The Jail of Night: The Apocalypse is Over by Paul Beakley The Apocalypse was over when the Demiurge destroyed Gaia to create reality. After the Demiurge cast out humanity and the Kindred aristocrats from Metropolis (see part I: Metropolis by Night), Its Archons created an illusory jail in which to keep Its prisoners until final judgement. The Gaia god-realm, the living dimension within the essence of the Celestine Gaia, became this jail. Humanity and the accursed Kindred suddenly found themselves within this vast, raw reality, stripped of their divinity and senses. Displaced and confused, the new citizens of the god-realm set about recreating their homeland. The humans did this by building cities and reinventing their lost civilization; the Kindred lurked and waited to reclaim their power. Prior to Her invasion, Gaia was a Celestine -- like the Demiurge -- embodied as a living planet. She was overgrown with plants and animals that lived only on instinct. Ages later, the elder Garou would come to call Gaia's primordial force the Wyld. When the Demiurge opened gateways into the Gaia god-realm, the result was utterly destructive to both sides. Much of Metropolis lay in ruin, its stable patterns exposed to energies of pure chaos and uncontrolled organic growth. Gaia's living purity was poisoned by the statis and death that Metropolis and its denizens brought. The Demiurge's power of static creation was first known to the Garou as the Weaver. When humanity took over the realm and raped Gaia's dimensional embodiment, the invading race's work took on aspects of the Wyrm. In truth, the Wyrm is the effect of any extradimensional energies in the Jail of Night. The energies of the Borderlands that create borderliners and (among the Garou) the Black Spiral Dancers are "of the Wyrm." The breakdown of the Illusion within corrupted and failing cities is "of the Wyrm." The Hells on Earth created by Purgatides to torment the dead are "of the Wyrm." Today, the garou are exiles in their own world. The Demiurge has hardened the barrier between the physical world and the Garou's umbra, further weakening their toe-hold. As "the Wyrm" strengthens and the Illusion falls within the world's great cities, a new Apocalypse approaches. For some Garou, this collapse will bring their final destruction. For others, it is a ray of hope that the invaders will return to their home and evacuate Gaia forever. Telling stories of the Garou in the Jail of Night is not so much about epic heroism as it is about total alienation. While the invading human population continues to destroy Gaia by recreating Metropolis, the Garou become increasingly desperate. They will try anything to survive -- murderous preemptive assaults on humans, worship of forgotten gods, exploration of dangerous magicks. Their racial memory punctuates their desperation, as newly Awakened Garou rediscover the beast in their soul -- and the memory of being hunted to extinction. Perhaps it is the psychology of the hunted that engages the Garou to create their melodramatic mythology, to give meaning to their lives beyond mere survival. This is the second 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 Garou Before the invasion of the Demiurge, life within the Gaia-realm could not be considered "intelligent" per se. Creatures there did not learn, or use tools, or create civilizations. Rather, they were driven by pure instinct and an understanding that every being had a place within the Gaia-realm. The beings that fell from Metropolis were stripped of their physical forms, converted to pure spirit during the transition. They shed their divine forms and were given bodies and minds by the Demiurge that were unable to perceive the reality of Metropolis from within the Illusion. How the Garou came to be is still a hotly debated topic among many factions. Many Garou tell a story of Gaia creating the shapeshifters in response to the invasion, to protect Her embodiment. Hermetic research, however, suggests that some of the fallen beings from Metropolis merged with -- or possessed -- the creatures of the Gaia-realm, resulting in an amalgam creature with the intelligence of humanity and the power and rage of an animal. Yet another school of thought suggests that early humans who crossed into the Gaia-reality became, in essence, Gaia-Borderliners (see part I: Metropolis by Night), their bodies and minds warped by the conflicting energies of Gaia and the Illusion. In any event, the avatars of shapeshifters of all stripe are drawn back into the Gaia-realm upon death. They bypass the curse of the Inferno entirely (see part IV: Necropolis: Metropolis) and thus retain information of all their past lives. This accumulation of racial knowledge poses one of the greatest threats to the Illusion. This connection back to the Gaia-reality is also what gives the Garou magical power, in the form of Gnosis. There were no attempts at peace in the early centuries of Garou-human relations. These creatures fought and killed humans at every opportunity. The current myth that the Impergium was a controlled event is a lie created by some Archon -- probably Malkuth -- to later hide the raw destructive potential of the Garou population. The Archons had to cycle humans into the Inferno, over and over, slowly stripping their minds of the memories of Metropolis. When plague, draught and war were not enough, the Garou proved to be a convenient tool. Even in the beginning, the limited senses given humans by the Demiurge worked to their detriment. Unable to accept the appearance of anything the Demiurge did not allow them to see, humans remained blind to the existence of shapeshifters even within their own cities. Apparently, the Demiurge did not anticipate the existence of these creatures. Today, however, more people are subconsciously overcoming their senses and see the Truth behind this reality. When they do, the secrets of the Garou will be revealed. The Lay of the Land The Umbrae The new reality created by the Demiurge is an unstable admixture of two realities: Gaia and Metropolis. These two dimensions swirl around one another like oil and water, rarely mixing but forever dissipating. Where the influence of humanity exists -- the Weaver, or the Wyrm -- there exists the reality of Metropolis. Wherever Metropolis is not, there remains Gaia. The Illusion within which humans and Garou alike exist is partially a physical barrier, and partially perception-based. The limits of perception are fairly easy to overcome: through madness, drugs, magick, meditation, artifacts or psychoemotional shock. Physically moving into either Gaia or Metropolis, however, is nearly impossible without extremes of any of these methods. The act of "stepping sideways" in the Jail of Night is not so much a magical ability as psychological conditioning. Garou are trained to see through the Illusion by achieving Gnosis, literally "understanding." When their perceptions entirely overcome the Illusion, they step through into whatever lies beyond. Because the Garou regularly step into and out of this reality, many of these creatures would be considered mad by onlookers. Both the Garou and the Azghouls share the ability of stepping in and out of the Illusion. When a Garou is in a well-established city, she will step sideways into Metropolis (see part I: Metropolis by Night). If she is a great distance from human population, she will step sideways into the Gaia-realm. Sometimes, there are still faint hints of the Gaia-realm even within areas of human population, in parks or nature preserves. Garou can still try and reach Gaia from within a city, but only at great difficulty. The Countryside While the Demiurge's influence on the Gaia-realm has been vast and devastating, there is still much undeveloped land in this world. There appears to be a balance of power between Metropolis-reality and the Gaia-reality. Where the Metropolis-reality is strongest, cities and other manmade constructs spring forth, obliterating all of nature. Where the Gaia-reality is strongest, artificial constructs are conspicuously absent. Sometimes humans try to invade the wilderness with new housing developments or strip mines, either succeeding in destroying another piece of the Gaia-realm or failing and being driven back into their Illusion. Sometimes, humans and the wilderness achieve parity. These rural areas are the strange, spooky small towns that are strung along interstate highways and hidden backways through the hills and forests. The people within are often torn between the animal-madness of the Gaia-realm and the lure of the Metropolis-realm. Every human attempt at mass invasion of the wilderness is a direct affront to the Garou. They can sense the encroachment of Metropolis on their lands and call it the Wyrm, or the Weaver. Often, these attempted invasions are directed by lictors of the rebel Archon Malkuth who seek to assist humanity in opening gates back to Metropolis. Deep in the wilderness, where the passages back to the Gaia-realm are strongest, the Garou find their Caerns. The energy created by the proximity to Gaia Herself is what gives the Garou their "magical" abilities. Within these Caerns, all intelligent, living things are most susceptible to Gaia's influence. The Gaia-realm into which the Garou in the Jail of Night step is significantly different than the Umbra of the World of Darkness. It is an angry and primordial place. The land and rocks themselves are alive. Everything eats and grows and breeds. The Gaia-realm radiates a devolving power on everything that exists within it. Artificial objects -- everything from clothing to guns to computers -- immediately begin reducing themselves to their component parts. The mental capacity of both humans and Garou also begins to weaken, replaced by animal instinct and rage. Humans who have spent time near Gaia-borderlands or within Gaia itself become feral creatures, unable to control their animal urges for food, violence and sex. Some of these humans become Kinfolk for the Garou (see sidebar). Sometimes, on dark nights under full moons, the beast within escapes and they are transformed into werewolves. The wilderness literally drives us mad. But then, so does the city. The City The Garou haven't remained entirely apart from the city. Perhaps this is proof that the Garou are simply mutated incarnations of the divine humans who invaded Gaia. The Glass Walkers and Bone Gnawers spend most of their time in the city, drawn by the presence of their "totem spirits." These spirits are usually the servants of the Archons (see part III: Ascension is a Lie) or are Gaia-spirits that have been mutated by the power of the Demiurge. Many Glass Walkers regularly travel to Metropolis, in search of knowledge or artifacts left after millennia of looting. The more time they spend in Metropolis, though, the more they are separated from their attachment to Gaia. These explorers risk losing their Gnosis or becoming Black Spiral Dancers. The Bone Gnawers and Ratkin share the Underworld with the Nosferatu (see part I: Metropolis by Night). They run the greatest risk of exposure to the energies of the Borderlands. Garou who are exposed to the Borderlands eventually become Black Spiral Dancers. There are many kinds of Borderlands in the city and beyond. In addition to the slums and industrial districts, there are also massive landfills, power generating stations and other manmade sites. The "Black Spiral Labyrinth" is the same Metropolis Maze sought out by some Mages in search of enlightenment (see part III: Ascension is a Lie). This Maze is a seemingly endless series of corridors and stairwells somewhere in Metropolis. In our reality, the Maze appears as the confusing alleyways of places like Mexico City, New York City or Cairo. The Realms The Garou spend perhaps more time traveling between realities than any other supernatural being in the Jail of Night. The lictors are trapped in the Illusion with humanity, Lore magicians spend most of their efforts drawing denizens of other realms into this Illusion, and True Mages are often more academic than practical in their studies. The Garou have mythologized many places that exist beyond the Illusion. Weaver realms, for example, are often areas within Metropolis that Garou mistakenly wander into. The realm called Scar is Metropolis itself, and within Scar there is a dizzying array of locations. At the heart of Scar/Metropolis is the Abyss, a massive pit that was once the foundation of the Demiurge's Citadel. Garou still venture into the Abyss to throw themselves in and seal the rift, but must brave the dangers of Metropolis to find it. The Hunting Grounds are the worst part of Metropolis, where Black Spiral Dancers hunt and kill unwary humans. The Hunting Grounds consist of the eternally burning ruins of Metropolis where the Gaia-realm wrought such destruction during the Invasion. None of the remaining buildings stand above two stories, and the streets are filled with debris. Along with the Dancers live some Azghouls, mad or suicidal Borderliners, and Ferocci, masterful hunting beasts that may have once been human. The hairless, wolflike Ferocci wield steel claws and can camouflage themselves almost perfectly. The Inferno, because it is part of the Demiurge's plan to keep humanity from remembering its divinity, is "of the Wyrm" according to Garou mythology. Malfeas is a realm within the Inferno (see part IV: Necropolis: Metropolis), as are the Atrocity Realms and Erebus. The Battleground and Legendary Realms are Purgatories often found on earth, ruled by cruel Purgatides and Razides (see part IV: Necropolis: Metropolis). Pangaia and Flux are the last untouched areas of the Gaia-realm. Within these realms, the Gaia effect (see above) is strongest. Not even Garou can visit the heart of Gaia and retain their civilized habits or human intelligence. The most disturbing part of the Garou mythology is how riddled it is with the Archons' lies. The most blatant of these lies is the story of Summer Country. By feeding the Garou such a fairy-tale, the Archons can manipulate them into further destruction of humanity's work -- and therefore maintain the Illusion. Finally, there are no "homelands." While some Garou may believe in myths surrounding these places, they are entirely displaced and alienated in the Jail of Night. Spirits Totems These spirits are the Forgotten Gods that have existed long before Gaia and Metropolis, and will exist long after this reality is destroyed. Some serve Gaia, others the Demiurge or Astaroth. Each totem was once its own being, but the invasion of the Demiurge has weakened their power. Today, they do their work in our reality through their servants: human followers, sometimes the Kindred, but most often the alienated Garou. Aspects of Archons or Death Angels sometimes also are worshipped as totems. Netzach, for example, supports battle and heroic victory in the form of War Totems. Tiphareth appears as various Wisdom Totems. Other Archons manipulate the Garou either as totems or celestines. The Black Spiral Dancers have also resorted to worship of the Forgotten Gods. Some of these gods include Coatlicue, the personification of destructive entropy, Baal Rashef, the god of pestilence, and Shiva Nataraja, the dancer of creation and destruction. Nataraja is a core deity in Dancer mythology. Wyrms The fundamental essences of the Demiurge -- the six Archons and the ten Death Angels -- are known to the Garou as Wyrms. Whether from Metropolis or the Inferno is no matter, for all of them are the creations of the Demiurge, and therefore the Wyrm. The Archons and Death Angels work through the Black Spiral Dancers, taking on the roles of totems the corrupted Garou left behind when their Avatars were severed from Gaia in the Borderlands. Incarnates, lictors and razides often keep detachments of Black Spiral Dancers as their servants. Pentex Pentex is one of the most useful tools of the Archon Malkuth, and one of the greatest threats to the Illusion. Malkuth was the original creator of the Illusion. Her embodiment as the Illusion is, in many ways, synonymous to the embodiment of the Gaia-realm as this world's wilderness. She has always been the rebel among the Archons, siding with the humans against the Demiurge and Its servants. She is humanity's greatest protector, serving mages and scientists alike in an effort to free humanity's divinity. Therefore, Malkuth is the greatest enemy of the Garou. When the Garou speak of the Wyrm, they are most often speaking of Malkuth and her presence in this world. While the Technocracy is the socio-scientific arm of Malkuth's efforts to free humanity (see part III: Ascension is a Lie), Pentex is Malkuth's active effort to destroy her own Illusion. The so-called Omega Plan is the same as its World of Darkness counterpart, and is Malkuth's suicide pact. Pentex executives are mostly lictors, or are at least aware that their peers are lictors. There are many azghouls and seraphim in the ranks of the company. Pentex offices often lead directly to Malkuth's Citadel in Metropolis. Because Pentex is the creation of Malkuth, this creates some strange-seeming alliances among other supernatural forces in the Jail of Night. The most obvious is that Pentex and the Technocracy are one in the same. Paradoxically, Pentex often harbors some Mages in its ranks (although tensions between the Mages and the Technocracy still result from inter-lictor disputes). Some Kindred in the service of Malkuth, especially the Brujah, work for Pentex. In addition to the endless stream of construction projects that Pentex finances, it also performs extensive research on animals and humans to determine ways to break the Illusion through genetic research. This research so far has resulted in the total alteration of the subject's mind and body, resulting in a "fomori." Some fomori can survive the change and are used by Pentex for certain kinds of field operations. Those that cannot are augmented with technology (exoskeletons, enhanced senses, implanted weapons and such) and relegated to guardian roles around Pentex facilities. Because these creatures are so far beyond what humanity has been programmed to expect, they are able to manipulate the Illusion. Sometimes they appear as human, other times they slip beyond the Illusion entirely and move within Metropolis, re-emerging where the Illusion is thinnest. Pentex has also mastered techniques to create new lictors. By augmenting the Create Proto-Lictor spell in the Lore of Passions, Pentex researchers have discovered that breeding a fomori with a sleeper human results in a lictor-like being. Raised in the confines of the Pentex laboratories, these new lictors learn total allegiance to Malkuth. As a result, Malkuth's power is expanding within the Illusion while other Archons are weakening. If this trend continues, Malkuth will succeed in unmaking the Illusion and destroying this reality. Sidebar: Lore Magic The Dream Realms Dreams are an important part of the Jail of Night. They hold real power, a shadow of the divinity humanity once enjoyed. This realm also has its own population, and creatures that seek to break into our world through our dreams. The Garou and Dreamspeakers are most adept at controlling their journeys into the dream worlds and most likely to have knowledge of Dream Lore magic, but the power of dreams affect everyone in the Jail of Night. Because the power of Dream is so significant, it is often important for a character to know how to control their journey through the Dreamlands. This skill -- lucid dreaming, or the Art of Dreaming -- is the first skill learned in the Lore, before any Lore magics are attempted. This is its own Talent. Using the Art of Dreaming, the character can alter their appearance in a dream, alter the dreamscape and summon creatures. At level four or higher, the dreamer can open a portal between her dream and reality. Very skilled dreamers can actually transport their life essence into the dream world and become a resident of Vortex, the source of all dreams. This Dream Wanderer can then enter other people's dreams and open portals between Vortex and reality. The most powerful Dream Wanderers are the Dream Princes, eight men and women who have mastered the Art of Dreaming and now exist entirely within the collective dreamscape. These princes are served by other, weaker Dream Wanderers as well as Ichthyrians, spiderlike creatures that hunt dreamers and devour them both in the dreamland and reality. The difficulty of Dream Lore spells is ranked in five levels. A character can learn spells up to their knowledge level in Rituals. Level 1 See Through Dreams -- the conjurer can open portals to view or enter other people's dreams. Manipulate Dream -- the conjurer can alter the subject's dream in any way he sees fit. Level 2 Summon Dream Creature -- the conjurer can summon a Dream Creature. Examples include Dream Wanderers (see above), Ichthyrians (see above) and Psyphagi, parasitic creatures that possess living people. Bind Dream Creature -- the conjurer can bind any of the above dream creatures. Level 3 Expel Dream Creature -- the conjurer can drive away a creature from the dreamscape that either exists within the dream or in reality. Exorcise Dream Creature -- the conjurer can drive away the presence of a dream creature that possesses a human. Level 4 Dream Walk -- the conjurer can freely move between reality and any of the dream worlds (other people's dreams, Vortex, the realms of the Dream Princes). Level 5 Create/Destroy Dream -- the conjurer can create a new, permanent dream world -- or destroy the dream of another. Sidebar: Mortals in the Jail of Night Make no mistake: there is plenty of room for an effective mortal character in the Jail of Night. Lore magic is an important part of this equation. These powerful magicks are available to any human willing to pay the price. This price is usually servitude to a lictor or incarnate. The secrets of lore magic have made their way into dusty tomes in many languages. In the Jail of Night, all but the most blatantly opportunistic New Age books carry at least some power. As more lictors rebel against their masters, the Archons are increasingly anxious to secure the servitude of mortals. The powerful supernatural beings of the world -- Kindred, Garou, Magi and Wraiths -- also have use of their mortal counterparts. With so many mortals under the control of archons, lictors, Pentex, the Technocracy and other supernatural entities, a truly independent and capable assistant is a rare gem indeed. Because of the pervasive influence of Metropolis, the Inferno and Gaia upon all aspects of this world, mortals act strangest where the Illusions are thinnest. Tiny rural communities, for example, are populated by "simple country folk" driven mad by the primitive energies of Gaia. Nights in these towns are filled with orgies of sex and eating as these simple folk shed their civilized facades and fulfill their primitive urges. The Garou seek out these places, using the mad population as kinfolk to protect themselves. In the city, many forces push and pull humanity as the Illusion is simultaneously reinforced and destroyed. Supernatural power is appallingly seductive and readily available. Most people who explore these secrets are driven mad, however, before they uncover real power. Those that don't either find themselves on the Light Path, reinforcing their understanding of reality as they approach the Awakening of their sleeping divinity, or the Dark Path, as infernal beings devour their souls in return for power (see part III: Ascension is a Lie). 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