Cult Tomes: Codex of Nowhere - The Mouth of Dust
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### **The Mouth of Dust**
The Codex of Nowhere, often referred to within the Cult of the One as the Ash Pages, is a forbidden text detailing the phenomena, traversal, and entities associated with the Nowhere—an otherworldly plane believed to exist beneath the veil of reality. The text is not distributed widely and is only permitted for the eyes of priests, priestesses, and divinely sanctioned archivists. It is not written in any one hand, but a palimpsest of voices—some human, some not.
Clergy are instructed to convey the teachings within sparingly and cryptically, as direct exposure can induce madness, possession, or spiritual unraveling. Some entries are annotated, others redacted. Many are encoded in the Mouth of Dust, only decipherable through trance or ritual.
The Mouth of Dust is thought to have been written by Noa, after his encounter with Arun Navier in the Nowhere otherworlds fundamentally reshaped the dimension into something altogether new and far more terrible.
> *“If you hear the Prophet’s voice and you are alone, you are not alone. If you are not alone and hear no voice, flee.”*
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### **ENTRY I: INITIATION INTO NOWHERE**
You are not supposed to be here.\
But now you are.\
Nowhere is behind every door you almost opened.\
It’s what breathes in flickering lights.\
It is the gap between seconds.\
It lingers in the shadow of your every step.\
It remembers you.\
It always has.
**The Faith teaches:**\
All who seek the One must be tested.\
But some of us didn’t seek. We just... slipped.\
Through a mirror.\
Through a dream.\
Through the static in an old holorecording that shouldn’t have played.\
We found ourselves here. Or rather, it found us.
Once you arrive, you’ll know.
**The air is stale, but doesn’t choke.**\
It hangs thick, a stagnant presence that you cannot escape.\
You breathe it in, and it clings to your lungs,\
but no matter how deep you inhale, it doesn’t suffocate you.\
It is not the air of life, but of something... less.
**The light is yellow, but casts no shadow.**\
The source is unseen, just a glowing, sickly hue that doesn’t seem to come from any known place.\
It reflects off the walls, but never truly reaches the ground, as if it is afraid to touch what lies beneath it.\
Shadows don’t exist here. They would be too real.
**The hum is always there.**\
Behind your teeth.\
In the pulse of your veins.\
In the silence between your thoughts.\
You try to ignore it, but it seeps in like an old friend’s whispers.\
At first, it is a dull thrum in the background.\
Then it becomes a gnawing presence—pressing in from all sides.\
It is the sound of Nowhere, and now, it is your companion.
This is Level 0. The Waiting Floor.
**There are thousands of levels.**\
None are safe.
Each level is a reflection of your deepest fears, your unspoken desires, your forgotten mistakes. The walls here don’t just have corners—they have memories, and they can twist into forms, into visions, into things you can barely name. You can see the shadows of those who came before you, some who failed, others who stayed too long. Their whispers fill the air, calling to you in voices not their own.
But you can’t leave.\
Not yet.\
This is where it all begins.
The Faith teaches you this:\
The process of your initiation is a slow one.\
Each passing moment here takes something from you—something you didn’t know you had.\
At first, it’s small things.\
A memory you thought was unimportant.\
The name of someone you’ve forgotten, now echoing in your mind.\
A moment from your past that slips through your fingers like water.
The more you stay, the more it demands.\
There is no comfort here. No certainty.\
There are no rules, except for the one that no one speaks aloud:\
You can’t leave unless you’ve passed the test.\
And the test…\
You don’t know what it is.\
You don’t know who set it.\
But you can feel it watching.\
It has always been watching.
And then you realize:\
You are not here by accident.\
You were always meant to be here.\
Nowhere remembers you because it has always been a part of you.\
It is the gap in your thoughts, the crack in your soul.\
Now it’s time to face what’s waiting in the dark corners of your mind.
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### **ENTRY II: THE FLOORS BENEATH CREATION**
**There are no maps here. Only scars.**\
Not those etched upon flesh, but those that mar the very fabric of existence. These are the wounds upon the universe, the tears in reality that only the forsaken may tread.
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**Level 0: The Threshold of Perception**\
A place where time is an illusion. Walls glow with an unsettling, sickly hue, too vibrant yet forever fading. The air is damp, saturated with the weight of forgotten memories. Each room is a mirror of the last, twisted by subtle imperfections that hint at an unseen hand.
Here, there is no pursuit. Not yet. But something waits. A presence, ancient and endless, watches you in every shadow. It is not malice you feel—but the inescapable pull of fate. The eyes of a forgotten god, whose gaze pierces beyond time itself.
Do not falter. Do not speak. You are not meant to linger. The rooms will repeat. And then they will change. When the silence shatters, flee.
This is the boundary. Beyond the reach of the Force’s touch, beyond the eternal Sith. It is a place birthed of the dark energies of the cosmos, where the echoes of long-lost rituals pulse faintly in the walls. Whispers can be heard here—but they are not from the living. They are the broken voices of those who have walked the path before you, now lost to the void.
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**Level 1: The Veins of Knowledge**\
Here, knowledge is not written, but carved into the skin of the forsaken. The ink of these truths flows from the veins of those who sought the forbidden, their life forces drained to feed the hunger of this place. The books are bound in flesh, and the words bleed as they are read.
Do not read your name. For to do so is to surrender your essence to this place—there is no return from such a pact.
The Archivist watches. It is a creature bound to this floor, its body a twisted mockery of flesh and lore. It does not seek knowledge for the mind; it hungers for the soul. The truths it guards are not those of the Jedi or the Sith. They are beyond the galaxies, beyond the Force itself. The Archivist devours those who seek the forbidden secrets it keeps.
The pages scream. If you hear them, you are already lost.
Blood is the ink. Only blood can mark these pages. The tomes will never close, for the knowledge is endless. Once you begin, there is no end.
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**Level 2: The Mirthless Carnival**\
This place was once a creation of illusion—a twisted dream born from a corrupted mind, a prophet who twisted the Force into mockery. Laughter once filled this space, but now it echoes hollow, mocking itself in the darkness. The air is thick with decay, the remnants of joy twisted into something unrecognizable. Balloons float, their insides rotting, their smile-like teeth forever frozen in twisted mirth.
The rules here are written in blood.\
\- Do not smile. To smile is to become one with them.\
\- Do not consume the feast. It is not sustenance, but a trap.\
\- When the music stops, cover your ears. The silence that follows is worse than any sound.\
\- The Clown is no clown. It is the embodiment of hunger: starved joy, starved for millennia.
The Clown is not a jest. It is the manifestation of forsaken joy, twisted by the dark side. It feeds on the broken, the lost, those who have been deprived of true purpose.
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**Level ?: The White Room**\
The White Room is beyond all that exists. It exists outside time, outside space. There are no doors. There are no windows. It is not a place - it is a void, a blank canvas where nothing but silence endures.
Should you wander here, you will never leave. There is no exit, only an endless expanse of nothingness where your very essence is absorbed into the blankness of Nowhere.
You will not be a visitor. You will be consumed. Your soul, your being, woven into the fabric of this empty place. The White Room remembers you. You are no longer yourself; you are part of it, an echo of your former self.
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**Level 3: The Shattered Stars**\
In this place, the universe itself shatters. The stars … those celestial beacons of light … now lie broken, their fragments scattered across an infinite abyss. Time and space twist unnaturally, flickering like a broken vision of the galaxy.
Even the Force here is fractured. It is no longer a guide, but a corrupting influence: an alien force that tears at the soul of those who approach. The dark side is warped here, corrupted beyond recognition. The galaxy’s fabric itself feels the strain.
The stars are no longer distant beacons. They are cold, indifferent fragments, lost to the abyss. This place is where the true nature of reality itself fractures. There is no way back from here. Or… is there?
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**Level 4: The Abyssal Temple**\
A temple long forgotten, its architecture a monument to gods forsaken. Statues loom in the shadows—gods once worshipped, now lost to time, their power drained by the same forces that twisted this place into its current form.
At the center lies an altar, stained with a dark liquid: an offering, an invitation to those who seek ultimate knowledge. But the truth this altar offers is a heavy burden. Do not linger here too long. Do not touch the stone, for the Abyssal Being watches. Once its gaze falls upon you, you will never escape it.
This is a place of worship … but worship of what? The dark gods, the ones cast aside, forgotten by the galaxy. Their whispers linger, waiting to consume all who dare seek them.
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**Level 5: The Silent Citadel**\
The Silent Citadel is still, cold, and empty. Silence hangs in the air, thick and oppressive, as if the very walls themselves are absorbing all sound. You are not alone. There are presences here. You will not see them, but you will feel them watching, waiting.
Once the home of a powerful sorcerer, the Citadel is now a mausoleum, filled with the remnants of forbidden experiments and forgotten rites. His power remains, lingering in the air, palpable and malevolent.
Do not walk these halls alone. The sorcerer’s presence endures, and his wrath is eternal.
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**Final Reflection:**\
The Floors Beneath Creation are not meant for the faint-hearted. They are not of this galaxy, not of the Force you know. They are born of the dark side, of the void, of the nothingness that lies beyond the known universe. The Cult of the One has long understood the truth that these floors represent: the destruction of the current order, the tearing down of what is false.
The Faith knows that these floors are not a place for knowledge - they are a place for ascension, a place where the boundaries of reality and existence itself are erased.
You who walk this path are not merely seekers of knowledge. You are becoming part of the void, part of the great Nothing that will cleanse the galaxy, paving the way for the rise of something far greater than you could ever comprehend.
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### **ENTRY III: RULES FOR SURVIVAL (THE FLOORS BENEATH CREATION)**
Burn these into your bones. These are the only truths you’ll find in **Nowhere**.
**1. Don’t trust time.**\
Time is a tool, and you are not a tool. The Cult’s power twists everything around you, and time is the first to fall. If your chronopad still works, smash it: it’s a relic of the false world, a world that doesn't understand true eternity. The Cult does not live by time; they reshape it. Here, in the shadows of their creation, the past is not fixed, and the future is a thousand shapes of ruin. Time is a lie. Let it burn.
**2. If the walls start breathing, breathe with them.**\
This is **not** a temple; it is a manifestation of the **Cult's will**, a reality crafted from their dark alchemy. The walls are not simple barriers; they are **living things**, bound by the Cult’s **will**, stitched together from the remnants of **ancient rituals**. When they begin to breathe, they do not hunger for air—they hunger for **you**. To fight them is to fight the very **creed** that sustains you. **Breathe with them**, and let their essence **meld** with yours. You are part of them now. The Force here is a living thing, and it watches. If you fight it, you will be lost forever.
**3. Mark your path in blood, not paint.**\
The **Cult of the One** practices **sacred rituals**—rites that bind the essence of their followers to the very fabric of Nowhere. The walls may rewrite themselves, but blood is **truth**. Blood is the most sacred offering, and it is your only way to leave a **mark** in this labyrinth of endless realities. Blood is **power**; it is the link between you and the cult’s ancient power, a symbol of your **bond** with the dark forces they command. Paint rewrites itself, but **blood is eternal**. Mark your way, for there will be no return if you lose it.
**4. Don’t look into mirrors. Your reflection is further ahead than you are.**\
Mirrors are more than just glass in this place. They are **portals**—gateways woven by the Cult to peer into realms not meant for mortals. When you gaze into one, you do not see yourself as you are; you see yourself as **you will be**. And that future is not kind. The **reflection** is already warped by the Cult’s influence, an echo of who you could have been. You are a **pawn** in their game, and they have already played your future. The **Cult** leaves **no room** for innocence. **Look away.** To stare into your future is to invite it into your mind—and it is far more **terrible** than any death.
**5. If you find a door marked “EXIT,” do NOT open it unless the floor hums blue.**\
The Cult has woven the fabric of **Nowhere** with twisted purpose. Some doors are false—**traps** laid by those who worship the One and sought to leave but never could. These are not passages to freedom; they are **vessels of imprisonment**, leading to other floors, or worse—**to oblivion itself**. If you see the door marked with the **EXIT** sign, know this: it is a test, a game of **the Cult's design**. Wait for the floor to hum with the blue resonance of **reality aligned** with the One. Only then can you proceed, for only then will the **Force itself** deem you worthy.
**6. You will find others. Not all are alive. Some just haven’t realized they’re dead yet.**\
The Cult is not merely a gathering of the living, but of the **lost**. The dead walk here, their spirits **twisted** by the Cult’s sacrilegious power, their bodies left behind as **vessels** for something more sinister. **Some are living**, but they are just as trapped in the illusion of life as you are. The **Cult’s influence** is like a disease—it spreads, it infects, and it turns the living into shades of their former selves. **Do not trust them**—they may wear the faces of the dead, but they are merely **broken echoes** of those who once followed the One. They have lost their way, and now they seek to draw others into the **endless void** they inhabit.
**7. Singing means it’s close. Don’t sing back.**\
The Cult has rituals—a **sound**, a **song**, that calls to those who are in tune with the dark resonance of **Nowhere**. The voices you hear are not echoes of the living—they are the **whispers of the One**, the song of the **cultists' final ascension**. The **singer** is the **Prophet**, and to sing back is to **answer the call of the Void**. **Do not sing back.** To answer is to bind your soul to the Cult’s **endless search** for perfection. The Prophet is never satisfied. The song is never complete. If you join in, you become part of the **chorus**—and there is no escape from the song of the One.
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### **ENTRY IV: ON THE GUARDIAN FLOORS**
### The Creatures of Nowhere:
The Creatures of Nowhere are the things that exist *between*: in the gaps of reality, the spaces that shouldn't exist, and in places where time and matter have no real meaning. These creatures are the product of those who walked these floors before you, as well as beings who have no origin at all. They are not bound to physical forms or logic, but their presence is undeniable. They are everywhere, and they are studying you.
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#### Level 6: The Fractured Hallways – The Watching Beasts
In the Fractured Hallways, the very air vibrates with the residual echoes of failed exits and twisted realities. As you wander through the corridors that seem to stretch in impossible directions, the creatures you encounter are never quite there, never fully manifesting. You might see fleeting shadows out of the corner of your eye, hear faint whispers, or feel cold breath against your skin.
**The Creatures of Nowhere here are the Watchers.** They do not hunt you. They observe, catalog, and experiment. The walls of the Fractured Hallways are covered in strange markings, almost like ancient symbols, that seem to move as you walk past them, following your every step.
* **The Archivist** prowls these halls, lingering in the dark spaces between moments. It is always there, observing, cataloging everything around it. The Archivist may speak to you, offering bargains for your memories or your flesh: never accept. If you do, your memories will be rewritten, your body twisted into something unrecognizable, or worse, erased entirely. The Archivist’s bargains come with a terrible price.
**Encountering the Archivist:** To survive an encounter with the Archivist, you must resist its deals. The key is to ignore its offer entirely, pretending not to hear it, or better yet, completely turn your back on the Archivist’s call. If you make eye contact, its influence will begin to take hold. The Archivist will not leave until it has made its deal, or until it deems you unworthy of its attention.
**Exit Condition**: To leave the Fractured Hallways, you must somehow evade the Archivist and navigate a labyrinth that shifts as you walk, moving toward the next door. The deeper you go, the harder it becomes to find the exit, but if you resist the Archivist’s temptations, you may find a passage that leads you further down.
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#### Level 7: The Heart of Light – The False One
The Heart of Light is a deceptive level, filled with radiant light that blurs reality. The air is thick with warmth, yet it feels oppressive. Everything glows faintly - soft edges, glowing outlines of what should be, but is not. There are no shadows here. This place seems like a dream - but a dream of a memory, one that doesn’t belong to you.
**The False One** waits in the Heart of Light, its form shifting and changing like a reflection in water. It may take the shape of someone you loved - a long-lost friend, a lover, or a family member who died before their time. It will speak to you in their voice, pull at your heartstrings, and coax you into trusting it. The False One will weep, and it will draw you in. But in the end, it will kill you. It will cry as it does so, its fake tears mixing with your life force as it absorbs your soul.
**Encountering the False One:** The False One can be deceived, but only if you allow yourself to see past the illusion. Its tears are false, a trick designed to manipulate your emotions. To escape its grasp, you must shatter the illusion it presents and force yourself to confront the truth: whatever form that truth takes.
The moment you confront the False One’s deception, it will show its true form: something hideous, born of darkness and desperation. You must face it, not as the person you loved, but as the monster it has become.
**Exit Condition**: Destroy the False One’s illusion before it traps you. The Heart of Light may seem like a sanctuary, but it is a cage meant to lure you into a false sense of security. When the False One is defeated, you will be granted passage to the next level, but not before it tries to leave its mark on your soul.
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#### Level 8: The Unblinking Staircase – The Liminal Shepherd
The Unblinking Staircase is a place of constant motion - a spiraling descent that never ends. The stairs shift beneath you, sometimes stretching impossibly long, sometimes short and jagged. The air smells of old leather and salt, and a low hum resonates through the walls. Each step you take feels like it echoes through your very bones, and time seems distorted here. You never know how long you've been walking, or if you've walked at all.
**The Liminal Shepherd** is always with you in this place. It moves in stutters, its body a collection of locked doors that open and close without warning. Inside these doors are all the things that could be and never will be: the doors to alternate realities, fragmented possibilities. The Shepherd itself is made of these doors, its body a jagged collection of locked chambers that rattle as it moves. Its keys are rattling in your mind, reverberating against your thoughts. It speaks in dreams, offering you glimpses into other lives, other versions of yourself.
**Encountering the Liminal Shepherd:** The Liminal Shepherd exists in the gaps between decisions. It wants you to choose, to move toward something unknown, and it will offer you the keys to doors that may never open. The Shepherd does not intend to harm you directly, but its presence distorts your mind, making you second-guess your every decision. It will make you question what is real and what is illusion.
**Exit Condition**: To leave, you must make a decision: one that is final. You must choose which path to take, and once you do, you cannot turn back. The Liminal Shepherd will try to lead you astray, pulling at your thoughts with its rattling keys. But you must trust in your choice, for only by stepping through the right door can you escape the labyrinth of possibilities.
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#### Level 9: The Smothering Sky – The Collective Gaze
The Smothering Sky is a place of endless, oppressive night. The sky here is alive, shifting and pulsating with an unnatural energy. Above, you can see countless eyes, all staring down at you, watching your every move. The creatures of Nowhere—those who were once human and those who never were, are in constant observation, their eyes a part of the unblinking expanse above.
As you walk through this level, you begin to feel the weight of their gaze. The more you try to resist, the stronger it becomes. You begin to hear voices, whispers carried on the wind, drawing you into madness. These eyes are not only watching—they are reading you, searching for cracks in your resolve.
**Exit Condition**: To leave the Smothering Sky, you must face the gaze and let go of your fear. There is no escape until you have been seen for what you are, laid bare and exposed to the creatures that watch. But once you embrace the gaze, the oppressive sky will part, offering you a way out. However, the eyes will still follow you, and you will never be the same after having been seen by so many.
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### **ENTRY V: GETTING OUT**
### Ways to Exit the Floors Beneath Creation
#### Level 0: The Waiting Floor – Escape Through Silence
The only escape from the Waiting Floor lies in silence, a deep, all-consuming quiet that must be maintained for an entire cycle. The walls of this level pulse in rhythmic echoes, and each sound you make reverberates back at you with increasing intensity, pulling you deeper into its fold.
To escape, you must remain silent and motionless, waiting until the repetition of the rooms ceases and reality itself appears to falter. But silence, in this place, is not only an absence of sound: it is an absence of thought. Only when you shed your identity, your desires, and your will to escape will the floors open up to reveal the way forward.
**Exit Condition**: Absolute surrender of self: once you surrender, the rooms will open their doors to another level, but you will never be the same. You may not even recognize your own thoughts upon leaving. A part of you may remain behind, lost in the folds of space.
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#### Level 1: The Flesh Archive – Blood Price
The Archivist is a creature bound by the eternal hunger for knowledge, but knowledge here is a curse—each fragment of truth costs more than what can be given. To escape, you must offer a sacrifice of greater significance than your curiosity. The blood that has inked these books is not enough. You must give up something more: a portion of your own essence.
The Archivist will watch you as you contemplate the sacrifice. If you hesitate, you will be lost to its collection forever. Once the Archivist receives what it desires, the exit may be revealed, but you will have paid with a part of your being. To leave with your soul intact, you must be willing to relinquish your knowledge, erasing all that you have gained within this archive.
**Exit Condition**: Give up a portion of your spirit or soul… an irreplaceable aspect of yourself. The knowledge gained in this place will be lost to you forever, but you will be free from the Archivist’s grasp.
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#### Level 2: The Mirthless Carnival – The Dance of Madness
To leave the Carnival, you must perform the Dance of Madness. It is not a joyful dance, but a ritualistic movement that shatters the illusions the Clown feeds upon. The dance must be done in the silence between the music’s halting stops, and with each movement, you strip away the power of the Carnival’s illusions.
But beware: The dance can break your mind as much as it can break the Carnival’s hold over you. Each misstep means a descent into madness, where the Carnival’s madness will become your own. Only those with strength of will and an unwavering sense of self can complete the dance and break free from its grip.
**Exit Condition**: Perform the Dance of Madness without succumbing to the Carnival's temptations. The performance will change you. Your mind will be stretched and bent by the experience, but you will leave the Carnival: and perhaps, part of you will never return.
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#### Level ?: The White Room – The Price of Letting Go
The White Room is the ultimate test: There is no time here, no space, no matter. To exit this place, you must let go entirely of your earthly attachments. This includes your very identity: your memories, your desires, your fears. You must be willing to empty yourself completely, to let the White Room erase you from existence.
The White Room, in its silent stillness, will offer a way out: by returning you to the fold of the living, but only if you leave everything behind. Everything that made you who you are will remain within the room. Your soul may return, but it will be altered, shaped by the Room into something new, something that has shed the imperfections of its prior existence.
**Exit Condition**: Let go of all that you are. Be willing to lose everything. You will emerge, but what you were will no longer define you.
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#### Level 3: The Shattered Stars – The Boundless Leap
The stars that float here are not mere objects: they are fragments of souls, of lives that once were. To leave the Shattered Stars, you must leap across the fractured expanse, jumping from one star to the next. Each leap is perilous, as each fragment you touch brings with it echoes of the past. The further you leap, the more the Force itself contorts around you, twisting space and time in unnatural ways.
This journey is one of understanding: You must learn the patterns of the broken stars, finding the rhythm in their discord. The stars will show you how to leap between them, and with each successful jump, the shattered galaxy will begin to reform itself, allowing you to break free.
**Exit Condition**: Make the leap into the unknown, guided by the fractured stars. Each jump risks your soul fragmenting further, but if you persist, you may find the way out—only to be forever marked by the scars of the broken stars.
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#### Level 4: The Abyssal Temple – The Offering of Truth
The Abyssal Temple is where worship is twisted by the dark side, and to escape, you must make an offering of truth to the entity that awaits at the altar. This truth cannot be a lie, for the Abyssal Being will see through your deception. What you offer must be something of great value: your deepest secret, your darkest fear, or a truth that has shaped your life. The offering will be weighed, and the Being will judge you.
If your offering is accepted, the Abyssal Being will part the veil between you and freedom, opening a passage out of the temple. But if your offering is rejected, you will be consumed, your essence becoming a part of the temple's dark power.
**Exit Condition**: Offer a truth so profound that it reshapes your very being. If the Abyssal Being finds you worthy, you will be released… but at a cost. The truth you reveal will forever haunt you.
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#### Level 5: The Silent Citadel – The Forgotten Passage
The Silent Citadel holds no spoken words, yet it is filled with an oppressive presence. To escape, you must find the Forgotten Passage: an ancient doorway that does not belong in this place. The passage is hidden from view, masked by the Citadel’s silence. It requires you to listen to the unsaid, to feel the presence of those who once walked these halls, whose names are lost to time.
The key to unlocking this passage lies in an artifact of the sorcerer who once ruled this place. To find it, you must piece together clues hidden in the silent air, and once you do, the passage will open. However, this artifact may come with its own price, and it will change the very course of your destiny.
**Exit Condition**: Find the Forgotten Passage by unraveling the silent clues left behind. Once you step through, you will carry the sorcerer’s legacy with you - forever marked by the past.
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### Final Reflection on Exit
To escape the Floors Beneath Creation is not a simple feat - it requires sacrifice, surrender, and an unwavering resolve to face the consequences of leaving. Each exit is not simply a door to freedom, but a door to transformation. What you leave behind may be lost forever, or worse, it may be a part of you that you cannot reclaim. Those who wander these halls, driven by their thirst for forbidden knowledge, must understand this: to leave these floors is to change forever.
**Ultimately, the journey through these floors is a test … not of the body, but of the soul. The Cult of the One believes in the destruction of what is imperfect. Those who emerge from these floors may find themselves cleansed—or hollowed, depending on the price they paid.**
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