The Jail of Night Madness and Slavery by Paul Beakley We are, every one of us, Changelings about to Awaken. Tales of terrifying beasts, trolls under bridges and child-eating hags are among the worst lies we're told, ranking alongside "education" and "religion." We are numbed to the Truth by our parents and authorities. We forget the truth behind these "faery tales." We forget the monsters of legend are us. We forget our divine birthright. We only regain our divinity when we go mad trying to hide it. Another path is by disguising our power as "creativity." What better way to pretend to the power of the Demiurge, and thus reclaim it in part? Changelings in the Jail of Night are the criminally insane, the borderliners, the delusional cultists. Children are almost phenomenally dangerous, their power kept in check only by the facets of the Lie that make them love and respect their parents, teachers and other authority figures. Little do the parents know they are merely hosts to ancient souls newly born back into the Jail and relearning their limits. Of course, the parents themselves have forgotten their own origin. Some of us, in extreme old age, rediscover how to break the Illusion. Artists and drug addicts also hold tremendous power, for their non-associative thinking patterns threaten to break down the Illusion at every turn. In the Jail of Night, madness and dreams have the power to become flesh. Once loosed into our world, however, they are under nobody's control. This is the fifth and final chapter of the Jail of Night, an alternative World of Darkness set in the cosmology of Kult. Kult is a rich and disturbing world in its own right, and readers are encouraged to purchase and explore the original rules for more detailed information. The Call A postal worker wakes up one day, loads his weapons, dons his flak jacket and annihilates his coworkers in a fit of explosive rage. He has seen the Truth: perhaps he discovered the Postmaster was an azghoul and couldn't be sure who else might be one. Maybe they were all blindly serving Kether, packaging lies in the guise of commercial circulars or even forged personal mail from "friends." Elsewhere, a hard working ex-military man decides he's heard enough lies from the foul beings in power in this country. When he finds a gateway to Geburah's citadel in the heart of an Oklahoma federal building, the only right thing to do is to destroy it and the lictors guarding it. He has decided there is no other way to protect himself or his people. We are a society on the edge of chaos. Even housewives and mild-mannered teachers exhibit the symptoms of what the authorities deem "insanity." In these final days of violence and madness, the Truth bubbles to the surface and cannot be contained. Every day, more people are pushed to the edge of the Illusion and beyond. They have discovered the lies of our modern society: we aren't safe in our beds, the government doesn't care about our best interests, the future is darker than today. While Mages discover the presence of the Illusion and make a conscious effort to venture beyond, changelings often wander into the Truth by mistake. Sometimes they are born with their madness, when organic mental disorders go undetected by the lictors in the hospitals. Other times it takes extreme psychic shock, either sudden or gradual, to break our grasp of the Demiurge's "reality." Victims of ambitious magickal cults who are broken by their foul Awakening processes often wander off to become changelings. Finally, Societies of Madness (see below) expand their ranks by dragging off innocent people. The Societies are generally capricious about their choices of recruits, but some seek out the loved ones -- or enemies -- of their members. The victims can be children or adults. Centuries ago, the Societies preferred children, sometimes replacing the victim with a child whom they had already Awakened. This was the source of ancient tales of the changelings, and the name that bemused Society members now give themselves. The Societies inflict unspeakable acts of physical and psychological torture on their unwilling recruits to break the Lie's hold over them. Hallucinogenic drugs, starvation and violent group rape are all common methods. Every Society favors some methods over others, often corresponding to the nature of their own disorders (see Enslavement, sidebar). Disorder Types Changelings in the Jail of Night are broadly categorized by the nature of their "disorder." Once awakened, a changeling easily perceives others of their kind. They can always tell when someone is faking their condition. Lictors in the medical community look for common symptoms of Awakening: Schizophrenia ("hallucinations," or facets of the Truth the person has begun to perceive), bizarre delusions (usually about fantasical or terrifying creatures) and paranoia. The symptoms are deliberately broad, so they can justify institutionalizing virtually anyone on the street. However, those who are truly awakened are fairly rare. Those they diagnose are quickly "cured," often with drugs but sometimes with Lore magick disguised as therapy. Disorders progress in intensity from children, to adolescents, and finally to full-blown psychotics. Left untreated, a changeling's disorder will completely consume him, breaking him free of the Illusion. Very powerful psychotics become Messiahs (below). Phobics: These people often have crippling and broad-spanning phobias. To hide and protect themselves from the object of their phobia, Phobics are known to actually transform themselves into non-human entities (animals, usually) in later stages of their disorder. When confronted, Phobics are pathological liars. Addictives: These people are so powerfully addicted to acts or substances -- often many at once -- that they easily become violent in their drive to acquire more. Addictives seeking sex often resort to violent rape, psychological subjugation of semi-willing "slaves," and child or elderly molestation. Traditional street drugs are often not strong enough for an Addictive once they have begun to awaken, so they seek out progressively more powerful substances from private labs and exotic locales. Paranoids: Often linked with delusional narcissism, psychotic grandiosity and bouts of deep depression, these people are obsessed with protecting themselves from threats they have perceived from beyond the Jail. Many of these people believe they must fulfill some kind of mission, others believe themselves great leaders. They often impose bizarre codes of conduct on themselves and others. Paranoids are usually the leaders of the Societies of Madness. Giants: These changelings are usually the result of an organic disorder that results in massive physical size and mental retardation, although similar symptoms can be induced with drugs or experimental gene therapy. Huge and stupid, these trolls are easy to manipulate and are favored whipping-boys of the Societies of Madness. Because of their reduced mental capacity, they cannot understand the intricate Lie of our reality. Borderliners: Mentioned in Part I: Metropolis by Night, these people are driven to awakening by their proximity to Metropolis. Constant exposure to the energies created when the Illusion breaks has resulted in physical symptoms like mottled grey skin and bulging eyes; they are sometimes described as "snake-like." Psychologically, Borderliners are usually paranoid and always schizophrenic,as their minds continue to pluck out facets of the Truth from their surroundings. A similar condition is often found in rural areas as well, where the influence of the Gaia god-realm is strong. These people are called Kinfolk by the alien shapechangers who lurk in the countryside (see part II: The Apocalypse is Over). Compulsives: Unable to control their primitive urges, Compulsives venture beyond the Illusion because the Lie can't stop them. These changelings learn to live with their disorder early, sometimes inventing tales of grand adventure to cover for the trouble they find themselves in. Many Compulsives lose the ability to discern between their tales and reality, resulting in complex delusions. Autistics: These people are incapable of relating to other humans and withdraw from our reality at an early age. Many are violent if taunted. Almost all turn to intermediate methods of communicating, like computers or art. Autistics are almost always diagnosed in childhood, and have the clearest and earliest vision of the Truth. They are closely monitored by the lictors. Psychopaths: Given to violent outbursts and paranoid delusions, psychopaths are tremendously dangerous and unpredictable. As their condition degenerates, psychopaths slowly transform themselves into more combat-efficient forms, sometimes growing rows of shark-like teeth or becoming massively muscular. Psychopaths often participate in inhuman practices like cannibalism and torture. Societies of Madness A changeling can always tell when another has also seen the Truth. They realize there is strength in numbers, so the awakened seek out one another and gather for mutual protection. These gatherings sometimes formalize and consider themselves a Society of Madness. A small Society is usually very disorganized, little more than a motley of maniacs joined together for camaraderie. The group usually select a central figure who becomes a Prince of Fools, a particularly powerful changeling with the charisma and force of will to keep the Society together. These small Societies can be very dangerous to mortals within the Jail. They sometimes snatch children or adults from their beds and add them to their retinue. Others go on wild rampages through cities, seeking out and murdering any being they consider a threat. While they usually destroy only beings from Metropolis or the Inferno, sometimes their madness leads them to victimize innocents as well. Some Societies share slaves from whom they extract power and servitude (see Enslavement, sidebar). There are numerous cases of small towns in remote locations like New England, Utah and New Mexico that are entirely populated by Societies and their slaves. There are also better organized, even wide-spanning, Societies of Madness. These groups are well financed, well organized and are often accepted as pillars of their communities. Often based around a religious belief or message, the largest and most influential Societies of Madness are led by the Messiahs. The Messiahs A changeling continues to awaken the longer he lives with his "disorder." Many, if not most, people in the early stages of awakening are caught and treated -- reeducated -- by the lictors well before they become a threat. However, there are those who have seen the Truth is its entirety. They are free of the Jail and have overcome their madness. They are free to travel through Metropolis, the Inferno, and any number of unknown alien realms. They are free of the curse of death, cleansing and rebirth. They have regained their divinity. These fully Awakened beings call themselves Messiahs. Messiahs believe they are the Demiurge reborn into our world and perhaps they are, in a sense. Messiahs are fragments of the God in all of us awakened. Messiahs use their tremendous influence to surround themselves with followers. They help these followers find their way beyond the Illusion; often, they choose other awakened changelings to become their closest apostles. The followers also act as the first line of defense from lictors who would destroy the Messiah. Many Messiahs have such powerful and wide-spanning flocks that they become charismatic leaders among unawakened mortals. A typical structure for this kind of organization might be a series of churches that serve the unawakened followers, a secret society element that draws followers about to awaken from the flock, and an inner circle that is in direct contact with the Messiah. A true Messiah is rare in our world. Most disappear for many hundreds of years to explore the True Reality beyond the jail. Those who remain have either been awakened for a long time and long for human company, or have just awakened and have accepted the responsibility of awakening the rest of Humanity from its sleep. The Outer Forces In the Jail of Night, there are countless cults awaiting the Apocalypse, the collapse of the Illusion and the freeing of Humanity. Many Traditions of scholarly Mages have a similar agenda, but they want to induce a mass awakening throughout the world. The truth is, it appears humanity is slowly escaping this world on its own. Violence and madness is on the rise. Religious cults are growing in popularity. Telecommunication technologies are loosening our grasp of solid, mundane reality. To paraphrase Eliot, our world will end not with a bang, but a whimper. And there's not a damned thing the Archons can do to stop it. Clearly, our jailers are losing the fight. Some, like Tiphareth and Malkuth, are actively helping Humanity break free of the Jail. Where Tiphareth once controlled art and creativity so it would not lead us to the truth, she now supports creators who produce works that challenge our assumptions about the world. With the assistance of Malkuth, our race is gradually losing its grip on its sanity. The changeling population grows and grows. The Death Angels have a tremendous interest in the changelings. Since their goal is the destruction of the Illusion and the domination of Metropolis, the Death Angels and their razides often involve themselves in the Societies of Madness. The Death Angels most active in changeling society include Chagidiel, who ensures fathers assault their children and plant the seed of madness early; Sathariel, the mother of chaos who dissolves personalities and encourages destructive impulses; Golab, the torturer who inflicts pain without teaching; and Gamaliel, who subverts the Demiurge's rules and taboos surrounding sex and passion (see part IV: Necropolis: Metropolis). Death Angels or their servants are commonly involved with the enslavement of mortals by a Society of Madness (see sidebar: Enslavement). Under their influence, enslaved mortals often become willing servants to the whims of the changelings. Besides allowing progressively greater release from the Jail, madness often projects itself in our world as a physical form. These chimerae are borne directly from the nightmares of the afflicted. Once loose, not even the creator can stop a chimerical creature. See the sidebar in Part III: Ascension is a Lie for some ideas of madness-born creatures. Anybody can receive the Call and rediscover the divine nature within them. Discovering the truth may drive us crazy, but at least we'll be free. Sidebar: Enslavement Any creation or power is possible if a changeling can imagine it. The only limits are her own imagination and the strength of the Illusion. A changeling thus gains power through expanding her imagination and weakening the Illusion. There are several ways for a changeling to do this. The most common is to enslave dreamers who help the changeling tear down the local reality. Artists and other of creators are common slaves for changelings. They are forced to produce progressively more challenging works for the benefit of their patrons, who glean new ideas from them while slowly driving the creator insane. Other changelings tear at the illusion by assaulting sexual taboos. Addictives enslave sex servants whom they abuse in new and horrific ways, trying to find the act of violence or humiliation that will finally break the slave. Of course, there are diminishing returns to this practice as the Addictive and her slaves become more jaded. Societies based around sex slavery often have to combine their unspeakable acts with drug and psychological abuse. Some Societies resort to pharmaceuticals as an immediate way to induce non-associative thinking and quick insanity in their slaves. While hallucinogens are popular and efficient, the madness induced by withdrawal from highly addictive substances provides a fine feast as well. The lictors counter this by prescribing mood-flattening drugs like Lithium and Prozac. Finally, some Societies induce madness in their slaves by more convoluted and subtle means. Called "Gaslighting" after the 1944 movie, one or more changelings gang up on an unawakened mortal for weeks or months to break their sense of stability through trickery, lying our sometimes magic. Sidebar: Lore Magick The Realm of Time and Space Time and space are lies. They are a way for our hobbled intellects to understand our surroundings. Other creatures can perceive time and space in many different ways. We are just beginning to understand this through mathematics. An awakened human can see eternity and can play with dimensions as he pleases. He can make his internal clock speed up or slow down, and in later stages even travel forward or back. He can also shorten or extend distances between places, eventually teleporting through space and time. The lictors are armed with Lore magicks that allow them similar control over time and space. Some lictors hunt awakened humans who are on the loose in history. Level 1 See Through Time and Space -- the conjurer can create portals to other times and places through which he can see and even walk. The conjurer must be completely familiar with the target. Manipulate Time and Space -- the conjurer can manipulate a person's perception of time and space. Level 2 Summon Time/Space Creature -- the conjurer calls up a creature from the realm of Time or Space. Examples are an Aetat and an Aspectus. Aetats are sinewy, shadowy creatures who detect deviations in human time perception and devours the cause. Aspecti are flickering, humanoid beings who possess a sleeping or helpless person and force them to perceive reality in greater than 3 dimensions, thereby making them vanish from this reality. Bind Time/Space Creature -- the conjurer can bind a create from the realm of Time or Space. Level 3 Expel Time/Space Creature -- the conjurer can expel a creature from the realm of Time or Space. Exorcise Time/Space Creature -- the conjurer can expel a creature from the realm of Time or Space. Level 4 True Vision -- the conjurer can see and hear an event which he knows has happened at any point in history. Psychometrism -- the conjurer reads the past and future of an object by touching it. Level 5 Find Object -- the conjurer can find any object or person in any place or time. Must be extremely specific. A special note from Paul: THIS DOES NOT PUT THE SERIES IN THE PUBLIC DOMAIN. I STILL OWN ALL RIGHTS TO THIS SERIES. IF I FIND THE SERIES POSTED ANYWHERE ELSE YOU WILL BE WRITTEN OUT OF THE INHERITANCE! Copyright 1995 - Paul Beakley. If you wish to redistribute or repost this file, please contact the writer at muaddib@mailhost. primenet.com