In each Bestia world incarnation there are three Orders a Bestia Master can be sworn to. Each holds a different conviction about what the mana flux means and what should be done about it, and each is scored against goals that follow from that conviction.

The Orders exist to give player conflict a shape. Players can generally fight each other at any time, but the rivalries that matter are the ones between Orders, and most faction mechanics reward collective effort rather than individual heroics — a ritual that needs six casters, a seal line that needs holding for a week, a region that needs watching.

OrderShort formPostureConviction
The Order of ChaosChaosDestroyingThe world is already dying; hasten it so the next one can be born
The Order of EternityEternityPreservingThis world can be held, and holding it is worth any cost
The Order of the CircleCircleBalancingThe cycle is not to be stopped, only kept to its proper hour

The Order of Chaos

Chaos does not see itself as the villain, and its members would object to the word. Their reading of the world is simply that the mana flux is not an affliction but a transition — every world drowns in mana eventually, and the ones that fight it merely die slowly and badly instead of quickly and well. What comes after the burning is not nothing. It is the next world, and whatever the Order carries into it.

In practice Chaos amasses mana, opens and feeds rifts, and drives regions past the thresholds where the world’s own systems start to fail. They are the proactive Order: the one that creates events rather than answering them, and the one whose work is most visible on the map.

The Order of Eternity

Eternity is the preserving Order. They understand the mana flux and its rifts as the thing destabilising the world, and they intend to hold the line — not to abolish mana, which they know is impossible and would kill the world as surely as drowning it, but to contain and control it. A sealed rift, a warded settlement, a region whose density has been walked back down: these are their victories.

Their work is not purely reactive. Eternity builds ward networks ahead of the threat rather than behind it, scries for Chaos ritual sites and raids them before the ritual completes, and maintains the seal lines that keep a doomsday in its early stages. Their signature research is in dispelling, suppression, and the rituals that make a region inhospitable to rifts.

The Order of the Circle

The Circle believes both of its rivals are right about the mechanism and wrong about the conclusion. The cycle of flux and collapse is not an enemy to be defeated or a friend to be hurried — it is the shape of the world, and it has a proper hour. A world torn down early wastes everything built in it. A world propped up past its time rots.

So the Circle keeps the clock. They are the Order of instruments and measurement: the devices that read a region’s mana density, the observatories that track a doomsday’s true schedule, the charts that say how far ahead or behind the world is running. Only knowledge can lead to balance.

The Circle is the smallest and most demanding Order, and it is designed that way. Its allegiance flips: in the first half of a world it works with Eternity to prevent a premature end, and in the second half it works with Chaos to prevent the world from overrunning its hour. It is the swing vote, and it is what stops the other two from settling into a permanent grudge.

Citadels and Temples

Each Order maintains exactly one citadel and as many temples as its members care to build. Both are places where the Order researches and performs its rituals, and where members access their Order’s services and global buffs.

A citadel is a major, expensive, collective build project, and erecting one grants a large permanent influence bonus in its region — enough to make the choice of site a strategic decision in its own right. A citadel can be besieged and damaged like any other structure; while it is in ruins its influence contribution is lost until it is rebuilt.

Temples are cheap by comparison and contribute modest influence, which makes them the practical tool for contesting a region an Order does not yet hold.

Sphere of Influence

The world is divided into regions, and each region tracks a separate influence score for every Order. A region’s dominant Order is the one with the highest score there, and the combined influence an Order holds across all regions is its sphere of influence.

Members raise their Order’s influence in a region by acting in line with its conviction:

  • Performing rituals at a temple or citadel located in that region.
  • Bending the region’s mana density toward their goal — Chaos by opening and feeding mana rifts, Eternity by sealing them, and the Circle by holding the density inside a stable target band.
  • Winning fights against opposing Orders inside a war zone within that region.
  • Completing faction quests and drawing faction-friendly Bestia into the region.

Influence decays slowly if it is not maintained, so a sphere of influence has to be defended continuously rather than won once.

Crucially, influence buys present power, not persistent power. Dominating a region grants regional bonuses, special resource generation, friendly Bestia, cheaper rituals, and the Ascendancy buff described below. It does not directly convert into Advantage Points. Keeping the day-to-day reward separate from the cross-world reward is what stops a dominant Order from compounding its lead into the next world.

Ascendancy

Members receive a small Ascendancy buff while inside a region their Order dominates. It is deliberately minor — enough that the three Orders naturally drift into their own territory during ordinary play, not enough to decide a fight.

Ascendancy grants +3% of the Order’s signature strength (see Faction Advantages for what each Order’s signature is).

If an Order meets its Seasonal Covenant, its Ascendancy becomes global for the whole of the following season — members carry it everywhere, including deep inside rival territory. This is the immediate, felt reward for hitting a Covenant, and it is usually worth more in practice than the Advantage Points that come with it.

Faction Goals

Every Order pursues the same currency across a world’s lifetime: Advantage Points, which carry over into the next world incarnation and convert into lasting buffs (see Faction Advantages).

Points come from two places: a Seasonal Covenant that resolves every real-world month, and a world-end tally that resolves once, when the world’s fate is finally decided. The Covenant is the rhythm players actually live in; the tally is the climax they are building toward.

The Foothold Season

The first real-time month of a new world is the Foothold — a grace period in which influence accrues normally but no Covenant is scored. Orders spend it re-establishing themselves: siting and raising a citadel, founding temples, mapping the new world’s regions and biomes.

Covenants begin with the second season and run every month thereafter until the world ends.

Seasonal Covenants

One Bestia season is one real-time month, or 84 Bestia days. At the start of each season every Order is set a Covenant — a public quota on its own axis, shown to everyone as a progress bar. Each Order is measured only against its own axis, so all three can succeed or fail in the same season; the competition between them happens in the world state they share, not in the scoring formula.

OrderCovenantMeasured by
ChaosThe FluxNet mana density raised across the world, rifts opened and held open, doomsday stages advanced
EternityThe VigilRifts sealed, region-days free of active catastrophe, settlements held above a health threshold, doomsday stages pushed back
CircleEquilibriumRegion-days spent inside the target mana band, weighted by how contested the region is

That weighting on the Circle’s Covenant is the point of the whole design. A balance goal scored on quiet regions would pay the Circle to sit still and hope for a stalemate — a goal you win by things not happening, which is no fun to play. Weighting by contest inverts it: the Circle earns most where Chaos and Eternity are both pushing hardest, so its optimal play is to walk into the hottest war zone in the world and hold it steady.

Advantage Points are awarded at the end of each season by how the Order did against its bar:

Covenant resultAdvantage Points
Missed1
Met2
Exceeded3

Covenant Scaling

Covenant quotas scale with the Order’s membership, and slightly faster than membership itself:

  quota = base_quota * (members / average_members) ^ 1.4
  

The exponent above 1.0 means a large Order has to achieve more per head than a small one. An Order holding half the server’s population faces a bar roughly 18% harder per member than an even split, while an Order at half the average size finds it about 24% easier.

The effect is that the underdog is always the mechanically attractive Order to join, and population balance corrects itself without any hard cap on recruitment.

Earning Advantage Points

When the world’s fate is finally decided, a world-end tally is calculated. Let T be the percentage of the world’s predetermined life span at which the world actually ended — or, where a doomsday was averted and the world outlived its estimate, the point it eventually reached. The life span is fixed when the world is generated (see Doomsday).

All three Orders are scored from that single number, on three different curves:

OrderTallyBest case
Chaosmin(40, max(0, 100 - T))40 — world destroyed at 60% of its life span or earlier
Eternitymin(40, max(0, T - 100))40 — world held to 140% of its life span or beyond
Circlemax(0, 50 - 2.5 * abs(T - 100))50 — world ends exactly on its predetermined day

A world destroyed at 80% of its life span pays Chaos 20, Eternity 0, and the Circle 0. A world that ends at 104% pays Chaos 0, Eternity 4, and the Circle 40.

The Circle’s ceiling is higher than the other two because its window is far narrower: Chaos scores its maximum for any T at or below 60 and Eternity for any T at or above 140, while the Circle scores nothing outside the band from 80 to 120 and has to land near the exact day to be paid well. Precision is the Circle’s whole discipline, and this is where it is rewarded.

Because a single measured number drives all three curves, the state of the race is trivially legible: one gauge, publicly readable, showing where the world currently stands against its predicted hour. Fittingly, reading it accurately is a Circle speciality.

The Neglect Clause

A world that simply falls over while nobody was paying attention should reward nobody. An Order collects the world-end tally only if it met or exceeded its Covenant in at least two of the final three seasons.

If no Order qualifies, the world is judged to have died of neglect and no tally is paid at all. Advantage Points already banked from earlier Covenants are always kept — the clause withholds the climax, it does not confiscate the season’s work.

This gives every Order a shared stake in staying engaged right through the endgame, including the ones whose preferred ending is already out of reach.

Faction Advantages

When a new world is created, the Advantage Points an Order banked in the previous incarnation become a buff for that Order’s members for the entire duration of the new world.

The buff approaches 20% and never reaches it, with each additional point worth less than the last:

  bonus_percent = 20 * (1 - exp(-AP / 60))
  

There is no hard cutoff. An Order that runs away with a world still gains, but the gain flattens out long before it becomes decisive:

Advantage PointsBonusGain over previous row
205.7%
409.7%+4.0
6012.6%+2.9
8014.7%+2.1
10016.2%+1.5
15018.4%+2.2 (over 50 points)
20019.3%+0.9 (over 50 points)
30019.9%+0.6 (over 100 points)

A realistic world produces somewhere between 20 and 90 Advantage Points for an Order, which puts the practical spread at roughly 6% to 16% — a meaningful edge, never a decisive one.

A catch-up floor applies on top: the lowest-scoring Order always banks at least 40% of the highest-scoring Order’s total. Combined with the curve above, this keeps the gap between the best and worst world a faction can have from compounding across incarnations.

Signature Strengths

Each Order’s buff expresses its identity, and the three are balanced against each other as offense, endurance and tempo rather than as power against convenience:

OrderSignatureAdvantage Point buffAscendancy buff
ChaosOffenseDamage dealt+3% damage dealt
EternityEnduranceMax HP and Max Mana+3% max HP and Max Mana
CircleTempoCooldown recovery and status regeneration+3% cooldown recovery and regeneration
All OrdersEXP gain, on the same curve but toward a ceiling of 10% instead of 20%

Persistent Achievements

Some of what an Order accomplishes should outlast the world it accomplished it in — permanently, not for one incarnation. The danger is obvious: anything permanent that grants raw power compounds forever and eventually decides worlds before they start. So persistent rewards buy breadth, access and prestige, never stats.

Order Tree breadth (recommended) — a world victory permanently unlocks additional nodes on the Order Skill Tree. The points available to spend reset with every world, so a long-established Order has more ways to build, not more power in absolute terms. Veterans get options; newcomers are not outgunned.

The Reliquary (recommended) — the victorious Order carries one artifact out of the dying world and into the next, housed in its new citadel. Relics accumulate as a visible hall, but only a small fixed number can be attuned at once, so the collection grows without the power ever doing so. Each relic grants a distinctive ritual or an otherwise-unobtainable recipe rather than a stat line.

Founding advantage — the winning Order begins the next world with its citadel already partially raised at a site of its choosing, saving weeks of collective investment. Powerful, but it is a one-shot head start that does not stack.

Treasury carryover — a percentage of the Order’s treasury survives the reset rather than being wiped, which is what makes long-term investment in an Order rational at all. Under the world treasury system this recirculates money rather than minting it.

World imprint — the winning Order names the next world, or has a monument, ruin, or landmark of its own placed into the procedurally generated terrain. Zero mechanical power, permanent presence, and nearly free given that the world is generated anyway.

Chronicles — titles, banners, and citadel architecture tiers recording which Orders won which worlds. Purely cosmetic, and the least likely thing to ever need rebalancing.

The Order Skill Tree

Each Order maintains its own skill tree, parallel to and independent of the player’s Master skill trees. Progression in one does not consume progression in the other, so a player’s Order never constrains their class build — and no spell, class or craft is gated behind faction membership. What the Orders grant is rituals, temple services, global buffs, and access to their own research.

Switching an Order

Leaving an Order is possible, deliberate, and expensive. It is done through the ritual Banished from the Citadel, which a Master performs on themselves — nobody can be forced out of their Order by another player.

The ritual requires:

  • A Sigil of Redemption, worn by the Master performing the rite and consumed by it. The Sigil is a very costly and rare item.
  • The scroll itself, which must be found as a drop. It cannot be memorized.

On completion the Master’s ties are severed and they become unsworn, carrying a debuff that reduces all status values to 50% for Lv/2 (rounded up) Bestia days, based on the Master’s level. A level 74 Master carries this debuff for 37 Bestia days. While unsworn, a Master receives no Ascendancy, no Faction Advantage buff, and no access to any Order’s temple services.

Once the debuff expires the Master may petition any Order, including the one they left.

The consequences are severe by design. Order allegiance is meant to be a genuine commitment that shapes a player’s world, not a loadout to be swapped when the standings shift.

Last updated 19 Sep 2026, 01:24 +0200 . history