The Jail of Night: Metropolis by Night by Paul Beakley The World of Darkness is a lie. Humanity is trapped by its own senses. We see only that which does not challenge our beliefs. While this self-inflicted illusion has helped hide the existence of beings like Vampires and Werewolves for millennia, its effect is much broader. Beyond this illusion is a multifaceted reality inhabited by beings more powerful and dangerous than we can comprehend. But the Illusion is collapsing. The powerful Kindred are losing control of their crumbling cities to malevolent beings both utterly alien and disturbingly familiar. The Garou and other shapeshifters are renegades in their own wilderness, all too aware of the hidden truth and what it holds. Wraiths face an afterlife ruled by power-mad Death Angels bent on invading the skinlands. The Mages know more of the truth, but they're not telling anyone for fear of their souls. This is the first of a four-part series outlining the Jail of Night, an alternate 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. Storytelling in the Jail of Night is different from the World of Darkness in several important ways. To be sure, the city is home to new denizens dark and dangerous crawling the streets. Most importantly, though, the underlying cosmology of the Jail of Night provides new insights into the motivations and methods of the Camarilla, Pentex, the Technocracy and other supernatural conspiracies. These world-spanning organizations are, after all, mere subplots in the grand schemes of the Archons, Death Angels, and their servants within the Jail. A Quick Tour of the City In the Jail of Night, the Illusion that protects us from the hidden, underlying reality of our origin is collapsing. This underlying reality, Metropolis, is the origin of humanity. Metropolis is an infinitely large city that exists outside time and space. Every city that has ever been built or will be built in our world is an aspect of the primordial city. When humanity lived in Metropolis, we enjoyed divinity. It was the mythical Eden. But our race was evicted from Eden by its creator, the Demiurge. This god-like being, assisted by its ten Archons, forged the Illusion to hide the existence of Metropolis from the evictees. In addition to actual sensory editing, the Demiurge made the Illusion far more insidious: sin, social and sexual taboos, fear of death. Nobody knows why the Demiurge cast out humanity. Perhaps the Demiurge felt threatened by the growing power of Its peers. Perhaps Metropolis was corrupted by invaders from alien realities. Perhaps it was time for the decadent Metropolitans to grow up. The Demiurge made its Archons responsible for maintaining the Illusion. The Archons ruled different aspects of reality, and correspond to the positions of the Sephiroth, the Kabbalistic Tree of Life (see part III: Ascension is a Lie for more information on the cosmology of the Jail of Night). Locked in the Illusion with humanity are the Archons' lictors, our jailers. The lictors have been here since the beginning, manipulating civilization and keeping the Illusion intact. But they are also unwilling prisoners in the Illusion, and inflict their ancient frustrations on our race. Now, millennia later, the Demiurge's illusion is collapsing. Parallel to the Industrial Revolution and the expansion of the Technocracy, the Demiurge and its citadel vanished from Metropolis (the cause and effect relationship of the Age of Reason and the disappearance of the Demiurge is one of the most hotly contested subjects among scholarly Mages). Where its citadel in Metropolis once stood, there is now a bottomless Abyss several miles across. The ten Archons -- demigods in their own right -- immediately struggled to fill the power vacuum. They waged a great war in Metropolis, resulting in the disappearance of four of the Archons and expanded power for the rest. Some of the Archons' lictors are also rebelling against their ancient masters, operating independently within the Illusion to build their own empires or help destroy the Illusion and escape with humanity back to their homeland. On the surface, the cities of the Jail of Night are not much different than those of the World of Darkness. There is still corruption in the halls of power, the evening fog still covers unspeakable acts, secret wars are still waged on the city streets after hours. But there is also an underlying malevolence to the city. Power-hungry mortals have access to more magical knowledge, gladly trading their souls to cloaked strangers for snippets of demonic spells, or for ancient artifacts that open gateways to Metropolis. Subhuman creatures scuttle in the shadows, peering out of steam grates or boarded-up warehouse windows. Mysterious strangers seem to know too much and harbor nothing but malice toward humanity. The disenfranchised worship forgotten gods in the sewers and band together to protect themselves from the Reality they have seen. Getting to Metropolis The Borderlands Between the Illusion of humanity's cities and the reality of Metropolis are the Borderlands. These are the realms inhabited by the disenfranchised, the insane, criminals, mad geniuses and supernatural outcasts. These are also the realms of the Kindred. Wherever the Illusion has begun to crumble -- in any city's slums, abandoned industrial complexes, crack houses, condemned warehouse districts-- you will find the Borderlands. Any strong emotional or psychic charge can create a Borderland as well (see sidebar: Passion Lore). Crime scenes, torture chambers, death camps, prisons and battlefields all can shock the sleeping psyche into seeing the reality of Metropolis. The energies present where the Illusion and Metropolis interact warp the bodies and minds of those who stay within them too long. Humans exposed to the Borderland eventually become Borderliners. Physically, the flesh of a Borderliner is dry, grey and mottled. Their eyes become large and red, with expanded pupils that allow them to take in even minimal light. Their fingernails become hard and black like claws. These Borderliners often go unnoticed. After all, how often do we carefully study our cities' vagrants, drunks, drug addicts and whores? This is similar to a Mage's Arcane or -- as a more focused application -- the Kindreds' powers of obfuscation. These disenfranchised people tend to gather, both for safety and to comfort one another in the reality they have seen beyond this Illusion. And wherever these Borderliners gather, the ghettoes get worse and the Illusion continues to crumble. Borderliners are prevalent where the Kindred feed most often. The blood of a Borderliner, though, is corrupted and provides no nourishment. Sometimes-- to the horror of the Kindred -- it appears to pass on the curse of the Nosferatu. The Illusion is also laid bare wherever lictors keep their gateways back to their Archon masters. Lictors usually use corporate headquarters, military bases, mansions and penthouses as their headquarters, but this is not always the case. These places exist simultaneously in our world and Metropolis. A special Borderland present in most cities is the Labyrinth. This is the underground network of sewers, subways, service corridors and forgotten bomb shelters. In the fetid underworld of the city, manmade passages eventually merge with corridors of steel, concrete and mud that were never created with human hands. Travel deeply enough, and every passage merges with the Undercity of Metropolis. Like the Borderlands aboveground, humans often gather in the Labyrinth closest to the surface. Vagrants, packs of abandoned children and junkies all hide underground. Those that become lost in the Labyrinth eventually become Children of the Underground, another kind of Borderliner. Their eyes deteriorate and they can only see darkness and light, while their smell and touch sensitivity compensates for this loss. Their hands and feet change so they can run on all fours, sometimes using steel claws to reinforce their nails. Zeloths also live close to the surface of the Labyrinth. These feral, skinless humanoids hunt and eat unwary humans that wander too close to Metropolis or openings into the Labyrinth. When they find their prey, they communicate to one another with a complex system of rattles and clanks. When the prey is least expecting it, the Zeloths suddenly pour forth from steam grates and storm drains to yank the prey underground. The true kings of the Labyrinth are the Kindred of Clan Nosferatu. These foul creatures have spent centuries making peace with the subcultures that have also made the Labyrinth their home. As the Ventrue have their mortal servants aboveground, the Nosferatu have their Borderliners and Children of the Underground to serve them. There are rumors -- substantiated only by the Nosferatu, or humans who have ventured too deep into the Labyrinth -- of massive, wet hatching chambers filled with the eggs and larvae of Razides (see Part IV: Necropolis: Metropolis), and of horribly twisted and mutated subhumans called Psilosites that wrap themselves with iron exoskeletons and hunt for more humans to convert to Psilosites. These Borderlands are present in every city. In most cities, the Borderlands are also expanding. The Illusion has begun to collapse entirely. When it finally does, our world will be destroyed. Other Paths to Metropolis There is more than one way to reach Metropolis. Before the disappearance of the Demiurge, the most common methods were drugs, medical experiments and magical artifacts. Many magical artifacts still exist in private collections, museums or antique stores. Enchanted lenses and looking-glasses allow users to see reality as it truly is (but don't transport them to Metropolis per se).Statuettes and paintings can allow the depicted figure or location to enter the Illusion. Mirrors and puzzles often create openings directly into Metropolis. Medical experiments and drugs have also been effective in breaking down illusions. Patients receiving electric-shock therapy in mental hospitals often capture glimpses of the truth. Stimulation of "unused" portions of the brain can have the same effect, as can sensory deprivation and hallucinogenic drugs like LSD. The "insane" -- like the Malkavians -- often have the clearest look into the truth. Metropolis: One Facet of the Truth Wherever the Illusion collapses entirely, we find ourselves in the reality of Metropolis. Every city that exists or has ever existed in our world is a part of Metropolis. Beyond the illusion, one might wander from Times Square to ancient Rome and never find a way back. Traveling deep into Metropolis often involves traveling through time. After humanity was evicted, much of Metropolis was left in ruins. These Ruins are inhabited by thieves and killers, animals of prey and scavengers. Even after tens of thousands of years, treasures can still be found among the abandoned palaces and vast industrial complexes that are rusting away. Generations of looters have made a living from what they have found in the abandoned buildings. The Borderlands that exist within the growing urban blight of the Kindreds' cities usually lead to the Ruins. Some areas of Metropolis are actively inhabited by humans. These areas have been "renovated," so to speak, and often are indistinguishable from city streets in our own world. In fact, many of our city streets do pass through the Living City, especially exotic or dangerous areas: middle-eastern bazaars, slums, perhaps even the streets of New Orleans during Mardi Gras, when the citizens of Metropolis mingle with us unnoticed. Most of the inhabitants of the Living City are looters, crazy or lost humans, and the Azghouls. The most common beings in Metropolis are the Azghouls. These creatures were once our servants in Metropolis but were left behind when we were exiled. They sometimes cross into our world and drag people -- their old masters -- back to Metropolis, where they are subjected to torture and humiliation for ancient transgressions. When uncontrolled, Azghouls look like black-skinned humanoids dressed in grey steel armor and black glass faceplates. When controlled by their True Names (there are about 1,000 names divided among all the Azghouls), they appear as ordinary, attractive humans. These are highly prized servants of the Tremere, hermetic mages and other occultists. At the heart of Metropolis is the fabled First City of vampiric lore. After humanity was cast out of Eden, the Second City was our attempt to recreate our homeland within the Illusion. This threat to the jail caused the lictors to destroy the Second City. The original First City now stands in ruins at the heart of Metropolis. This is where the citadels of the Archons stand, dominating the skyline. These massive, gothic towers are seven miles across at the base and tens of miles high. Within the Citadels wander Azghouls, Black Spiral Dancers, the Children of the Underworld, lictors and other Metropolitan creatures. It is believed that the Citadels hold secrets to controlling the Illusion and True Reality; and portals to the Citadels are highly prized discoveries for Mages. At the center of the First City is the Abyss, a bottomless pit that is miles across at the mouth. This was once the Demiurge's Citadel. With its disappearance, Its entire palace vanished with it. There are many other areas within Metropolis. There is a vast industrialized area known as the Machine City, untouched palaces of decadence called the Mirror Halls, the horrific Hunting Grounds (where Black Spiral Dancers and Fomori track and kill their prey), the mysterious Metropolis Maze, and the City of the Dead, haunted by Wraiths who are lost between the Inferno and our world. All these areas will be covered in subsequent parts of the Jail of Night. The Jailers One of the most important factor that makes the Jail of Night different from the World of Darkness is the presence of the Lictors. Stripped of their illusory appearance, lictors are fat, pale giants with beady eyes and razor-sharp little teeth. In our reality, these creatures are attractive, charismatic and successful. They are the beautiful people, the leaders, and successful yuppie scum at the heads of most corporations. Unlike the Kindred, the lictors are free to move about within society, day or night. The only thing keeping the lictors from displacing the Kindred entirely is the fact that they have no free will. Each lictor is bound to serve an Archon as their representative within the Illusion. If they are loyal, their Archon will define their scope of work. For example, a lictor serving Netzach might devote its time to inciting violence and competition, whether on the battlefield or the boardroom. However, lictors are unwilling prisoners with us. They have spent millennia at their tasks, and many have come to take out their frustrations on the blind and stupid humans. Also, with the recent power struggle and disappearance of several of the Archons, many lictors are now operating independent of their masters. When the Demiurge vanished, Its Angels fell into our Illusion from their paradise. The Seraphim that survived the journey are now caught in our world, appearing as filthy and confused vagrants (which they are, in a sense) that can be easily manipulated. Some lictors capture and retrain Seraphim for their own private armies. Even the domesticated animals of our world serve the jailers. These True Animals -- the rats in the sewers, the birds in the park -- watch us and report to the lictors (see part II: The Apocalypse is Over, for more information on animals and nature in the Jail of Night). Vampires in the Jail of Night: Deposed Rulers of Metropolis Before the Demiurge cast humanity into the Illusion, the Kindred were the aristocracy of Metropolis. As the millennia passed, their rule became increasingly cruel and decadent. When they were cast out with the rest of humanity -- as the whispered legends go -- they were cursed by the Demiurge in a pique of rage. The royal families of Metropolis became the Clans of Kindred within the Illusion, tied throughout eternity to their family heritage as an undying reminder of their unjust rule. Some of the families -- Ventrue and Toreador -- adapted well to the new world and quickly regained rule over their subjects. Others did not fare so well here, and either escaped into the wilderness (like the Gangrel),escaped into madness (like the Malkavians) or escaped into the underside of the cities (like to Nosferatu). The Brujah never recovered the respect they enjoyed in Metropolis, and still plot their return to power. The Tremere are largely pawns of the lictors. As civilization grew in the western world and the study of occult secrets came into fashion, there were many self-styled wizards and scholars who gladly traded their souls for the secrets of the lictors' Lore Magic (see sidebar). In the Jail of Night, there's a good chance that any given Tremere is, in fact, a lictor. The lictors continue to create more and different bloodlines to do their bidding. When the Demiurge cast out the royal families, It decided that their blood would keep the family elders alive for eternity. Each family line carries a different "code" so their sins can be dealt with individually when the Demiurge passes final judgement for their transgressions. Even in exile, the Kindred retain many privileges of station. All Kindred are faster, stronger, smarter than their Sleeper minions. The family bloodlines also carry shadows of the powers they wielded in Metropolis: powers of domination, charisma and mass control. The blood also carries with it the ability to create more family members and servants who will blindly obey their masters. The Caine myth is, of course, a lie created by the Archons to obfuscate the true origins of the Kindred. However, the Archons realize the Kindred's immortality, combined with their infernal drive to recreate Metropolis and eventually tear down the Illusion, is a very real danger to the Illusion. It is not known why the Archons cannot destroy the Kindred entirely. The elder Kindred are beginning to see the truth behind their cities. They also realize that whatever lies behind the Illusion is becoming more prevalent with the growth and corruption of the cities. The Camarilla The Camarilla is one of the Archons' great achievements. By fomenting internal conflict, intrigue and desperation, the very existence of the Kindred is hidden and the Illusion is maintained. At the heart of the Camarilla are the lictors of various Archons, mostly Kether (the right hand of the Demiurge), Netzach (the victor, sustaining a meaningless Jyhad across the aeons) and Binah (the Black Madonna, promoting organization and family loyalty). To other vampires, these lictors appear as ancient Kindred. Perhaps they even were -- once -- but have since been twisted by the Archons. Besides maintaining the Illusion against discovery of the Kindred, there is another agenda within the Camarilla. Throughout history, vampires have been responsible for the creation of many of the world's great cities. While later generations of Kindred have come to believe this was to harvest the kine more efficiently, the elders know that every city they build or instigate is another dent in the Illusion. Thus, the Camarilla's short-term agenda is to maintain the Illusion and protect its existence in this reality. But its long-term goal is to slowly chisel away at the greater reality by creating -- and eventually corrupting -- metropolitan centers. It is not known if this is a deliberate plan of rebellious Lictors at the Camarilla's highest ranks, or an inevitable extension of the talents that made the Kindred so well suited to rule in Metropolis. The Sabbat This sect of vampires plans on returning to Metropolis in its own way: by force. They make no effort to maintain the Illusion. To the Sabbat, the concept of Humanity is another lie to control them in this world. They leave behind this affectation of "civilization," choosing instead to follow their Paths: systems of belief created to help break down the Illusion for themselves. Sabbat Kindred, however, have forgotten they are in exile because of their sin and decadence in Metropolis. While they gain greater access to Metropolis, they merely delay their final judgement by the Demiurge. The Inconnu These Kindred have discovered the truth of Golconda: it is an escape from the Demiurge's curse. Once Golconda is achieved, they slip from view of the Archons and are free to move about within the Illusion. Some Inconnu seek paths back to Metropolis so they can return to their crumbling Eden. It is believed the rite of Golconda requires that a Kindred present herself to the Demiurge Itself for judgement. According to some texts, the subject must recite a liturgy of sins for which she must claim complete guilt and responsibility. These sins are different for each family line. With the disappearance of the Demiurge, however, Golconda would seem impossible to achieve. Many Inconnu have journeyed into the Abyss in search of the Demiurge so their rite of Golconda can be completed. None have returned. Clans Brujah: This clan proudly maintains independence from the lictors at the heart of the Camarilla. Or so they think. Malkuth has involved her incarnates and lictors in the affairs of the Brujah for centuries. The Brujah are some of the Archon's most important foot soldiers in her rebellion against her more powerful siblings. The Brujah elders have the freshest memories of the anger of the Demiurge, and willingly battle Its creations whenever they can. Gangrel: These vampires often travel outside the city and the underlying reality of Metropolis, traveling instead in the Gaia-realms that exist where the city is not (see Part 2: The Apocalypse is Over). They are the true rebels, and find they get along better in this reality than they ever did in Metropolis. Malkavian: Their madness affords -- or curses -- members of this clan with an unfettered vision directly into Metropolis. In fact, most Malkavian"insanities" are simply responses to the untold horrors they see beyond the Illusion. Malkavians are very likely to wander into Metropolis, unable to discern the barriers between their own city and the primal city. Malkavians are also closely associated with the Realm of Madness (see Part 3: Ascension is a Lie), attracting creatures borne of madness that taunt them throughout eternity. Nosferatu: Because they lurk in the underbelly of the city -- the slums, sewers and collapsing industrial centers -- they live where the Illusion is thinnest. Nosferatu often stumble into Metropolis, using forgotten subway tunnels and buried networks of basements to reach the Underground. Older and wiser Nosferatu track these passages carefully and treat Metropolis as are source. When possible, Nosferatu also strike alliances with beings beyond the Illusion, trading protection and secrecy of their existence for information. Younger Nosferatu often don't survive their first foray into the ancient city. Toreador: these Kindred often receive the favor of the Archon Tiphareth(see part 3: Ascension is a Lie). In return for untold beauty and art from Metropolis, elder Toreador and their minions do the mysterious bidding of their Archon master. Toreadors often learn Passion Lore (see sidebar) to help them explore the realm of experiences with willing (and unwilling)subjects. Toreador often seek out the artifacts that open portals to Metropolis, where untold pleasures await them in the Mirror Halls. Tremere: The warlocks are often employed by the Archons (or, more frequently, by the Death Angels) to do their bidding. In return, they receive the secrets of the Lores (these will be covered throughout thesaurus) as well as traditional Thaumaturgy paths. The Tremere are powerful and important pawns. However, some Archons give special favor to the Tremere. Malkuth, especially, cultivates promising young warlocks in the hope that someday they will assist in the destruction of the Illusion. The death angel Togarini, in his role as protector of death mages (see Part IV: Necropolis: Metropolis) also protects the Tremere from harm by other death angels or archons. Ventrue: Lictors and incarnates often use Ventrue kindred as willing pawns within the Illusion, trading token power for their service. Ventrue who are deeply enmeshed in the machinations of the lictors often have large cadres of azghouls and other Metropolitan servants at their disposal. When ambitious Ventrue discover the reality beyond the Lie, they often seek the services of Borderliners and some Kindred -- Malkavians and Nosferatu, especially -- to reach Metropolis. Next issue: Shapeshifters, the Gaia-Realm and Forgotten Gods Sidebar: Lore Magic The Realm of Passions The lictors use a system of hedge magic organized around five Lores: Passion, Madness, Dreams, Death and Time/Space. These magics are usually very alien, requiring tens of hours of sustained chants, complex symbols, massive sacrifices and other nastiness. While Lore magic was intended to give the Lictors an edge over their prisoners, their secrets have slowly made their way into human occult studies. Anyone can learn Lore spells, but they are hard to research. Common practitioners of Passion Lore, for example, are Toreador and Tremere Kindred(especially those in the service of the Archons), Cultists of Ecstasy (or Cultists of Agony -- see part III: Ascension is a Lie), and mortal sex magicians in the service of lictors. The other Lores will be covered throughout the series. The first realm of the series is Passion Lore. This covers all aspects of unfettered emotion and sexuality. In the Jail of Night, Passion is a very real and tangible energy, capable of summoning creatures of passion or transporting us to Metropolis. The difficulty of Passion Lore magicks is graded in five levels. A character may learn rituals up to his knowledge level in Rituals. Level 1 See Through Passions -- The conjurer can detect the true emotions that someone is feeling. The conjurer can open gateways to purgatories where the subject will end up (see part IV: Necropolis: Metropolis). Subject must be present at the ritual. Manipulate Passion -- The conjurer can control and alter another person's emotions and passions. This includes charming, transferring or draining emotions, or domination. Level 2 Summon Creature of Passion -- The conjurer summons a creature of passion. Examples include the Darthea, a sex-obsessed creature that possesses its victim, resulting in nymphomania or satyriasis; the Libith, our playmates from Metropolis who now torment sexually frustrated humans to madness or suicide; and the Gynachides, carnivorous grayish humanoids that reproduces by implanting a fetus into a human woman. Bind Creature of Passion -- The conjurer can force a creature of passion to serve her for seven days. Expel Creature of Passion -- Return the above creatures to the realms beyond Passion. Exorcise Creature of Passion -- Expel a creature of Passion that is possessing a victim. Level 3 Mass Suggestion -- Identical to Manipulate Passion (above), but applies to groups. Parthenogenesis -- The conjurer can make a woman pregnant by magic. The child will share the genetic traits of the mother and the conjurer (even if the conjurer is female), and will be more susceptible to Crossbreeding and Fetus Perversion (below). Level 4 Fetus Perversion -- The conjurer can alter an unborn fetus. Abilities can be altered, limbs can be changed or added, inner organs can be enlarged or reduced. Level 5 Crossbreeding -- The conjurer can make a woman pregnant with magical"genes" from a different animal, a demon or even a machine. Create Proto-lictor -- Combined with extensive surgery and drugs that warp the mind and body of the subject, this spell converts a human to a lictor. This allows the subject to hide his new form and appear human again. It also unbinds him from the cycle of death. This spell requires the hide of a true lictor be sewn into the flesh of the subject before casting. 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