The Jail of Night: Ascension is a Lie by Paul Beakley The Demiurge damned humanity with the creation of our world. But he didn't get everyone. There have always been those who escaped the curse of our Creator, who have understood that reality extends far beyond our perceptions. Those beings, the Mages, have escaped the Demiurge's plan to trap humanity in the Illusion, our prison. Ascension -- the very notion of evolving to a higher plane -- is a lie. Utter nonsense. Before the Demiurge cast us into this world (see part I: Metropolis by Night), all of humanity had the power to create our own realities. We were gods, and a threat to the Demiurge. So he cast us out. The Mages just want to go home. The stories of Mages in the Jail of Night are about secrets. Secrets bought, secrets discovered, secrets shared. Secret societies. Secret knowledge. Forbidden knowledge. A Mage's thirst for knowledge, his drive for the Truth, often means higher ideals easily fall to the wayside. The offer of knowledge and power from a shady character in some foreign market may be more compelling to a Mage who has seen a glimpse of the Truth, for once they have seen a glimpse they must discover it all. This hubris is surely the quickest downfall of an indiscreet Mage -- and the greatest threat to the Archons. The following is the truth about the Illusion that imprisons humanity and the madmen and heroes who seek to escape it, dominate it or destroy it. This is the third part 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 Truth There has always been Metropolis. Metropolis is heaven and hell and Eden, the primordial city of humanity's birth. The origin of this place is impossible to know. As far as the most scholarly and aged Mages can tell, it is the origin of everything. The most powerful being in Metropolis is now called the Demiurge. It was perhaps always the most powerful of the gods of that city, the rest of whom have become mere humans in our reality. Ruling at the behest of the Demiurge were ten Archons, each representing a different aspect of reality. The Demiurge and the Archons are not so much physical beings as concepts incarnate. In Metropolis, the Archons rule from massive citadels that rise hundreds of miles above the city's blackened skyline. As far as anyone can tell, these citadels are the Archons themselves. After the Demiurge invaded Gaia to create the Illusion most humans now call reality (see part II: The Apocalypse is Over), It charged the ten Archons to rule over it. Each Archon represented different aspects of the new reality -- war, leadership, creation, justice and so on -- and ruled a different continent. Each influences our reality through its Lictors (see part I: Metropolis by Night) and human servants. That all changed when the Demiurge vanished. In the ensuing war to fill the literal power vacuum, four of the Archons -- Hod, Yesod, Chokmah and Chesed -- were destroyed or cast into other dimensions. The ideals represented by these Archons also died in our world: Hod the executioner and punisher, whose foul concentration camps and torture chambers were finally exposed during World War II, and today are further exposed by organizations like Amnesty International (which, of course, is an Archon plot as well); Yesod the founder, the Archon of capitalism whose realm of influence has been taken over and corrupted by the Death Angels; Chokmah the patriarch, the creator of religion and worship whose true followers become fewer in number every day; and Chesed the helper, the Archon of compassion and divine forgiveness. Nobody has assumed Chesed's role in the Jail of Night. The remaining Archons today struggle for supremacy in our reality and the greater reality of Metropolis. The surviving Archons are: Kether: the Crown, or the Ruler. Kether was the Demiurge's most trusted and favored Archon. It represents leadership and nobility in our reality. Under the Demiurge Kether was most influential in Europe, where it maintained the power of royalty into the Industrial Age. Today, the Technocracy is Kether's primary pawn (see below). Binah: the Black Madonna. Binah promotes the power of family, relatives and groups over the individual. Binah ruled over eastern Europe and other hotbeds of communism. Binah is often behind the machinations of the Kindred (see part I: Metropolis by Night) and the fraternal traditions. By promoting allegiance over so-called Ascension, Binah can distract the Mages from their true goal. Geburah: the Judge, the merciless dispenser of justice. Geburah encourages stern and rigid laws. He supports justice throughout the world, especially in the far-right political factions of the US and Europe. In the Jail of Night, Geburah's servants have infiltrated the justice and law enforcement agencies of many countries, working with Kether's Technocratic toadies to utterly crush dissention. Geburah's lictors also manipulate the various traditions into becoming more conservative and militant in their fraternal allegiances. Tiphareth: the Spider, the spinner of webs. Tiphareth is a patron to both artists and criminals, controlling creativity and interpersonal relations. Under the Demiurge, Tiphareth controlled art so humanity couldn't use it to escape the Illusion. She has since stopped this and is one of humanity's main supporters. Of course, since she's the Archon of treachery, even this support may be a lie. Tiphareth's schemes are so convoluted that Mages have spent lifetimes tracking her influence in this reality to no avail. Netzach: the Victor. Under the Demiurge, he kept humanity occupied by encouraging competition and enmity. He promotes war and tests of strength of all kinds. He manifests strongly in the war-torn regions of the world: the Middle East, Latin America and Africa. Netzach's servants dominate the world's armies, providing military might to the Technocracy. Malkuth: the Rebel. Malkuth has always been closest to humanity for the Illusion is a manifestation of it, much as the pre-invaded Earth was a manifestation of Gaia. Now Malkuth seeks to destroy what she has wrought through support of both magick and technology. She wants humanity to escape the jail by any means necessary. Malkuth supports rebellious Mages, renegade Technomancers and Awakened orphans, but her true patronage is of the Marauders. These names are purely man-made, of course. They result from centuries of research by both Mages and scholars into the true construction of the universe. The study of this cosmology is known as the Kaballah, but it has barely scratched the surface of the truth. Archons impose their will on our reality in absolutely ruthless ways. While Netzach's creation of endless war may seem "evil" to humans, for example, we must understand that conflict is the very essence of Netzach's being. It cannot help but inflict war and suffering because that is its role in reality. It is conflict incarnate. Even in the absence of the Demiurge, it is in the best interests of most of the Archons to keep humanity locked in the Jail. However, decades of neglect have led to the slow collapse of the Jail, allowing humans to become empowered and rediscover the innate abilities they had before the exile. Once the core of our divinity, this power is now called magick. Magick The Power Magick is the power to alter reality. Before our exile, all humans had this power. The first and foremost function of the Demiurge's Illusion was to strip us of this power. Now, this inner power is the mysterious "Sixth Lore" of magick (see the lore magick sidebars throughout the series). Not even the foul and powerful lictors have magick comparable to Awakened humans. By design, lictors are a part of the fabric of the Illusion, so their Lore magicks simply work within "back doors" the Archons allow in the way the Illusion operates. The Demiurge set the rules of reality when It created the Illusion. Now, Mages spend lifetimes learning how to alter these rules or operate around them entirely. Paradox is the defense mechanism the Demiurge built into the Illusion to deal with humans who might begin to find their way out of the Illusion. It was intended to destroy the offender, but with the disappearance of the Demiurge, magick has become progressively easier. Now it is up to individual Archons to deal with serious transgressions of the Illusion. In these cases, they send servants directly from their Citadels to deal with the transgressor. Mages call these bizarre creatures paradox spirits. See part I: Metropolis by Night for a selection of Metropolitan creatures that may pay a visit to an unfortunate Mage. The Spheres There are a few important changes to the way Spheres operate in the Jail of Night. These reflect the dynamics of the Illusion the Demiurge has created. Spirit: The first level of this sphere allows the Mage to see beyond the Illusion into either Metropolis or the Gaia-realm (see part II: The Apocalypse is Over). The second level is similar to Mage magick, with the clarification that calling the creatures you'll end up with from Metropolis or the Inferno is often suicidal. The third level allows the Mage to entirely step out of the Illusion and into Metropolis or the Inferno (see part IV: Necropolis: Metropolis). The fourth level of Spirit does not allow the creation of "spirits", since they don't actually exist, but it does allow the Mage to break down the local Illusion completely -- or to further solidify it. The fifth level of Spirit allows travel to the other realms of the Jail of Night: the realms of Madness, Passion and Dream. Prime: This sphere controls the fabric of the Illusion and the meta-energy the Demiurge used to create it. All levels of Prime work as they do in Mage, with the suggestion that any Prime paradox is doubled or even tripled, as any number of Archons detect the Illusion is being altered from the inside. Since fear, madness, passion and rage all threaten the Demiurge's Illusion, a Mage inducing these primal emotions -- in himself or others -- can tap into the resulting energies as coincidental (that is, non-vulgar) Prime sources. This is why sacrifices work, and why the practice of sacrifice was stopped by the lictors in the biblical era. They allow the Mage to threaten the power of God. Pattern: Life, Matter and Forces all work as per Mage within the Illusion, because they alter the patterns that comprise the Illusion. In Metropolis or some other realm, all pattern magicks must be conjunctional with Spirit 1 because the Mage must be able to perceive True Patterns beyond the lies within the Illusion. This means an unruly Mage is stripped of her power if she should unwittingly wander out of our reality without the power to adjust her perception of True Reality. The Awakening Mages come upon the secrets of our reality in many ways. Some explore the dark Lore magicks, studying dusty tomes and buying secrets from self-styled occultists. When all five Lores have been studied and mastered, it is said, the mind is unlocked and Reality presents itself in its true form. Those whose sanity remains intact are then Awakened. Outside forces can also try Awakening a subject. The methods of externally Awakening the inner power of humanity are similar to seeing through the Illusion. It requires a powerful psychic shock as through extended torture or sexual perversion, mind-expanding drugs, bizarre medical experiments or a lifetime of psychological conditioning. Many of these methods drive people mad long before they are Awakened. Those who survive the Awakening process are often offended to the core of their being when they discover the truth behind reality. They join of one of the Traditions and work to expose the Lie that has been imposed on humanity. Others use their new powers for personal gain. This is extraordinarily easy, but their manipulations are eventually sensed by the Archons or Death Angels. They are either recruited into the Technocracy or become Nephandi. Who's Who The Traditions Mages gather into fraternal orders, or Traditions, that are similar to those in the World of Darkness. However, they do not explore personal views of reality so much as they study small subsets of the one true magick within the Jail of Night. Also, because of the incredible secrecy required to avoid the wrath of the various powers watching humanity, these orders often are entirely oblivious to one another. Leaders within sects may know one another, but new members may go years without realizing they're a member at all. Practicing Mages keep their secrets dear. All Mages, by their nature, are aware of the one true model of reality behind our Illusion. Ascension is a lie, and the traditions know it. Akashic Brotherhood: this sect of Mages is dedicated to unlocking the potentials of the self from within. By breaking through the Illusion from within through extreme mental and physical discipline, Akashics often avoid the attentions of the lictors. Despite their wariness of the powers who watch them, some Akashic sects do come to rely on the patronage of a Forgotten God. Celestial Chorus: This group worships the Demiurge even in Its absence. Archons or cunning Death Angels sometimes trick worship out of small sects of Choristers who believe they are the One. These beings draw power from these groups, and send their lictors or incarnates to direct their worship and work within the Illusion. There is a sect of the Chorus dedicated to tracking the location of the Demiurge, sometimes sending Mages into Metropolis to delve the depths of the Abyss. None have ever come back. Cult of Ecstacy: Only by achieving an altered state of consciousness through all forms of deviance -- sex, drugs, experiences of all kinds -- can the Illusion be shattered. Cultists in the Jail of Night are drawn to the promise of untold pleasures and experiences that await them in Metropolis. In the Jail of Night, there is also a subset of the Cult of Ecstacy that seeks out faster transport to Metropolis: the Cult of Agony. These disturbing Mages use extreme depravity, torture and madness to break down the false morality and taboos that uphold the Illusion. They also seek to break the Illusion of others, dragging innocents into their midnight rites of blood, drugs and punishment. Cultists of Agony are also most likely to receive the patronage of a Death Angel, although many operate of their own accord. The archon Tiphareth is most often associated with the Cult of Ecstacy and its subcults. In addition to the spread of personal freedom and artistic expression, the Cult plays a role in her long-term -- but inscrutable -- goals. Dreamspeakers: This tradition explores the many realms beyond this reality through perception alteration, visionquests and such. They commune with beings from the realms of Dream, Madness and Passion (see sidebars), hoping to glean a secret about our imprisonment. This often exposes them to manipulation by outside forces, but the tradition members perform many rituals and oaths to their brethren to fight against this. Dreamspeakers in the Jail of Night often use hallucinogenic drugs, fasting or meditation to achieve their altered state of consciousness. Unlike their Cultist brethren, though, their rituals are not so self-indulgent. Euthanatos: Many of these Mages are under the influence of Death Angels who are either looking for souls who have escaped back into the Illusion, or seek to expand their armies of the dead. Euthanatos magi often receive compensation for their services to these Infernal beings. Other Euthanatos understand the deeper truth of the collapsing Illusion. They cycle promising but undeveloped souls through the Inferno in the hopes that they will spontaneously Awaken as Orphans in their next incarnation. For these Euthanatos, the fact of the Illusion is the worst sin of a flawed and dead God. There is no love lost between these Magi and the Celestial Chorus. Order of Hermes: This tradition has dedicated itself to determining the true nature of Reality. In the Jail of Night, they are descended from ancient cults that first uncovered humanity's forgotten memories of the Archons. In many ways, the Hermetics are the most attuned to the way reality works but they are often too wrapped up in the academic study of cosmology. Some Hermetics, however, actively seek to travel to Metropolis in search of ancient secrets or clues to their imprisonment. Prized locations in Metropolis include the Archons' Citadels, the Machine City and the fabled Metropolis Maze (see part II: The Apocalypse is Over). Orphans: These self-awakening Mages are surely a sign that humanity is regaining the divinity it had while in Metropolis, and a sign that the Illusion is quickly collapsing. Orphans who are not careful about their Awakening often attract the attentions of Archons who would destroy them, or Death Angels who would enslave them through brainwashing, more powerful magick or simply torture. Unwitting orphans often prove to be very receptive to meat hooks and piano wire. Sons of Ether: Technology, science and learning will shatter the Illusion and set humanity free. These tradition Mages differ from the Technocracy, though, because they strive to keep their ranks free from the manipulations of Lictors who would seek to redirect their discoveries. Rather than using technology to take over the Jail as the Technocracy would do, they seek to break through the Illusion entirely. Verbena: Many Forgotten Gods (like Gaia) still hold great power over this reality. Verbena covens are often organized around worship of Forgotten Gods (see part II: The Apocalypse is Over). They can call on the power of these gods through specialized applications of Spirit magick, much like the barabbi Mages receive special attention from their Death Angel masters. Virtual Adepts: This group is very similar to their counterparts in the World of Darkness. They are technomancers who use computer technology and virtual reality to help manipulate or break through the Illusion. The Digital Web extends to both the Illusion and Metropolis, as well as the Inferno (see part 4: Necropolis: Metropolis). Young or inexperienced VAs will still only perceive icons that are connected to the Illusion (corporate stacks, other VAs, Technocracy constructs), but a few have stumbled onto the addresses of ancient sites in the Mirror Halls or the Machine City. Perhaps there are beings in the Living City projecting their icons into the Web as well... The Technocracy It is no surprise that the power of the Technocracy expanded when the Demiurge vanished from Metropolis, simultaneous with the Industrial Revolution. The cause and effect relationship between these events is the subject of endless discussion among both tradition and technocratic Mages. Did the Demiurge's disappearance allow the Technocracy to expand their power, or did the expansion of human science and reason drive out -- or destroy -- our Maker? The Technocracy is an organization divided. There are technocrats and technomancers who would simply take control of the Jail for their own gain rather than escape it. To this end, the Technocracy is a powerful ally to the wishes of many of the Archons, especially Kether, the keeper of the Illusion until the Demiurge returns. Another faction of the Technocracy, perhaps following the wishes of the original visionaries and industrialists, would wrest control of the Illusion from the Archons and establish a new Metropolis. These technomancers receive the support of Malkuth, but sometimes fall under the influence of the Death Angels with promises of a future Apocalypse that will either destroy the Illusion or the Archons themselves. The ranks of the Technocracy are rife with lictors. Since there are so many conflicting interests among the Archons, there is often internecine conflict among their lictors. The rebellious Malkuth, for example, manipulates the Technocracy into providing more advanced technology to the masses in the hope that it will help set humanity free. However, it's a delicate balance and the wishes of the other Archons often warps Malkuth's will. Netzach may take Malkuth's will for more advanced technology and introduce new weapons of war -- especially push-button war, which insulates humans from the horrors of mass destruction. The Technocracy works closely with its direct-attack division, Pentex (see part II: The Apocalypse is Over). Both organizations seek to bend the Illusion to their vision -- while Pentex seeks only to tear down the Illusion (per the instructions of its Technocratic masters), the Technocracy seeks to build a better world than the Demiurge has given us. The Nephandi As Mages work within the reality created by the Archons, the Nephandi serve those who would tear down the Archons' work: the Death Angels. Dark reflections of the Demiurge and Its Archons, the Death Angels rule from their dark Citadels in the Inferno. For every Archon there is its doppelganger Death Angel. However, Death Angels now outnumber Archons with the disappearance of the four. (See part IV: Necropolis: Metropolis for more information on the Death Angels). Nephandi follow the Dark Path, receiving their power through the Death Angels, whereas true Mages follow the Light Path, learning to empower themselves to alter reality. They are often trained in the Lore magicks (see sidebars) before they attain knowledge of sphere magick. As such, they are utterly formidable opponents to both the traditions and the Technocracy. The motivations of the Nephandi are based on the Death Angel they serve. Some may seduce tradition Mages away from their fraternal orders, while others seek to corrupt the innocent, preparing in life armies of the future dead. The procurement of souls is remarkably easy in these final days before the final collapse of the Illusion, as humans instinctively detect that reality is on the brink of destruction. The Marauders Many people are driven mad when they Awaken and subsequently discover the truth of their reality. This may happen at the moment of Awakening, or after many years of exposure to the alien forces behind the Illusion. These Mages become Marauders. Of all the denizens of the Jail of Night, they are the greatest threat to the Archons for they tear down the Illusion for themselves and everyone around them with staggering ease. The madness a Marauder suffers insinuates itself into the fabric of the Illusion around them. These strange zones follow the Marauder around like bubbles of subjective reality, often driving onlookers insane as well. Creatures from the Realm of Madness often slip into our reality because of Marauders (see sidebar). Because of their unpredictable nature and vast power, Marauders are the enemies of all the Archons (except Malkuth, naturally), the Technocracy and most of the Tradition Mages. Although Marauders work to the same end as other Mages, their effect on the Jail is too unpredictable and dangerous to Sleepers and other Mages. Marauders make excellent pawns for the Death Angels and their Nephandi masterminds. Through years of cultivation and brainwashing, a Nephandus may transform a Marauder into a "reality bomb," unleashing Illusion-shattering power just as the Death Angels strike. Special thanks to Anders Sandberg and Bill Bishop for their helpful brainstorming and playtesting. Next issue: Death, Death Angels and the Inferno. Sidebar: Lore Magic: The Realm of Madness Madness plays an important role in the Jail of Night. Mages are often driven mad by the Truth they discover through their Awakening, as unawakened humans are also driven mad by what lies beyond the Illusion. Madness has a very tangible effect in this world: it can unwittingly summon creatures from the realms of madness or warp reality itself to suit the vision of the madman (as Marauders do). The realm of Madness is a creation of both Mages and Sleepers to create new lies to explain the snatches of the Truth they have seen beyond the Illusion. Extremely insane people can actually project their madness into the surrounding reality. Madmen sometimes summon creatures from the realm of Madness. One of these is the Alucinade, a two-dimensional creature that assumes any shape, human or animal, and pursues the madman as long as it exists. Another creature of madness is the Amentoraz, a creature that is attracted to mental institutions and other gatherings of psychotics. It devours Willpower and thoughts until the victim is a vegetable. Amentoraz is a formless being, taking on human appearance only at night. For all intents and purposes, the Amentoraz is a person's Shadow incarnate (see part IV: Necropolis: Metropolis). These creatures are always idiosyncratic to the particular madness of their victim. When a person has entirely submerged into madness, they cease to be human. They are physically transformed, becoming larger and walking on all four extremeties. These Furies sometimes grow claws, tentacles or sharp teeth to defend against their endless struggle with creatures of madness. Furies cannot control their own vision past the Illusion, and are hurled between different worlds at random. The difficulty of Madness Lore magic is ranked in five levels. A character can learn spells up to their knowledge level in Rituals. Level 1 Unshroud Illusion -- the conjurer can see through the Illusion, or open a portal into Metropolis. Manipulate Senses -- the conjurer can alter the subject's senses in any way he sees fit. Level 2 Sumon Creature of Madness -- the conjurer can summon a creature of madness. Examples include the Alucinade, Amentoraz or Furies (see above). Bind Creature of Madness -- the conjurer can bind any of the above creatures of madness. Level 3 Expel Creature of Madness -- the conjurer can drive away a creature of madness that wanders this reality. Exorcise Creature of Madness -- the conjurer can drive away a creature of madness which is possessing a human being, a place or an object. Madness Walk -- the conjurer can physically enter other peoples' hallucinations or the realm of madness itself. While the spell is active, the conjurer can freely move himself, other people and objects from this world into the hallucination and back. Level 4 Insane Killer -- a more advanced version of Manipulate Senses, the conjurer creates an illusion of the most terrifying thing the subject can imagine. If the victim believes the illusion, she takes full damage from it. Alter Own Body -- the conjurer can transform his appearance, sex and race, temporarily enhancing attributes or tripling weight. The changes last 18 hours. Level 5 Contort Other -- the conjurer can change another person's body, changing their appearance, sex or race over the course of a month. The changes are permanent. 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