A Newcomer’s Guide to the Seven Orthodox Churches of Lord of the Mysteries

# A Newcomer’s Guide to the Seven Orthodox Churches of Lord of the Mysteries.

A Newcomer's Guide to the Seven Orthodox Churches of Lord of the Mysteries

Ngetrenz – Fellow traveler of the gray fog! If you’ve recently transmigrated into the gas-lit, steam-powered, and utterly terrifying world of Lord of the Mysteries, you’ve probably noticed a few things. First, the food is… an experience. Second, never, ever perform a luck-enhancement ritual you found in a diary. And third, the massive, gothic cathedrals looming over every city aren’t just for show.

They are the bedrock of society, the pillars of a fragile peace, and the headquarters for some of the most dangerous people on the planet. This is your essential guide to the Seven Orthodox Churches, the divine powers that rule the Fifth Epoch.

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The Pillars of a Hidden World

On the surface, the world of Lord of the Mysteries feels like a stroll through Victorian-era London, complete with steam engines, clanking machinery, majestic battleships, and early firearms. But beneath this veneer of industrial progress lies a seething, secret world of mysticism. Here, power isn’t just political or economic; it’s drawn from cryptic potions that grant supernatural abilities, turning ordinary people into what are known as “Beyonders“.  

This power comes at a terrifying cost. Every Beyonder walks a razor’s edge, constantly fighting to maintain their sanity. Pushing too far, too fast, or simply being unlucky can lead to “losing control”—a catastrophic event where they transform into grotesque, rampaging monsters, consumed by the very power they sought.  

This is where the churches come in. The supernatural world is deliberately hidden from the public, and these massive religious institutions are its wardens, judges, and executioners. They aren’t just places of worship; they are the primary regulators of a secret war for reality itself. They hunt unsanctioned Beyonders, contain apocalyptic artifacts, and battle heretical cults that worship “evil gods”. While it’s easy to see them as oppressive, iron-fisted rulers, they are the crumbling dam holding back an ocean of cosmic horror. Without the rigid, often brutal, structure of the Seven Orthodox Churches, the world would have drowned in madness long ago.

The Seven Churches at a Glance

Before we dive into the conspiracies, betrayals, and divine power plays, let’s get a quick lay of the land. Each of the seven major deities has a church that acts as their hands in the mortal world, complete with its own elite force of Beyonders to enforce their will.

Church NameDeityPrimary Nation of InfluenceOfficial Beyonder Force
Church of the Evernight GoddessEvernight GoddessLoen KingdomNighthawks / Red Gloves
Church of the Lord of StormsLord of StormsLoen KingdomMandated Punishers
Church of the God of Steam & MachineryGod of Steam & MachineryLoen Kingdom / Intis RepublicMachinery Hivemind
Church of the Eternal Blazing SunEternal Blazing SunIntis Republic / LenburgThe Inquisition
Church of the Earth MotherEarth Mother (Lilith)Feynapotter KingdomThe Fertility Order
Church of the God of Knowledge & WisdomGod of Knowledge & WisdomLenburg(Unnamed)
Church of the God of CombatGod of Combat (Deceased)Feysac Empire(Absorbed)

A Detailed Dossier on the Divine Powers

Now, let’s pull back the curtain. Each of these institutions is a labyrinth of secrets, with a deity at its center who is far more complex than their public image suggests. This is your deep-dive dossier into the true nature of the Seven Orthodox Churches.

The Church of the Evernight Goddess

Publicly, the Evernight Goddess is a symbol of benevolence and compassion. The truth is far more terrifying. She is an ancient, calculating, and utterly ruthless entity who has been playing a long game for millennia. She orchestrated the betrayal of the Ancient Sun God, systematically eliminated her rivals, and is not above massacring entire nations to achieve her goals. Her power is staggering; she holds authority over darkness, concealment, and dreams, and can manipulate concepts as fundamental as time and space. She is also a transmigrator, just like the story’s protagonist, Klein Moretti, giving her a unique and hidden connection to his journey.  

Her domains are Darkness, Sleep, and Dreams. Crucially, she also managed to acquire the authority over Death, a power grab that directly triggered a world war. She is the mistress of secrets and concealment, making her the ultimate spymaster among the gods.  

The Church’s most visible arm is the Nighthawks. They operate as the supernatural police force in cities like Tingen, investigating Beyonder-related crimes and dealing with threats that the regular constabulary can’t handle. For more serious matters, the Church deploys the   Red Gloves, an elite unit of high-level Beyonders who operate across national borders to hunt down the Church’s most dangerous enemies.  

As the most influential church in the powerful Loen Kingdom, her position was already secure. However, after successfully plotting the demise of the God of Combat and absorbing his church, the Church of the Evernight Goddess became, without a doubt, the single most powerful religious and military institution among the Seven Orthodox Churches. She is not just a player in the divine game; she is the one who sets the board. Her millennia-long schemes, her direct assistance in Klein‘s own ascension, and her status as a fellow transmigrator reveal her to be the primary mover of the entire background narrative of Lord of the Mysteries.

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The Church of the Lord of Storms

If the Evernight Goddess is a scalpel, the Lord of Storms, Leodero, is a tidal wave. He is a being of pure, unadulterated power, embodying the omnipotence aspect of the ancient God Almighty. He is arrogant, violent, and prefers to solve his problems with overwhelming force rather than subtlety.  

As his name suggests, his authority covers the sea, storms, tsunamis, and lightning. He is worshipped by sailors, merchants, and anyone who makes their living on the unpredictable oceans, demanding respect through fear and awe.  

His church’s enforcers are the Mandated Punishers. The name says it all. They act as a special unit within the police, much like the Nighthawks, but their methods are far more direct and destructive, reflecting the tyrannical nature of their god.  

The Lord of Storms is one of the three major deities of the Loen Kingdom, sharing power with Evernight and the God of Steam and Machinery. He is constantly at odds with the Eternal Blazing Sun, and his brash nature makes him a powerful but predictable piece on the geopolitical chessboard. His reliance on raw power makes him a formidable foe in a direct confrontation, but he is easily outmaneuvered by the more cunning gods, making him a powerful but ultimately limited player.  

The Church of the God of Steam & Machinery

Within the Lord of the Mysteries fandom, the God of Steam and Machinery is a running joke, often called a “fraud”. This is because he didn’t actually invent the steam engine or usher in the new age; that was the work of another transmigrator, Emperor Roselle. He is a newer god who ascended to his position under duress, with his powers not fully digested. This has left him in a state of perpetual near-madness, constantly battling the corrupting influence of an entity known as the Hidden Sage.  

His domain is technology, craftsmanship, and the advancement of civilization. However, his ability to truly innovate is severely hampered. The other gods actively resist technological progress because a world that relies on science and machines is a world that has less need for faith, which would weaken their power base (known as “anchors”). His Beyonder organization is the Machinery Hivemind. They handle supernatural incidents related to technology, inventors, and the new sciences, operating as another specialized police unit.  

He holds sway in both the industrial Loen Kingdom and the more technologically progressive Intis Republic. However, due to his instability and the political pressures he faces, he is widely considered one of the weakest of the seven gods. He is a tragic figure, a symbol of a future that is being actively suppressed by the ancient, mystical powers that rule the world.  

The Church of the Eternal Blazing Sun

The Eternal Blazing Sun is a god of absolutes. He represents purity, holiness, and uncompromising light. However, this purity has a dark side. His followers are described as fanatical zealots, “brain dead” believers who praise him with the mindless fervor of zombies. There are even sinister fan theories suggesting that the original Sun god is dead, and that prayers directed to him are being intercepted by the far more manipulative Ancient Sun God, Adam.  

His authority covers the sun, light, faith, and purification. His most terrifying ability is the power to “purify” anything, including the very essence of other Beyonder pathways, effectively erasing his enemies from existence.  

Fittingly, his church’s military arm is known as The Inquisition. Their name alone evokes an image of ruthless, zealous hunters who will stop at nothing to eradicate what they deem to be heresy or evil.  

The Church of the Eternal Blazing Sun is a major power in the Intis Republic and a bitter rival of the Church of the Lord of Storms. His believers are known for their aggressive and arrogant demeanor, convinced of their own righteousness. This church serves as a chilling exploration of extremism, suggesting that absolute light can be just as blinding and tyrannical as absolute darkness.  

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The Church of the Earth Mother

This is perhaps the greatest and most shocking secret in the divine realm. The deity worshipped as the Earth Mother is an imposter. The original goddess, Omebella, has been dead for millennia. The current Earth Mother is actually Lilith, the ancient ancestor of the Sanguine (the world’s vampires) and the original goddess of the Moon Pathway. She assumed Omebella’s identity as part of a 3,000-year-long conspiracy with the Evernight Goddess to get close to and eventually betray the God of Combat—Omebella’s son.  

Publicly, the church champions life, fertility, and the harvest. It is a matriarchal faith that encourages female empowerment and reproduction. Secretly, it is a sanctuary for the Sanguine and a vessel for Lilith’s long-term plans.  

The church’s official Beyonder force is known as The Fertility Order.  

The state religion of the Feynapotter Kingdom, the Church of the Earth Mother was considered a staunch ally of the God of Combat. Her sudden betrayal during the great war was the decisive move that led to his death and completely upended the divine balance of power. This grand deception elevates the novel’s core “Acting Method”—where a Beyonder must embody their role to gain power—to a divine-level strategy, proving that in the world of  Lord of the Mysteries, identity is the ultimate weapon.

The Church of the God of Knowledge & Wisdom

This ancient deity, often appearing as a great dragon, is the embodiment of omniscience, a counterpart to the Lord of Storms’ omnipotence. Unlike his more aggressive peers, the God of Knowledge and Wisdom is not built for combat and prefers to avoid it, dedicating his existence to the accumulation of information.  

His followers walk the White Tower Pathway, which is focused on analysis, learning, and imitation. A high-level Beyonder from this pathway can analyze and perfectly replicate the supernatural abilities of any other pathway, making them incredibly versatile and unpredictable. Their motto might as well be “Knowledge is Power.”  

While their official force is not named, the church’s Beyonders are known to be exceptional detectives and scholars. The city of Lenburg, their seat of power, is noted for having an exceptionally low crime rate, a testament to their analytical prowess.  

The Church of the God of Knowledge and Wisdom is a neutral power based in Lenburg. They rarely involve themselves in the grand conflicts of the other churches, content to observe and learn from the sidelines. This neutrality is a strategic choice; they represent a passive form of power, a wild card whose true strength lies not in what they do, but in what they know and what they   could do if ever provoked.

The Church of the God of Combat

Badheil, the God of Combat, was the patron deity of the Feysac Empire and the son of the original Earth Mother, Omebella. He was a classic warrior god, straightforward and powerful. He initiated the great world war after feeling threatened by the Evernight Goddess’s growing power when she acquired the Death authority.  

His church glorified warfare, strength, and martial prowess. His domain even expanded to include firearms as technology advanced.  

Badheil walked into a trap that had been set for him thousands of years before he was even born. Believing he had the support of his “mother,” he went to war, only to be betrayed and killed by the combined might of the Evernight Goddess and Lilith.  

The God of Combat is gone for good. His divine authority and power were absorbed by the Evernight Goddess, and his church was dismantled and folded into hers. His fall serves as a brutal cautionary tale, marking the end of an era where brute force could triumph. In the new age, the divine game is won by conspiracy and deception, not by the sword.  

Alliances, Betrayal, and the Coming Apocalypse

The intricate web of relationships between the Seven Orthodox Churches is best understood as a divine Cold War. The gods themselves are too powerful to engage in direct, all-out conflict without risking the destruction of the world, a form of mutually assured destruction. Instead, they fight proxy wars through their chosen nations and their elite Beyonder forces. The great war was not truly Loen versus Feysac; it was the Evernight Goddess versus the God of Combat.  

Alliances are temporary and born of convenience. The Lord of Storms and the Eternal Blazing Sun are bitter enemies, yet both allied with the God of Combat’s faction against the Evernight Goddess. Beneath these shifting rivalries lies a fragile, unspoken alliance of self-preservation.

All seven gods understand that the true enemy is not each other, but the looming threat of the Apocalypse and the Outer Deities waiting to invade their world. Their constant maneuvering, their wars, and their conspiracies are all, in a way, preparations for this final battle, as each deity jockeys for a position of power strong enough to survive the end of all things. This complex dance of power and survival is the core of the epic narrative of Lord of the Mysteries.

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Summary of Guide to the Seven Orthodox Churches of Lord of the Mysteries

  • The world of Lord of the Mysteries is a steampunk Victorian setting with a hidden layer of cosmic horror and supernatural power regulated by the Seven Orthodox Churches.
  • These churches act as the primary defense against Beyonders losing control and the influence of evil gods, maintaining a fragile and often brutal world order.
  • Church of the Evernight Goddess: Led by a ruthless and calculating transmigrator goddess, this is the most powerful church, controlling the Nighthawks and Red Gloves.
  • Church of the Lord of Storms: A faction defined by raw power and led by a tempestuous god, enforced by the Mandated Punishers.
  • Church of the God of Steam & Machinery: A weaker church led by an unstable “fraud” god, symbolizing the struggle between magic and modernity. Its Beyonder force is the Machinery Hivemind.
  • Church of the Eternal Blazing Sun: A zealous church of purification and light, enforced by The Inquisition, representing the dangers of extremism.
  • Church of the Earth Mother: The center of a millennia-long conspiracy, led by the Sanguine Ancestor Lilith who impersonated the original goddess to betray and kill the God of Combat.
  • Church of the God of Knowledge & Wisdom: A neutral, scholarly faction led by an ancient dragon god, whose power lies in understanding and replicating the abilities of others.
  • Church of the God of Combat: A fallen power, this church was dismantled after its warrior god was defeated through an elaborate conspiracy, marking a shift in the nature of divine conflict.
  • The relationships between the churches resemble a divine Cold War, with proxy battles and shifting alliances, all under the looming threat of a global Apocalypse.