential for comprehending the nature of magic, divinity, and metaphysical phenomena.

i. Dark Realm

The Dark Realm is an extradimensional plane of existence that exists parallel to our own reality. It is characterized by its complete absence of light and its unique metaphysical properties that defy conventional physics.

properties:
  dimensional_phase: "parallel"
  light_level: 0
  temporal_flow: 1.3

ii. Beyond / Starry Expanse

The Beyond, also known as the Starry Expanse, represents the cosmic void between realms.

function navigateBeyond(origin, destination) {
    const vector = calculateMetaphysicalVector(origin, destination);
    const energyRequired = vector.magnitude * 1.5;
    return { vector, energyRequired, safetyMargin: 0.7 };
}

iii. Afterlives

Multiple afterlife dimensions exist, each corresponding to different belief systems and metaphysical frameworks.

B. Divine Laws: Roklem's Proclamations

Roklem's Proclamations form the foundation of cosmic law. Originally 13 in number, they have been amended through divine consensus.

  • First Proclamation: "No being shall unmake what another has wrought in earnest creation."
  • Third Proclamation: "All paths must remain open to those who seek with pure intent."

II. GEOGRAPHY, LOCATIONS & TRAVEL

A. REALM-WIDE LOGISTICS & INFRASTRUCTURE

i. Travel Conditions & Methods

Long-distance travel across the sparsely populated, agrarian Dark Realm is difficult. Travel is primarily by horse.

a. Primary Methods & Speed

Travel is primarily by horseback, wagon, or on foot. A journey from the frontier to the capital takes two weeks by horse (with remounts) or a month on foot. (#010)

b. Road Conditions

Roads are primarily dirt or packed earth, uneven and rutted by wagon wheels, making travel "bumpy" and physically taxing. (#014)

Major roads and pilgrimage routes are maintained and patrolled by the Church, making them generally safe for unarmed travel. (#160)

c. Horseback Travel Logistics

Requires stopping every 2 hours in the morning and evening to rest horses. Warhorses require twice the fodder of a regular pack horse. (#007, #014)

d. Stables

Exist on noble estates, staffed by stable hands like Lorenzo. (#155)

e. Journey Planning & Accommodations

Long journeys require planning, with camps and waystations (including chapels) set up along the way. (#155, #179)

f. Navigation

Celestial navigation (using the stars) is a known method for traversing unfamiliar terrain. (#008)

Paths are unmarked, relying on local knowledge. Mountain passes are avoided in winter, even by traders. (#009)

ii. Communication

Long-distance communication is slow. Even with a network of relay stations and riders pushing horses to the limit, it takes weeks for messages to cross the realm. (#160)

iii. Notable Challenge

Encountering 10,000 different people, as required by some Othergod contracts, is a Herculean logistical task in this setting. (#130)

B. THE IMPERIAL CAPITAL

i. Role & Significance

The political and spiritual heart of the empire, drawing nobles, pilgrims, and merchants from across the continent. It is the heart of the Order of Roklem's power, centered on the Cathedral-City complex. (#130, #160)

ii. Political Activity

Nobles gather in the capital ahead of the Council, pretending to be on pilgrimage. Unexpected gatherings of major noble house heads cause significant political tension and speculation. (#119, #160)

iii. Strategic Importance

The Holy Cathedral is considered the safest place during the Tutorial Phase due to the 'Emergency Rescue System' and the presence of Apostles. (#143)

iv. Geography

Its primary feature is the Grand Bell-Cathedral complex. House Teres is located outside the capital's walls. (#179)

C. MAJOR TERRITORIES & SETTLEMENTS

i. Frontier Villages (e.g., Antonio's Village)

Represent the impoverished outskirts of the empire. Fabio's point of origin. (#006)

a. General Description

Remote, new settlements. The first structure built is always a bell tower (simple, rope-pulled from the ground). Characterized by simple dwellings (e.g., thatched roofs) and fields. (#007, #008)

b. Specific Example (Fabio's Village)

A modest home with a thatched roof where Fabio hid silver coins beneath straw. A specific rock marked the boundary of land he intended to clear. (#006, #009)

c. Antonio's House

Home of the local bell ringer who gave Fabio the Astrolabe. (#157, #160)

A place of learning containing many books. Though modest, it contains subtly expensive, high-quality items: a silver penknife and an ebony wax board. (#008, #010)

ii. Floren Territory

The fertile grain region southeast of the capital, overseen by House Floren. The land is ultimately under the domain of Egus, God of Fertility, with Floren playing a minor supporting role. (#130)

iii. Chapels (Waystations)

Small churches or shrines located along major pilgrimage routes to the Capital Cathedral, offering rest and sanctuary. (#160)

Can be places of refuge or betrayal (e.g., where Perpetua was betrayed). (#155)

They have a sanctified space, dormitory quarters, and a kitchen. Order members traveling in groups of two or more must eat and sleep only in chapels and cannot stay overnight in settlements without one. (#010)

iv. Noble Estates

Autonomous seats of power for divine bloodlines, centers of political intrigue, especially during succession crises. (#142, #160)

a. House Teres

Lavish estate outside the capital, home of Marcello Teres (Pandomonium). He refers to it as "home," plans to take it over, and could offer sanctuary there. (#143, #171, #179)

b. House Ophea

Seat of the Saint's original house, devotees of the God of Solace. Home of Perpetua Ophea. Its "sanctuary" is legally autonomous from Church judgment. (#155, #156, #157)

v. Other Notable Landmarks

a. Celestial Observatory of Reverse Heaven

A known landmark from Conclude; in reality, it is not the site for Othergod contract ceremonies (each player's altar is unique and secret). (#130)

[Previously noted as the universal starting point in the game.]

b. Holy Site of Horeum

Located in the northeast, associated with the Watched One Francesco Horeum (House Lizard). (#063, #161)

c. Convents

Secluded religious communities where ordained members of divine bloodlines can be sent to live out their lives. (#156)

d. The Quiet Village

A settlement established and guarded by the Distorted One. (#182)

D. THE GRAND BELL-CATHEDRAL COMPLEX

i. Overview & Architecture

A vast complex constructed from stone and plaster, containing administrative, residential, research, and religious facilities. Rooms have windows and basic furnishings. (#134, #150, #157)

a. Foundational Principle

The entire structure is a sanctified panopticon. The stone is imbued with Roklem's blessing, allowing detection of unauthorized divine power. (#026)

b. Architectural Quirks

Design encodes social hierarchy through restricted access. Damage (e.g., broken walls) can be repaired perfectly using advanced divine powers. Hallways are public spaces where gossip spreads quickly. (#134, #143)

c. The Bell Tower

The central, defining feature with over 600 steps. Its design is modeled after an ancient tool for measuring celestial altitude—a right-angle ruler or "X" shape—embedding the Order's connection to cosmic law. (#008, #020)

d. Doors

Doors to private rooms can be locked from the inside. (#064)

e. Service Areas

The complex contains service areas (laundry, kitchens), stables, maintenance quarters, and common dormitories—the mundane backbone run by lower-status workers. (#026)

ii. Major Structures

a. The Grand Bell-Cathedral / Holy Cathedral

The primary religious and administrative center. (#130)

b. The Bell Tower

A central tower housing the Bell of Worship and liturgical bells. Contains a hidden maintenance passage triggered by the Astrolabe relic. (#168, #169)

[See also i.c for architectural significance.]

c. The Main Building

The primary administrative and research hub. Exhibits strange, potentially sentient or mutable properties. Houses the entrance to the deep basement system. (#136, #137, #150)

iii. Administrative & Public Chambers

a. The Saint's Chambers (Hall of Judgment)

The private quarters and office of the Order's leader. The most sanctified space, bathed in permanent, ethereal soft white light from the Apostles. The air is thick with palpable divine energy, and sound-absorbing walls create solemn silence. Contains a cozy tea table for audiences and is a large room capable of holding dozens of storage chests. (#019, #020, #152, #159)

b. Audience Chamber

Where petitioners wait, often for days, for an audience. (#160)

c. The Commander's Office (Casimir's Domain)

A place of secular authority and intimidation. A commander personally sharpening a sword here is a recognized psychological tactic, signaling readiness for immediate execution. (#017)

d. Dining Facilities

1. The Cafeteria

A public dining hall where the concept of 'lunch' was once erased via 'Oblivion'. (#068)

2. The Dining Hall

A large communal area capable of holding dozens. (#043, #166)

iv. Residential & Service Quarters

a. Apostle Hall

A restricted, quiet wing reserved for Apostles and their guests. (#157, #160)

b. Reader/Clergy Quarters (The Readers' Building/Dormitory)

Basic living spaces for lower-ranked members; doors can be locked and soundproofed. A dedicated residential building for ordained Readers, containing individual or shared rooms. Fabio's former dorm room here was much smaller than his later quarters in the Apostle Hall. Its door was destroyed by Adna. (#040, #041, #064, #129, #143, #145, #157, #159)

c. Serf Dormitories

Sparse rooms for the lowest ranks, part of the mundane backbone run by lower-status workers. (#026, #129, #134)

d. Holy Knight Barracks & Armory

Housing and equipment for knights. (#132)

e. Orphanage (Run by Bishop Andrea)

1. Overview

Houses children under 15, split by age groups. Contains classrooms, bedrooms, a playroom, a library, and underground archives with child registries. (#084, #087)

2. Notable Rooms & Recent State
a. Children's Dormitories

Found looted and in disarray. (#181)

b. Sewing Room

Contains fabric and a brazier; a comatose priest was found here. (#181)

c. The Orphanage Chapel

Where Andrea gathered the silent children, each with a bundled bedsheet of belongings. (#181)

v. Specialized Facilities

a. Training Grounds

For combat practice; includes personal grounds for Apostles. The ground was cratered by Adna's punch. (#152, #157)

1. Public Training Grounds

Bustling areas for practice and sparring, used by apprentice knights and paladins; sites for public duels. (#033)

2. Apostle's Private Training Grounds

Reinforced, private facilities (e.g., Ada's yard) with incredibly solid flooring. Also function as private retreats for confidential conversations. (#024, #028, #033, #034)

b. Libraries & Scholarly Rooms

1. Main Library, Math Room

A 4th-floor hall with a slate blackboard, used for scholarly gatherings and "collective unconscious" research. (#095, #096)

2. Branch Library ("The Branch")

A smaller, secondary library, less frequented. Contains a secluded seating area frequented by Athanas for sleep and a large, iconic stained glass window. (#064, #073)

[Future Significance: Repurposed into the "Altar of the Sick" during the plague in Heretic Slayer.]

3. Research Laboratory/Collective Unconscious Room

A modest room within the Main Library with Ouija board-like devices. (#096)

c. Prayer Rooms

1. General

Small, soundproofed rooms for private devotion. (#140)

2. Valentine's Prayer Room

Contains a large bed and instructional texts on prayer through intimate acts. (#078)

d. Research Directorate Labs / Research Director's Laboratory

1. Function

A secured laboratory complex for forbidden research on Watched Ones, contracts, Holy Flesh, and divine history. (#111, #113, #164)

2. Layout

Includes reception areas, operating rooms, and containment chambers for subjects and "repositories." (#113)

3. Nature

A place of isolation, constant surveillance, and hazardous experiments; known for containing "borrowed" holy relics. Callister was created here. (#134, #136, #150, #174)

e. The Bathhouse

A facility for bathing with private baths and marble tables/beds for massages.

[Future Significance: Converted into a horrifying infirmary and operating room in Heretic Slayer timeline.] (#041)

vi. Subterranean & Hidden Infrastructure

a. Underground Library & Basement System

A multi-level complex beneath the Main Building.

1. General Library

A known, accessible area.

2. Hidden/Secret Rooms
a. Branch Library Sub-basement

A 6ft deep space with a stone coffin, accessed by burning a floor section. This is where Athanas discovered the power [Retrograde]. (#044, #045, #074, #075)

b. Orphanage Underground Library

Accessed via a secret door in Andrea's office. (#120, #121)

c. Concealed Retrograde Chamber

Booby-trapped with wires; its existence/accessibility seems changeable. (#131)

b. The Deep Basement System

Extends at least 24 levels deep. (#105)

1. Environmental Effects

The Basement Stairwell becomes a "suffocating blackness;" air grows cold and damp, with ink rising to ankle depth. (#184, #185)

2. Cognitive Hazards

Levels below Basement 20 induce cognitive breakdown (loss of the concept of ascent). (#161)

3. The Lower Floors

Knowledge and memory are affected by depth. The fragmented "God of Records" is connected to these floors. (#137)

4. Basement Level 24 & Below

A dead zone "beyond the system's jurisdiction" and "where Starlight cannot reach." Associated with temporal errors, "obliteration" boundaries, House Lizard, and the "Ultimate Answer." (#106, #107, #137, #161, #173, #176)

c. Anomalous Spaces

1. The Distorted Library

A non-Euclidean, garden-like space warped by Reyes's power, with bookshelves arranged impossibly. (#173)

2. The Poppy Garden

Within the Distorted Library; a sea of blood-red poppies with a central, artistic skeleton. (#173)

d. Security & Supernatural Systems

1. Main Library Security

Uses 'Oblivion' to wipe unauthorized knowledge from memory upon exit; restores it for authorized personnel upon return. (#096)

2. Ledeia's Sanctuary

A domain where the Apostle of Ledeia (Research Director) can sense all Holy Flesh as sensory nodes. (#099)

3. Storage & Containment
a. Knights' Storage

A repository for holy relics, occasionally pilfered by the Research Director. (#150)

b. Containment Areas

Underground facilities for containing Holy Flesh Repositories and other classified projects. (#165)

E. MENTAL, SENSORY & METAPHYSICAL LOCATIONS

i. Mental Constructs

a. Antonio's House (Mindscape)

A sterile, white-tiled, cold, waiting-room version in Fabio's mind. (#186)

ii. System-Induced States

a. Isolation Void / Chamber

A state of absolute sensory deprivation (no sight, sound, touch, air) induced by System quarantine. (#185, #186)

b. Sterile White Void

The aesthetic of Fabio's systemic prison—clean, cold, artificial, empty. (#186)

III. CULTURES & SOCIETIES

A. Major Ethnic Groups

There are seven recognized ethnic groups within the Empire.

B. Social Hierarchy & Castes

The Imperial social structure is divided into 13 official castes.