Klein Moretti
Klein Moretti is the identity assumed by Zhou Mingrui after he awakens in the body and memories of a dead Tingen history graduate. His search for a way home leads him from the Seer pathway and the Nighthawks into the divine identity of The Fool, while his many public personas—detective Sherlock Moriarty, adventurer Gehrman Sparrow, magnate Dwayne Dantès, and wandering magician Merlin Hermes—become instruments for protecting others and preserving his humanity. After surviving apotheosis, a struggle with Amon, and a prolonged contest against the Celestial Worthy, he fully awakens as the Lord of Mysteries.
Biography
Awakening and the Tingen Nighthawks
Zhou Mingrui awakens with a gunshot wound in the body of Klein Moretti, whose fragmented memories identify a recent occult gathering, the Antigonus family notebook, and the apparent suicides of Klein and his classmates. Although his first instinct is to understand his displacement and reproduce the luck-enhancement ritual that might send him home, Benson and Melissa's poverty and affection quickly make their safety a personal responsibility rather than an inherited obligation. The ritual instead brings him above a gray fog, where his accidental contact with Audrey Hall and Alger Wilson prompts him to pose as the ancient, mysterious Fool. That performance gives him information and a network, but it also commits him to sustaining a deception whose consequences he cannot yet measure. (Chapters 1–10)
When Dunn Smith's investigation exposes the supernatural danger around the notebook, Klein chooses to join the Nighthawks instead of remaining an uninformed suspect. The post gives him a salary with which to improve his family's life, access to mysticism, and a structured way to investigate his own death; it also places him among colleagues whose ordinary humor and mutual care complicate his original plan to leave this world. Under Old Neil's guidance he drinks the Seer potion, learns Spirit Vision, divination, ritual magic, and the acting method, then advances to Clown so that he can contribute more than scholarship to field operations. His growing loyalty is expressed in practical choices: he shares information, accepts danger as part of his duty, and increasingly evaluates power by whether it lets him protect his team and family. (Chapters 17–36, 101, and 166–172)
The Antigonus investigation proves to be part of a larger design. Klein's spiritual intuition and deductions repeatedly disturb the script written through the Quill of Alzuhod, but he and the Nighthawks do not grasp Ince Zangwill's authorship in time to prevent the True Creator's spawn from descending through Megose. Dunn uses Saint Selena's ashes and sacrifices himself to stop the disaster; Klein helps complete the defense of Tingen but is killed by Ince, who takes the ashes and advances. The catastrophe turns Klein's attachment to the Nighthawks into an enduring moral inheritance: Dunn and the others are no longer useful allies in a mystery but people whose unfinished duty and deaths he feels bound to answer. (Chapters 202–211)
Klein revives in his grave through a power he does not yet fully understand, retrieves Azik's copper whistle, and discovers that returning openly would place Benson and Melissa in danger. He therefore accepts the loneliness of remaining legally dead, watches his grieving family from a distance, and leaves Tingen after divination points him toward opportunities in Backlund. His goal has changed: returning home remains important, but it now coexists with becoming strong enough to kill Lanevus and Ince Zangwill, uncover the forces behind Tingen, and keep the surviving Morettis outside their reach. The decision establishes the pattern of his later identities—each mask protects someone, but each also denies Klein an ordinary place among the people he protects. (Chapters 212–214)
Sherlock Moriarty and the hidden Backlund
In Backlund, Klein creates the private detective Sherlock Moriarty and initially treats commissions, Beyonder gatherings, and Tarot Club trades as routes to money, formulas, and stronger equipment. His hunt for Lanevus brings him into East Borough and forces him to confront how exploitation and hopelessness had supplied the conditions for an evil god's descent. He kills Lanevus, but the victory is not simply revenge: it confirms that the disaster in Tingen grew from social suffering as well as occult manipulation. Soon afterward, he advances to Magician, turning the principles of preparation, misdirection, and never performing unprepared into both an acting method and a survival philosophy. (Chapters 214–221 and 280–296)
Sherlock's work with Sharron and Maric, his clash with Rosago, and his contacts with Fors, Xio, Emlyn, and Azik widen his access to Backlund's hidden world. He acquires the Faceless formula and characteristic, but advancement intensifies the risk of becoming only a collection of roles. Klein answers that danger by separating outward performance from inward identity: he may reproduce another person's face, scent, and bearing, yet he insists that he must know who he is beneath the disguise. That discipline lets him move between Sherlock, The World, and The Fool without regarding the people around those identities as props, even while the need for secrecy makes honest intimacy increasingly difficult. (Chapters 302–320 and 428–454)
His investigation of the approaching Great Smog ties the royal family, the Demoness Sect, and the Aurora Order to a plan that treats the residents of East Borough as expendable material. Klein warns Audrey and the Church of Evernight, confronts Mr. A, and helps interrupt both the Primordial Demoness's influence and another attempted descent of the True Creator. Yet the intervention does not undo the catastrophe: tens of thousands die in the smog and plague, including Old Kohler and Liv. By engraving Kohler's name on an otherwise anonymous niche, Klein confronts the limits of secret heroism—he helped stop worse outcomes, but political victory and public recognition cannot restore the people already consumed by the plan. (Chapters 465–482)
After seeing Benson and Melissa arrive in Backlund, Klein again chooses distance rather than risk exposing that he survived. He leaves Sherlock behind and carries the lesson of the smog toward the sea: an identity can be abandoned, but the obligations and relationships formed through it cannot. This is why his later personas remain connected rather than replacing one another; the Faceless who can become anyone continues to make choices as the guardian shaped in Tingen and the witness who learned the cost of Backlund's indifference. (Chapters 482–484)
Gehrman Sparrow and the Five Seas
Klein goes to sea as Gehrman Sparrow, an austere adventurer whose dangerous reputation gives him room to hunt pirates, gather materials, and keep enemies from connecting him to the Morettis. Danitz first experiences the persona as coercive and nearly inhuman, but Klein repeatedly uses the fear Gehrman inspires to control dangerous situations rather than indulge cruelty. His pursuit of mermaids is an advancement requirement, not a romantic adventure: after securing their song to stabilize the ritual, he becomes a Marionettist and gains direct control over Spirit Body Threads. The new power makes people literally usable as puppets, sharpening the need for self-imposed limits as his public legend becomes more frightening. (Chapters 483–533 and 654–666)
Kalvetua's collapse draws Klein into the prayers of the Sea God's believers. Using Sefirah Castle, the Sea God Scepter, and the identity of The Fool, he takes over the response to those prayers rather than allowing the dying false god's power to run uncontrolled. The arrangement gives him an operational divine identity and a body of anchors long before his own apotheosis, but it also creates duties to Rorsted's inhabitants. He uses that borrowed authority to answer crises and later plans for Alger and the Church of the Sea God to continue serving those believers, showing that he does not treat faith as power without responsibility. (Chapters 545–560 and 711)
Voyages with Cattleya and encounters involving Alger, Anderson, Bernadette, and Reinette expose Klein to histories and powers far above his Sequence. Inside Groselle's Travels, cooperation with the book's residents and his allies reinforces a truth that Gehrman's cold exterior conceals: he survives through trust, preparation, and other people's choices, not solitary invincibility. At the same time, his use of marionettes and multiple identities becomes increasingly sophisticated. Gehrman evolves from an improvised disguise into a public legend and the active representative of The Fool, while Klein remains careful not to let the legend's appetite for danger determine his private values. (Chapters 566–606, 672–711, and 800–821)
The sea journey ultimately returns Klein to Tingen's unfinished debt. Working with Leonard and aided by Daly, he turns the confrontation with Ince Zangwill into the grand performance needed to complete his Marionettist acting and advance. He shoots Ince once for each of the dead and finally for Dunn, refuses to grant him a last-word absolution, and then uses marionette control to let the fatally transformed Daly die in human form. The revenge succeeds but does not restore the old Nighthawks; when Leonard asks if he will return to the Church, Klein answers that he cannot. His advancement to Bizarro Sorcerer crystallizes that condition: Klein's many selves fragment and reform around the definition he chooses—an Earth-born person reconstructed through Klein's memories, a cautious guardian capable of sacrifice, and a miserable wretch. (Chapters 938–946)
Angels, war, and apotheosis
As a Bizarro Sorcerer, Klein returns to Backlund through the wealthy Dwayne Dantès persona. The identity grants access to nobles, the Church, and the machinery behind the Great Smog, while his charitable projects and concern for war victims keep the performance tied to real obligations. He works with Audrey, Leonard, and other Tarot Club members to investigate the royal apotheosis scheme, and he uses his layered identities, marionettes, and Sefirah Castle to operate against enemies at demigod and angel level. Dwayne's social success is therefore not an escape into wealth; it is a position from which Klein can oppose George III's attempt to become the Black Emperor and address some of the suffering that made the scheme possible. (Chapters 751–788 and 947–1055)
Klein advances to Scholar of Yore by relying on the centuries he spent suspended in a cocoon above the gray fog and on the ancient history he has painstakingly verified. Historical projections become his principal force multiplier in the assault on George III's mausoleums, allowing allies and artifacts from the past to affect the present without changing history itself. The operation prevents the king's apotheosis, but the broader war continues and Amon captures Klein in the Forsaken Land of the Gods. During that captivity Klein attempts escape, suicide, misdirection, and negotiation while refusing Amon's effort to turn his survival instinct against everyone else; his eventual escape demonstrates that preparation and willingness to risk himself remain his answer to an opponent with overwhelming authority. (Chapters 1129–1170)
After the City of Silver reaches the outside world, Klein advances to Miracle Invoker and walks the continent as Merlin Hermes. Granting wishes lets him digest the potion, observe the damage caused by war, and restore houses and lives where the evidence and limits of his authority permit. The role differs from his earlier masks because it openly links extraordinary power to ordinary hopes, but it also teaches him that wishes accumulate, distort, and may be fulfilled in ways their makers did not intend. His kindness is therefore deliberate rather than naïve: he creates miracles while studying their costs and preparing the believers, anchors, and alliances needed for the approaching apocalypse. (Chapters 1264–1285)
To advance further, Klein constructs Utopia as a town whose residents are his marionettes, each given a life and fate detailed enough to produce a matching region in the spirit world. The ritual requires him to sustain a whole social reality, turning the Marionettist's control into the work of an Attendant of Mysteries. He then defeats Zaratul and consumes the characteristics needed for advancement, but every step strengthens the awakening will of the Celestial Worthy within him. His long performance as The World lets him digest much of the new power quickly; nonetheless, he must consciously use anchors and displays of humanity to remain Klein rather than becoming the predecessor embedded in his characteristics. (Chapters 1327–1356)
At the Hornacis mountain range, Klein steals Antigonus's identity and fate to satisfy the ritual for The Fool, then exploits death and resurrection when hostile prophecies and Amon's interference push the advancement toward failure. The Evernight Goddess kills him before he can fully lose control, allowing his own digested characteristics to return first and provide a stable basis for the potion. As the newly born Fool, Klein fights Amon in Sefirah Castle; instead of matching Amon's disregard for attachment, he deliberately awakens more of the Celestial Worthy's will in both of them because Amon fears becoming someone else more than Klein fears sacrifice. Amon's hesitation gives Klein the decisive advantage, but victory leaves him carrying the Error and Door authorities and a stronger internal enemy. (Chapters 1376–1388)
Slumber, dream city, and the returned Lord of Mysteries
Knowing that the Celestial Worthy's awakening cannot be solved by force alone, Klein distributes missions and gifts to the Tarot Club, allows its members to continue gathering without him, and asks them to strengthen themselves for the apocalypse. He releases the remaining transmigrators from Sefirah Castle's cocoons and leaves a short farewell for Azik before entering slumber. The Church of The Fool's believers and the stories of The World become anchors for his return, while Audrey and the others accept that awakening him will require preserving the human identity behind the god rather than merely increasing his power. (Chapters 1389–1394)
Years later, Lumian, Franca, Jenna, Anthony, and Ludwig enter the true dream through the lucky coins. There Zhou Mingrui lives as an ordinary employee in a city assembled from pre-transmigration memories, while the people close to him chiefly derive from Klein's later relationships. The dream team gradually concludes that Zhou Mingrui and Klein are not disposable successive masks: the dream's Moretti family and post-transmigration bonds point toward a merged self, while the Celestial Worthy competes for the same dream core. Direct revelation would strengthen or alert the Celestial Worthy, so the rescuers instead cultivate doubts, defend Zhou Mingrui from hostile arrangements, and search for a form of The World uncontaminated by the shared dream consciousness. (Chapters 2319–2346 and 2382–2440)
The decisive operation creates Gehrman Sparrow from three external sources: the believers' anchors and a Mystical Re-enactment in reality, Audrey's woven dream manifestation, and the popular image brought out of a film. Their fusion gives The World an identity that points to Klein rather than the Celestial Worthy. Zhou Mingrui briefly regains control, thanks Lumian's team, and explains that victory still means fusing with and resisting the Celestial Worthy; only the strongest parts of Zhou Mingrui and Klein's emotions and humanity are certain to remain. He willingly sinks back into darkness to continue that process, leaving Gehrman as a proxy Fool and turning the team's success into an initial awakening rather than an effortless cure. (Chapters 2457–2466)
Klein completes the confrontation and fusion more than a month before the final crisis, accommodates Sefirah Castle as The Fool, and conceals his full awakening while coordinating with Lumian, Amanises, and Will Auceptin. When the astral barrier begins to fail, he merges with the Gehrman proxy, takes back the Door and Error authorities, and becomes the Lord of Mysteries. He stabilizes the barrier, transfers populations and environments away from catastrophic battlefields, restrains multiple Great Old Dominators through Fooling, Deceit, Grafting, marionettes, historical projections, and the spirit world, and chooses negotiation when continued fighting would expose his allies to worse outcomes. After the crisis he restores the displaced populations and resumes the Tarot Club's Divine Council, still listening to his companions' travels with the familiar patience and humor that survived his ascent. (Chapters 2582–2611)
Appearance and personality
Klein's original body has black hair, brown eyes, average features with a deep outline, a scholarly air, and a somewhat thin build. As his Sequence rises, his incomplete Mythical Creature form manifests as transparent or translucent Worms of Spirit carrying complex symbols, while his divine forms include a dark cloak or vortex, an indistinct face or mask, and patterned tentacles. At the end of the corpus he still commonly presents the recognizable Klein image in a black coat and silk half top hat, sometimes with a star-encrusted cane, even though his true Lord of Mysteries form is no longer simply human. (Chapters 1, 451, 946, 1374, 2582–2583, and 2611)
His Faceless personas have distinct appearances and social functions. Sherlock Moriarty is a bearded, bespectacled detective; Gehrman Sparrow has sharper features and a cold, refined bearing; Dwayne Dantès is an older, silver-templed magnate with deep blue eyes; and Merlin Hermes appears as an unremarkable, educated wandering magician. These are controlled transformations rather than separate bodies, and the corpus repeatedly shows Klein considering how posture, speech, and expectations must support a disguise. (Chapters 454, 760, 865, 1010, and 1276)
Klein is cautious, self-mocking, and habitually inclined to prepare redundancies before taking risks. His fear of danger is genuine, but it does not prevent him from acting when other people would bear the cost of inaction. He is capable of deception, intimidation, and lethal force, yet he draws a durable distinction between performing a role and surrendering his conscience to it. At Bizarro Sorcerer he defines himself as both guardian and miserable wretch; at the edge of full awakening he admits that protecting the world is exhausting but accepts that someone must do it. (Chapters 946 and 2465)
His humanity is anchored less in abstract benevolence than in remembered relationships: Benson and Melissa's domestic life, Dunn and the Nighthawks' sacrifices, the Tarot Club's trust, and the countless ordinary wishes he encounters as Merlin. Greater divinity makes those attachments harder to preserve, not less important. Even after becoming the Lord of Mysteries, his strategic restraint, faint humor, and willingness to listen indicate continuity with the man who built those bonds, while the corpus also makes clear that his fusion with the Celestial Worthy changed him and did not leave every former emotion intact. (Chapters 1273, 1390, 2465, 2582, and 2611)
Pathways and abilities
Klein follows the Seer pathway from Sequence 9 to Sequence 0 and later accommodates Sefirah Castle together with the neighboring Error and Door authorities. His fighting style consistently favors information, preparation, misdirection, substitutes, allies, and control of the battlefield. Each advancement also carries the risk of losing control or being overwritten by the mental imprint within Beyonder characteristics; at angel and deity level, anchors and deliberate expressions of humanity become essential parts of maintaining selfhood.
Seer, Clown, and Magician foundations
As a Seer, Klein gains strong spirituality, spiritual intuition, Spirit Vision, and exceptional aptitude for divination and ritual magic. Spirit Vision lets him observe spiritual entities and read aspects of physical health and emotion from auras, while dream divination, pendulums, dowsing, and mediumship let him recover information through symbolic revelations. These methods are not omniscient: results require correct statements and interpretation, can weaken with lost contact, and may be distorted or countered by higher-level beings and anti-divination. Sefirah Castle later strengthens many divinations, but that enhancement is external to the original Sequence 9 potion. (Chapters 32–36, 101, and 172)
The Clown potion greatly improves coordination, balance, agility, control of muscles and expressions, and danger premonition. Klein can remain balanced in extreme movement, use paper as sharp throwing weapons, and disguise emotional reactions with precise bodily control. The Sequence gives him practical combat competence but not the Magician's rapid spellcasting; its psychological lesson is to smile and keep control despite seeing the cruelty or absurdity of fate, not to become emotionally empty. (Chapters 166–172 and 204)
At Magician, his repertoire becomes a set of rapid, gesture-driven effects. Damage Transfer moves a non-instantly-fatal wound to a less vital part of his own body at this stage; Flaming Jump moves him between sparks or flames within a limited range; Air Bullets provide revolver-like force; and prepared Paper Figurine Substitutes can take a lethal blow or weaken a curse. He can also control flames, create multisensory illusions, breathe through a limited invisible air tube, soften his bones to escape restraints, and temporarily turn paper into weapons. Most of these abilities favor escape and deception over raw attack, require a usable medium or environment, and grow in range and power only with digestion and later Sequences. (Chapters 293–296 and 308)
Faceless, Marionettist, and Bizarro Sorcerer
As a Faceless, Klein can reshape his face, hair, skin, scent, voice, and body proportions with fine control, accurately reproducing an observed appearance and temperament. At first his height can change only by about ten centimeters, radically different head sizes are impossible, and the transformation remains external rather than changing his fundamental sex or giving him the target's memories. A Spectator or anyone familiar with the imitated person's behavior can expose a weak performance. The ability therefore works best with investigation and acting, and its central safeguard is retaining a stable knowledge of who he is beneath the face. (Chapter 451)
The Marionettist Sequence reveals Spirit Body Threads, which connect a creature's Soul Body, Astral Projection, Body of Heart and Mind, Ether Body, and physical body. Klein can use those threads to detect hidden living targets, progressively stiffen thought and movement, and eventually turn a victim into an irreversible marionette that retains its original Beyonder powers and can use items with its own spirituality. Initial control is not instantaneous and originally requires close range and sustained concentration; strong Spirit Bodies, advance warning, distance, or outside interruption can prevent completion. At Sequence 5 Klein begins with one marionette, a hundred-meter perception and operating range, and a much shorter distance for seizing control, all of which improve at later Sequences. (Chapters 664–666)
At Bizarro Sorcerer, the Seer pathway acquires godhood and Klein's body can divide into Worms of Spirit, whose exposure brings madness and corruption to insufficiently protected observers. His prior abilities undergo qualitative improvements: Air Bullets reach cannon-like force, Flaming Jump covers nearly a kilometer, wounds can be transferred to paper substitutes, and initial thread control and full conversion fall to roughly three and fifteen seconds over a 150-meter control range. A marionette can use Klein's own powers, and he can exchange places with one over a much larger distance; combined with distributed Worms of Spirit and thread disguises, this creates powerful body doubles, though destruction of all viable extensions and the strain of maintaining control remain meaningful threats. His advancement ritual demonstrates the psychological limitation: fragmentation can erase the self unless an adequate performance and sense of identity anchor the scattered consciousness. (Chapter 946)
Scholar of Yore and Miracle Invoker
As a Scholar of Yore, Klein draws on the fog of history. He can borrow strength from a past version of himself for limited intervals and summon Historical Void projections of people, objects, or later even scenes. Success depends on his knowledge of the target and its history, his relationship with it, and its level relative to his own; stronger projections may be incomplete, only three can initially be maintained, and ordinary projections last at most about fifteen minutes. They cannot converse as independent originals or alter the past. He can also hide in the Historical Void, but opponents who can enter, steal, disperse, or interfere with history can counter that refuge. His older abilities improve again, including five-kilometer Flame Jumps and marionette swaps, two-second initial thread control, ten-second conversion, and attacks approaching coastal artillery. (Chapters 1137–1138 and 1142–1158)
The Miracle Invoker expands this historical authority and adds Wishes. Klein can revive from past Worms of Spirit a limited number of times, slightly influence future probability, and summon familiar historical scenes; advancement resets or increases some resurrection capacity, but it never makes revival unlimited or safe from concealment and severed connections. Wishes must be accumulated by fulfilling other beings' wishes, beginning with small effects before enough similar desire supports a true miracle. Their realization can be indirect or distorted, and a wish outside the accumulated scope cannot simply be declared into existence. As Merlin Hermes, Klein combines this authority with older powers and artifacts to rebuild houses, transport people, and protect petitioners while learning the practical and moral limits of granting what people ask for. (Chapters 1268–1285)
Attendant of Mysteries, The Fool, and Sefirah Castle
At Attendant of Mysteries, Klein gains Regenerate, Grafting, and the Realm of Mysteries. Regenerate calls forth the Spirit Body Threads of objects made from materials that once possessed Spirit Bodies, allowing such objects to become marionettes. Grafting—also described as Reassembly or Tampering—connects physical things or abstract concepts that ordinarily have no direct link, changing definitions, orientation, rules, beginnings, or endpoints; representative uses include joining the start and end of a path, redirecting convergence, or attaching an effect to a substitute. It requires a conceptually workable connection and can be disrupted, stolen, opposed by equal authority, or lost when Klein removes the graft. Realm of Mysteries creates a concealed embryonic divine kingdom rather than an invulnerable prison. (Chapters 1278, 1291, and 1355–1360)
As Sequence 0 The Fool, his central authority is Fooling. It acts across history, time, fate, change, concealment, and cognition; Blind Stupidity can directly reduce an enemy's capacity to think, while more elaborate uses make rules, identities, perceptions, or causal processes accept false relations as true. Klein combines Fooling with Grafting, paper substitutes, resurrection, and a complete Realm of Mysteries to survive his apotheosis and contest Amon. These powers do not erase level differences or instability: immediately after advancing he must devote much of his attention to resisting the Celestial Worthy, and Amon's simultaneous control of Sefirah Castle sharply limits Klein's home-field advantage. (Chapters 1380–1386)
Sefirah Castle is not an innate low-Sequence Seer ability. Before fully accommodating it, Klein accesses the space above the gray fog through a ritual, uses its crimson stars to gather and communicate with Tarot Club members, enhances divination and anti-divination, stores and suppresses dangerous items, and answers prayers through projected power. His usable authority increases with Sequence; as a Miracle Invoker he becomes its owner in a practical sense, but even then cannot initially express all of its power or safely ignore its connection to the Celestial Worthy. It supports rather than replaces his pathway abilities and is the source of both extraordinary advantages and the internal struggle that forces his slumber. (Chapters 4–10, 32–36, 549–560, 946, 1268–1278, and 1381–1390)
Lord of Mysteries
After accommodating Sefirah Castle and reclaiming the Error and Door authorities, Klein becomes the Lord of Mysteries, ruler of the spirit world. At this level he combines Fooling with Error's Deceit, Theft, substitutions, and exploitation of loopholes, and Door's opening, Replication, location, sealing, and interstellar movement. He can make truth behave as falsehood and falsehood as truth, deceive even symbolic judgments when conditions support the lie, replicate another pathway's demonstrated power, move between star dominions, and coordinate actions through the spirit world. These are demonstrated authorities rather than limitless omnipotence: tight contracts may have no loophole, powerful targets can resist or counter a symbolism, and using one major symbolism can preclude simultaneous use of another in the same operation. (Chapters 2582–2583 and 2603–2608)
His scale rises from individuals to civilizations and cosmic battlefields. He stabilizes the astral barrier, seals or delays Great Old Dominators, projects a historical barrier for only a few seconds when the original disappears, Grafts populations together with their environments into protected zones, and later teleports those zones back. He can deploy immense numbers of marionettes and avatars, distribute attention across several conflicts, and transfer dangerous symbolic or material structures into prepared containers. Even as a Pillar he cannot stop every higher symbolism, permanently seal an intact Great Old Dominator with ease, or win all simultaneous battles; his final strategy relies on Lumian, Amanises, Western Continent powers, timing, misdirection, negotiated withdrawal, and the limited duration of allies' projections. (Chapters 2583 and 2589–2609)
Power progression
| Stage / Realm / Ability | Chapter(s) | Notes |
|---|---|---|
| Sequence 9 Seer | 32–36 | Drinks his first potion and gains Spirit Vision, divination, ritual magic, and heightened spiritual intuition. |
| Sequence 8 Clown | 166–172 | Gains precise bodily control, enhanced agility, and combat-oriented divination after digesting Seer. |
| Sequence 7 Magician | 280–296 | Adds prepared spell-like tricks, damage transfer, paper substitutes, and flame-based movement. |
| Sequence 6 Faceless | 428–454 | Can reshape his face and body for sustained identities, provided he preserves a stable sense of self beneath the roles. |
| Sea God authority (borrowed and item-mediated) | 545–560 | Uses Sefirah Castle and the Sea God Scepter to answer believers; the authority is operationally significant but not an innate Sequence advancement. |
| Sequence 5 Marionettist | 654–666 | Gains direct perception and control of Spirit Body Threads, eventually converting targets into marionettes. |
| Sequence 4 Bizarro Sorcerer | 946 | Acquires godhood, Worms of Spirit, stronger marionette control, and distributed body-double tactics after a ritual built around a grand performance. |
| Sequence 3 Scholar of Yore | 1129–1170 | Draws power from verified history and summons historical projections; the past cannot be changed by those projections. |
| Sequence 2 Miracle Invoker | 1268–1285 | Gains limited resurrection and Wishes, which must be accumulated by fulfilling other beings' wishes before producing larger miracles. |
| Sequence 1 Attendant of Mysteries | 1355–1360 | Gains Regenerate, Grafting, and the Realm of Mysteries after creating Utopia and defeating Zaratul. |
| Sequence 0 The Fool | 1380–1386 | Completes apotheosis and gains Fooling authority, but immediately faces intensified erosion from the Celestial Worthy. |
| Error and Door authorities | 1383–1388 | Defeats Amon and takes the neighboring Uniquenesses and characteristics; the added authority worsens his internal instability and precedes slumber. |
| Lord of Mysteries | 2582–2583 | Accommodates Sefirah Castle and reclaims Error and Door, becoming the spirit-world Pillar while remaining limited by simultaneous cosmic conflicts. |
Relationships
- Benson: Klein's elder brother and an early source of financial and emotional responsibility. Remaining legally dead protects Benson, but forces Klein to watch his brother's life from a distance.
- Melissa: Klein's younger sister and one of his strongest human anchors. He quietly monitors and assists her development; the dream later gives Zhou Mingrui a sister modeled on Melissa.
- Dunn Smith: His Nighthawk captain and model of guardianship. Dunn's sacrifice defines Klein's sense of duty, and Klein's final shot against Ince is explicitly for him.
- Leonard Mitchell: Teammate, fellow survivor of Tingen, and partner in the revenge against Ince. Their bond survives Klein's false death and becomes an important bridge between him and the Church of Evernight.
- Audrey Hall: Founding Tarot Club member, psychological ally, and one of the principal guardians of his humanity. Her Dreamweaver work helps create the uncontaminated Gehrman Sparrow who enables his awakening.
- Azik Eggers: Mentor, correspondent, and trusted protector whose knowledge of death and ancient history repeatedly assists Klein. Klein leaves him a farewell before entering slumber.
- Danitz: Initially Gehrman Sparrow's intimidated captive and guide, later an oracle of The Fool. Their association turns Gehrman's fearsome persona into a durable institutional link with the Church of The Fool.
- Alger Wilson: Founding Tarot Club member and eventual leader in the Sea God Church. Klein entrusts him with the believers and authority connected to the Sea God identity.
- Amon: Principal rival over Sefirah Castle and the Lord of Mysteries position. Klein defeats him by exploiting Amon's unwillingness to risk losing his identity, but later dream events also make Amon an indirect source of clues.
- Zaratul: A rival of the Seer pathway whose knowledge, characteristics, and attempts to control the dream repeatedly place him against Klein's advancement and awakening.
- Fors Wall: Tarot Club member whose travel powers, records, and later dream access support Klein's plans. She helps open and sustain the route through which Gehrman Sparrow enters the dream city.
- Lumian Lee: Leader of the team that secures Klein's initial awakening and later his principal ally in the apocalypse. Klein's choices and foreknowledge influence Lumian long before they can cooperate openly.
- Franca Roland: Dream-team member whose old-world knowledge and role in extracting the film's Gehrman image help give The World a stable, independent manifestation.
- Jenna: Dream-team member who studies Zhou Mingrui's responses and helps defend him from the Celestial Worthy's arrangements.
- Amanises: The Evernight Goddess supports his advancement, kills him at the crucial moment that enables a clean resurrection, and later coordinates the final defense with him.
Items
- Traveler's Bag: Klein recovers Botis's interspatial pocket, determines that it opens into a concealed spirit-world space, and names it Traveler's Bag. The original later circulates through the Tarot Club, while the bags used by Lumian's team are distinct versions made by Fors. (Chapters 1200–1201, 1221, and 1927)
- Creeping Hunger: Azik kills Qilangos, takes the glove, suppresses its hunger, and later gives it to Klein. Klein uses its Grazed souls and powers under feeding and corruption constraints; the physical glove eventually falls into Amon's hands, so Klein's later uses are Historical Void projections rather than renewed custody. (Chapters 146–170, 480–483, 665, 1360, and 1373–1374)
- Azik's Copper Whistle: Azik's gift summons a skeletal messenger and reinforces Klein's Spirit Body in several dangerous operations; it remains with him through death and resurrection. (Chapters 198–213, 548–561, and 788)
- Sea God Scepter: The core artifact of Kalvetua's authority, held above the gray fog and used by Klein to answer prayers, wield storms and lightning, and sustain the Sea God identity before its delegated administration. (Chapters 549–560, 711, and 1371)
- Quill of Alzuhod: The Grade 0 artifact through which Ince Zangwill scripts the Tingen tragedy. Klein fights against its arrangements and later uses a historical projection of it, but Adam takes the actual quill after Ince's death. (Chapters 210, 940–946, and 1143)
- Staff of the Stars: A major traveling and replication artifact Klein acquires and uses himself or lends to allies, while carefully distinguishing the real staff from historical projections. (Chapters 1209–1233)
- Cards of Blasphemy: Roselle's pathway cards provide formulas, ritual knowledge, anti-divination, and symbolic leverage. Klein collects and distributes several while retaining a close association with The Fool card. (Chapters 265–266, 843, 946, and 1382)
- Death Knell: Klein's powerful revolver and the weapon with which he executes Ince Zangwill, dedicating its shots to Tingen's dead. (Chapters 707–711 and 944–946)
- Unshadowed Crucifix: A purification artifact Klein uses in high-level preparations, including separating characteristics; its effects can also purify or damage powers and beings it treats as corrupt. (Chapters 1033–1036 and 1247–1250)
- Groselle's Travels: A living book-world Klein studies, enters with companions, and preserves for its historical knowledge and connection to Groselle and the ancient dragons. (Chapters 576–601, 808–821, and 987)
- Sun Brooch: An early combat artifact that supplies solar powers and purification while imposing heat and other negative effects; Klein uses it alongside his Magician abilities. (Chapters 344–370)
- Blasphemy Slate: Klein pursues the pathway knowledge associated with the slates throughout his rise; the second slate becomes part of the divine contest surrounding apotheosis and the apocalypse rather than an ordinary carried possession. (Chapters 6–7, 1134, and 2573–2574)
- Master Key: An early traveling artifact tied to the Apprentice pathway. Klein uses and studies it despite its dangerous tendency to lead its holder astray, then handles its characteristic and legacy through later plans. (Chapters 309–312 and 1294–1295)
- Bottle of Fiction: Not owned by Klein; Lumian's group uses it to isolate scenes and manage risks in the dream-city operation centered on Zhou Mingrui. (Chapters 2397, 2426, and 2457)
- Biological Poison Bottle: One of Sherlock's principal early offensive artifacts, spreading configurable poison over an area while also threatening allies and its wielder without careful control. (Chapters 349–370 and 752)
- Magic Wishing Lamp: The Genie's sealed vessel, borrowed and brought into Klein's apotheosis preparations. Its wishes are dangerous and exacting; the Genie becomes a conditional participant in the struggle around The Fool's birth. (Chapters 1145, 1239–1250, and 1374–1382)
- Mutated Sun Sacred Emblem: Klein carries the Nighthawks' Sun-domain artifact by rotation in Lamud Town and uses it as the power source for two Flaring Sun Charms. Its constant purification also threatens living minds after prolonged exposure. (Chapters 133–141)
- Axe of Hurricane: Klein buys the time-limited mystical axe at a Beyonder gathering, studies its experimental activation rates, and bestows it on Derrick for use in the lightning-rich City of Silver. (Chapter 274)
- Trunsoest Brass Book: A rule-making Grade 0 artifact Klein helps contain and later brings into the apotheosis battlefield, where its temporary prohibition on theft blocks Amon's attempt to seize The Fool potion. (Chapters 1286–1306 and 1374–1382)
- Die of Probability: A sentient Fate-pathway artifact that Klein studies and later helps Will Auceptin accommodate once the conditions and timing are correct. (Chapters 606–609, 1388, and 2582)
- Salinger's Blood Banner: Not Klein's possession; Lumian wields the banner as a medium in the apocalyptic conflict in which Klein, Lumian, and their allies confront the Outer Deities. (Chapters 2564 and 2570)
