The Jail of Night Necropolis: Metropolis by Paul Beakley Death is the most fiendish part of the Demiurge's curse. It is only a temporary escape from the Lie in which we live. Death and rebirth is an elegant system: our immortal and indestructible souls are imprisoned in the Illusion we call "reality," our senses and godlike powers encased in weak flesh. This flesh eventually dies and our immortal soul seeks out the Inferno to be "cleansed" of its memories, emotions and personality. Humanity never gains the foothold necessary to begin breaking through the Illusion to find its way back to Metropolis, our homeland (see part I: Metropolis by Night). Those who seek death receive only a temporary escape from this worldy lie, for all souls are shuttled through the Inferno and placed back into the Illusion. However, there are those who escape the searing flames of the Inferno and walk half in and out of the Illusion. They become Wraiths, unfortunate souls separated from their flesh. Stories of Wraiths in the Jail of Night are about terror, pure and simple. Wraiths are unable to re-enter our world and unwilling to face the cleansing flames of the Inferno. In the Shadowlands, Wraiths are actively hunted by the minions of the Death Angels to populate the armies of the dead that will march upon our Earth when the Illusion falls. There are also the unfortunate Wraiths whose Shadows torment them until their pain calls to the master torturers of the Inferno to release them. Sometimes the restless dead must face the beings from beyond death directly to protect their loved ones among the living. This is the fourth 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 Moment of Death Death limits our existence to a few brief years in the Illusion. We have no memories of the past, and in our ignorance we cannot make any plans. Our hopes are destroyed by forgetfulness. When we see our life passing before our eyes at the moment of death, we are experiencing our mind systematically purging itself of its knowledge. The brain, being flesh, is as much a part of the Demiurge's design as the rest of our body: the senses that do not allow us to see the Truth, the emotions that do not allow us to believe in our divinity, the flesh that does not allow us to live forever. While we are alive, we cannot trust what our brains tell us about the world. But then, most of us don't care -- or know to care. Our immortal soul, the Avatar that shapes reality (see part III: Ascension is a Lie), is a remarkably powerful thing. Perhaps it is more powerful than the Demiurge Itself -- otherwise, why doesn't It destroy us outright? The truth is, our immortal soul cannot be destroyed. Every soul will exist forever -- but in what form? Usually, the soul passes through the Inferno, its identity is seared away, and finally is reborn as an infant. Guilty souls are reborn as tormented sinners in the Inferno or their own private Purgatories (see below) until they are cleansed of memory. Then there are the Wraiths, who continue to wander our world. There are several reasons the dead may remain in our world. Most often, something Awakens us to the true nature of the Illusion at or shortly before the moment of death. Particularly shocking deaths, lengthy tortures, and events that completely shatter our "sanity" and allow us to see the Truth -- even as our flesh fails us -- give us enough knowledge to fight the inevitable fall into the Inferno. Some people suffer another kind of torture: psychic torment. Grief and regret are powerful forces. Our cosmic egos seek to right wrongs done in life, especially against those whom we instinctively feel a "karmic" connection. True love, love powerful enough to survive beyond death, is the conversation between two immortal Avatars. It is powerful enough to keep us from the oblivion of the Inferno. The Shadow The dead who wander in our world, the Wraiths, must grapple with one last curse of the Demiurge: their Shadow. The Shadow in the Jail of Night is the mechanism that imprisoned us in the Illusion while we were alive. It is fear incarnate. Freed from the flesh, the only facet of the Illusion that remains is this "package" of beliefs, fears and mortal expectations. This Shadow is attached to our mind at birth, usually as we pass from the Inferno back into the Illusion. As in Wraith: the Oblivion, not all Shadows are alike. It grows and changes with us throughout our life, subtly adjusting to keep our mind imprisoned by seeking out our greatest fears and exploiting our learned beliefs. Because Wraiths exhibit an unusually strong resistance to final destruction, the Shadow works to increase the power of our guilt and regret. In the Shadowlands, our psyche calls out to the infernal Nepharites through these emotions. When a Nepharite steps out of the Inferno, it creates for us a Purgatory. The Purgatories are private hells in which our souls are further weakened until they fall of their own accord into the Inferno. Like the Harrowing in Wraith: the Oblivion, Wraiths can escape these Purgatories somewhat intact. Most often, though, some part of them is lost in the process. Death and Other Supernatural Creatures When Vampires finally experience the Final Death, they are marked for "special" treatment in the Inferno. Because they carry the curse of their family line (see part I: Metropolis by Night), they are treated as members of that family by the Demiurge. While this might seem "unfair" to newer vampires, the Jail of Night simply is not a fair place. The "special" treatment vampires receive upon death involves a Purgatory created to force confession for their sins in life, as well as their sins when they ruled Metropolis. Younger vampires are simply destroyed in this process, as their elders have most certainly not told them the whole truth of their curse. Werewolves are entirely removed from the Demiurge's curse. When they die, the Garou's soul is brought back into Gaia's celestial form. However, Black Spiral Dancers may be so poisoned by the Demiurge's Illusion (see part II: The Apocalypse is Over) that Gaia may refuse their souls. These unfortunate beings are most often kept out of the Inferno by the Death Angels and given new roles after death as Purgatides, Razides, Nepharites and legionnaires in the armies of the dead. Mages lose their power over the Sixth Lore, reality magick, when the die. Since they cannot affect the physical world, their power to shape the Illusion is moot. However, they -- like all of the walking dead -- have similar powers, the Arcanos, at their disposal. While not nearly so powerful as reality magick, the walking dead can use Arcanos to affect the Illusion of the living. Mummies are a unique case. They appear to have avoided the curse of the Demiurge entirely. While they still live within the Jail, the process of mummification involves "tricking" the Shadow into disassociating itself from the psyche when the subject first dies. The result is a being who dies only to reform its own flesh and be born again. With their Shadow banished after their first death, the only thing that keeps a mummy within the Illusion is the physical limitations of their senses and brains, the inherent weakness of their hardware. Because they don't have the Shadow to reinforce the Illusion, many mummies find their way into Metropolis. Geography of the Afterlife The Shadowlands The Shadowlands of the Jail of Night are very similar to those of Wraith. Disembodied souls wander our world, but they are as trapped in the Illusion even in death as they were in life. They continue to perceive the Lie as truth, but their perspective is warped: without the physical "hard wiring" the Demiurge has given us to perceive the world in our limited way, Wraiths can only perceive the Illusion based on their memories of the world. Fetters hold power because they are stable elements in the memory of the Wraith. They are the only facets that do not change, even as the world changes around them. During their struggle against their Shadow, or simply because they have more time on their hands than mortals, Wraiths often see through the Illusion into Metropolis. Once there, Shadows have a much harder time re-convincing the psyche of the Lie. Metropolis is filled with millenia of accumulated dead souls who are entirely removed from the Illusion. See part I: Necropolis: Metropolis for more information on Metropolis. The Inferno The Inferno is the reality that our torture chambers, prisons and mental hospitals are a small visible part of. When the Illusion crumbles in these places, they look into the Inferno. It is the home of the Death Angels and their servants. While the Inferno may have existed long before the Demiurge invaded it -- as It did Gaia to create the Illusion (see part II: The Apocalypse is Over) -- its role in reality now is to cleanse our souls of the memory of our lives. Every person arrives in a different part of the Inferno, but there are some consistent elements. Usually, it is filled with devilish machines, burning furnaces, unbearable prison cells and unrelenting tormentors. Most of Inferno consists of halls and rooms, connected by stairs, elevators, shafts and corridors. In some places there are cities and lifeless landscapes. Purgatides are the condemned creatures who are tormented in Inferno. There, they have physical bodies like those they had in life, but they appear burned, scarred and mutilated. They cannot leave the Inferno other than by possessing a living person. Wraiths who finally succumb to the Inferno become Purgatides before being reborn into the Illusion. The tormentors of Inferno are the Razides. These are half-mechanical creatures with bodies of black iron melded with muscle tissue, glass and wire. These Razides are to the Death Angels as the Lictors are to the Archons. Either in Inferno or our world, the Razides are usually the devoted servants of the Death Angels. When they enter our world, though, they are as much a part of the Illusion as the Lictors. They take on human form so the Illusion remains intact. The Inferno has a few openings into our reality, but it is primarily accessible only from the Shadowlands. There are some permanent openings into the Inferno, places of psychic torment in our world so shocking that the Illusion has collapsed just a little. Perceiving the Inferno actually involves nothing more than adjusting ones senses. This adjustment can be learned, or it can happen unconsciously in all the usual Jail of Night fashions: death, torture, perversion, and so on. Anything that breaks our mind's pattern. The soul, when it first escapes the flesh, instinctively seeks out the Inferno. Sometimes the Shadow tricks it into believing it is Paradise. Sometimes its own guilt seeks atonement. Some cults suggest that humanity -- like the Kindred aristocrats -- committed some kind of Original Sin, which led the Demiurge to banish our race into this reality. Knowledge of this Original Sin is revealed to us at the moment of death, so the belief goes, and is so horrible that we seek out the Inferno and blissful oblivion. With belief in God and Hell in our modern world slowly vanishing, guilty souls often get in direct contact with Nepharites to atone for their sins (or The Sin, as the case may be). These malevolent creatures create small, personal aspects of the Inferno -- called Purgatories -- for these souls. Purgatories Modern society does not live with the concept of God, Heaven or Hell in its daily consciousness. Our souls still seek atonement for our sins, though. When we are in greatest need for this atonement -- either in life or at the moment of death -- our desire summons a Nepharite. This infernal being creates a Purgatory from the subject's memories, fears and desires. There, the subject is tormented until all memories of the previous existence have been purged or become meaningless. Every Purgatory is its own world, existing next to our own world but not connected to any other hell. Purgatories can exist for centuries -- as long as it takes for the cleansing to be completed. They can be entered from our world by anyone who is sensitive to the fact of the Illusion, living or dead. These pocket dimensions are created at the location of the subject's death, and can be entered there. In other words, Purgatories are a sort of ongoing, semi-permanent Harrowing. In all outer respects, the Purgatory retains the form of the sinner's death scene. Someone wandering into a Purgatory may not even know they have left the Illusion. Once inside, though, it becomes apparent that it's been warped by the memories and nightmare's of the sinner's life. Stygia Stygia is the dark reflection of Metropolis, a sort of Shadowland of our primordial reality. This vast, evil city is home for the Death Angels, who rule from citadels very much like those of their Archon counterparts. Stygia exists at the center of the Inferno, and can be reached by anyone in the Inferno. Entering Stygia is much like entering Metropolis from our reality: a hidden staircase or elevator shaft may lead the unwitting traveler there, but a perception shift is what is really needed. Since the Inferno itself is already such a shocking, terrifying place, Stygia truly is an incomprehensibly alien environment. The Angels of Death The Death Angels rule over all aspects of death and the underworld. They are the dark reflections of the Archons (although they claim the Archons are but light shadows of themselves), representing each of the sins of mankind. As the Demiurge created the Archons, Astaroth -- the dark shadow of the Demiurge -- created Its ten Death Angels. Like the Archons, the Death Angels are not beings per se so much as concepts incarnate. Wherever they appear in our world, their concept floods the very fabric of reality. Human rights atrocities of our world -- everything from torture to starvation -- can usually be attributed to the presence of a Death Angel. While the Archons protect the Illusion, the Death Angels tear it down. When the Demiurge vanished from reality (see part I: Metropolis by Night), his shadow Astaroth followed him into the Abyss. Its followers believe It did this because the existence of one relies on the existence of the other. With no Demiurge to battle against, Astaroth had no reason to exist. But Astaroth appears to have adjusted. It returned from the Abyss, the search for Its Shadow a failure. Astaroth would not tell anyone -- even Its most trusted Death Angels -- what It saw. Now, Astaroth finds Itself the most powerful being in all Reality. Upon return from the Abyss, Astaroth took ten legions of ten thousand sinners from the Inferno and came to our world to conquer Metropolis. This was the single greatest threat to the Illusion the Archons had ever faced. In the wake of their missing lord, the remaining six Archons struggled to reorganize control of the Illusion and stop the onslaught of Astaroth's minions. Today, it appears both "sides" have reached a sort of equilibrium. The world is now filled with demons, angels, lictors and razides all manipulating humanity behind the scenes as both sides continue their war. When Astaroth's forces were thinned from Inferno, Its despotic Death Angels struggled for power there as well. Some escaped Inferno to our world, looking to carve a little piece of Hell on Earth. Some continue to serve Astaroth in Its plan to draw Metropolis into the Inferno via our reality, thus completing his goal of cosmic domination. In the Jail of Night, these beings and their servants, both living and Infernal, represent some of the greatest dangers to Wraiths who have escaped the curse of the Inferno. The Angels of Death are: Thaumiel: the Unjust Ruler. This is the mightiest of the Death Angels, the shadow of Kether, and represents despotism. He influences our reality through tyrants, dictators and warlords. About half the world's armies are under direct control of Thaumiel, while the Archon Netzach controls the other half. This incredibly powerful Death Angel is the greatest threat to Astaroth, which cannot destroy him. In the days following the end of the cold war, Thaumiel has discovered renewed power in our reality as his tyrants have begun small wars around the globe. Those who die in these wars are immediately captured by Thaumiel's razides after death and conscripted into his army of death. Chagidiel: the Bloodstained Patriarch. This shadow of Chokmah (one of the four missing Archons) is the personification of incest, the assault of fathers on their children. He acts through orphanages and other institutions which claim to act in the best interests of children. Chagidiel's citadel is a prison camp for dead children in Inferno, where the human servants of the Death Angel and their victims are tortured into mindless submission. Sathariel: the Devastating Mother. This is the horror of the original chaos, the devouring mother who eats her children. The shadow of Binah, Sathariel works through political and religious extremists throughout the world. Her goal is chaos, destruction and dehumanization. Those who serve Sathariel are often unconscious they are doing so. They simply fulfill their urge for destruction. Wraiths who discover Sathariel's dark citadel in Stygia suffer the same effects as humans who wander into the Gaia-realm (see part II: The Apocalypse is Over): the dissolution of self, of culture and intelligence. Gamichicoth: the False Rescuer. Operating through dishonest human rights protection groups, Gamichicoth is the personification of hunger, the hunger which paralyses and defeats us and makes us inhuman. When he is in control of aid organizations like the UN, he ships poisoned food and and useless technology. Gamichicoth's razides hold high positions in Pentex (see part II: the Apocalype is Over). Golab: the Torturer. One of the most powerful Angels of Death, Golab is the mirror of Geburah. He makes no attempt to teach through punishment, instead enjoying an almost sexual fulfillment through delivering pain and humiliation. He operates through death patrols, torturers and police. His servants are eager to please him, for they have fallen under the spell that makes the victim love the torturer. Togarini: Protector of the Death Mages. This is Tiphareth's dark shadow, representing twisted beauty. When Astaroth vanished in search of the Demiurge, Togarini tried to rebel. He was easily defeated and escaped final annihilation by hiding in our reality. He personifies Death: not Death as a liberator but Death captured in unlife. Togarini enhances his power by capturing Wraiths in the Shadowlands and in their Purgatories. Euthanatos mages and practitioners of the forbidden Death Lore magicks (see sidebar) are often influenced by this Death Angel. Hareb-Seraph: the Raven of the Battlefields. This Death Angel is the distorted image of Netzach, the victor. Hareb-Seraph is the meaningless battle without a victor. Through continued skirmishes around the world, Hareb-Seraph increases the power of Astaroth by providing an endless supply of doomed legionnaires. Samael: the Avenger. Samael is one of the most powerful Death Angels. He is the shadow of Hod, the blind retaliation that destroys both the avenger and the victim. He promotes vendettas within the Mafia and other crime organizations. He has many, many human servants in our reality. Samael's power increases without control, because none of the other Death Angels or Archons want to face him. He never forgets an insult or an injury. Gamaliel: Perverted Sexuality. This being is the perverted image of Yesod, sexuality as a destroyer instead of a creator. He works through sadists and other sexual perverts, rapists and shrewd business people in the sex industry. Both the servants and victims of Gamaliel are drawn into his citadel in Stygia after death, to be later converted into servants or spirits and returned to our world. Nahemoth: the Defiled World. The shadow of Malkuth, Nahemoth represents apathy. When he had more power, Nahemoth caused us to fear the future. Now that Malkuth has begun helping humanity destroy the Illusion through technology and learning, Nahemoth has become the least powerful Death Angel. The Power of Death In the Jail of Night, death literally is just another state of mind. When the body is destroyed, the soul lives on, either to be annihilated in the Inferno or to wander within our reality avoiding that fateful day. As a result, death and the power of the dead is everywhere. The Angels of Death and their servants, the razides, are as pervasive in our reality as the Archons and their lictors. They manipulate our lives, our governments, our societies. In these final years of war between the archons and death angels, the power of death is increased by every murder, suicide and disease. Meanwhile, the Illusion is weakened as more of these lost souls flood our world. While all the Death Angels influence our world, Thaumiel and Golab are the most active Death Angels in the Illusion. Thaumiel builds his power by recruiting many, many enfants around the world before their cauls are removed. His razides exist in hospitals, war-torn areas, and countries stricken with starvation and disease to optimize the slavery. When Thaumiel's forces attack, the countryside runs wild with hordes of the living dead. His goal is tyranny, and his methods are sometimes less than subtle. Golab has become Astaroth's most favored Death Angel. When Astaroth Itself roams our world, It is said to have 666 different names and forms. These forms, usually somewhat human and always terrifyingly powerful, are assisted by Golab, who tortures the victims of Astaroth until they become blind servants to the cause. Golab blindly follows Astaroth on our earth, dreaming up progressively more gruesome torture methods. Wraiths, when they do not find themselves immediately captured by one of the Death Angel's servants, often find themselves trying to foil these foul beings' plans on our world. Anyone can fall subject to their attentions. However, strong emotions -- especially fear, hatred, lust and so on -- can summon these beings out of the Inferno. When they arrive in force, not even the most powerful Wraith can stop them from bringing Hell on Earth. Next issue: Changelings are scarier than you thought! The final installment of the Jail of Night. Sidebar Lore Magick: The Lore of Death This branch of Lore magick, one of the most prevalent in our reality, is usually practiced by servants of the Death Angels and various lictors. It involves communion with, and animation of, the dead. It is powerful magick, and its practitioners are often driven to the edge of madness -- both by the rituals required (which often require handling, even intercourse with, corpses) and the secrets whispered when the dead return. Humanity, caught in its jail of the flesh, instinctively knows the searing Inferno awaits it just on the other side of death Level 1 See Through Death -- The conjurer creates a window through which he can see into another's death and into the realms of the dead: the Inferno, Purgatories and Stygia. He can also physically enter these places. Manipulate Death -- The conjurer can manipulate the dead. Effects include speaking to the dead, animating corpses, controlling the living dead and force reincarnation into a waiting, living host. Level 2 Summon Creature of Death -- The conjurer can summon one of the creatures of death: Wraiths, Death Angels, Razides, Nepharites or Purgatides. Difficulty is based on the creature's power. Bind Creature of Death -- The conjurer can force a creature of death to obey him for seven days and nights. Expel Creature of Death -- The conjurer can return a creature of death to the realms beyond death: the Inferno, Stygia, Purgatories, etc. Exorcise Creature of Death -- The conjurer can cast out a creature of death which possesses a human being, place or object. Level 3 Hades Walk -- The conjurer can freely walk between our reality and the various realms of the dead. Body Change -- The conjurer can take over another person's body and force the other person's soul to enter his own body. If the conjurer botches this spell, his soul is cast into the Inferno. Level 4 Prolong Life -- The conjurer can "steal" life force from other creatures. Treat as the Early Withdrawal Arcanos in Wraith: the Oblivion. Voodoo Ritual -- The conjurer can create a doll incorporating some of the victim's hair, blood or flesh. Anything that happens to the doll will then happen to the victim. Level 5 Putrefy Other's Body -- The conjurer can make another living person's body rot. This decay cannot be stopped once it has started. While most people go insane early in the process, some have embalmed themselves to avoid total annihilation. 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