Showing posts with label 6th Watchtower. Show all posts
Showing posts with label 6th Watchtower. Show all posts

Thursday, December 28, 2023

[Mage: The Awakening 2e] Artifact: Hildebrand Recording

Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening 2nd Edition
Chronicle Storyteller: Jerad Sayler
Assistant Storytellers: Hannah Nyland & Alex Van Belkum

Artifact: The Hildebrand Recording


For more Abyssal goodness, the Hildebrand Recording from Grimoire of Grimoires. Some poor sucker ends up holding a recorded seance, and we get to read about what happens when an Abyssal intruder picks up instead. And yes, there are snippets. The recording itself allows mages to perceive things through the filter of the Abyss (as in, twisted and wrong), but it's also an object of fascination for mortal occultists, who will do anything - anything - to get their hands on it...



And one of those occultists? A Russian mob boss  who used to play it for laughs, and once cut off the limbs of people who offended him.

Also, the Hildebrandt Recording is explicitly stated to be an impossibility. Hildebrandt himself was an ordinary man who should never have been able to summon the being at all. He used ordinary equipment, which should have been unable to record its sounds if he did. And for the recording of the seance to become a genuine grimoire should have been flatly impossible. It is, quite literally, a thing that should not be.

The recording itself has a pair of rotes on it that can be decoded with the proper spell. One of these is a spell that lets a mage detect the presence of the Abyss' influence; Unfortunately, the way the caster perceives said influence is pure distilled Nightmare Fuel: Inhuman whispers, moans of suffering, and general feelings and images of pain and horror. The writeup on the spell says that a mage who uses it is unprepared the first time they use it, they could end up picking up a derangement. On top of all that, the spell is also in-universe Paranoia Fuel. Mages who use it regularly get too scared to go through life without it activated. Perhaps the worst thing about the Hildebrandt Recording is that possessing it is actually sort of useful to the Awakened, because it eats Paradox, lessening its effect on the mage who possesses it; anything that does this is worth its weight in gold. The problem is that it doesn't actually quash Paradox, it just makes it go... somewhere else. So it's less that it stops Paradox so much as it makes it somebody else's
problem.

Verbal notes from Agent Jonathan Simmons, Cultor:
The following requires Status: Guardian of the Veil OOO and/or a Guardian vault of library to access.


- This is the voice of an entity of the Lower Depths, not an Abyssal Entity?  Final answer is that it
manipulates Paradox and detects the Abyss, has to by Abyssal right?
- Summons Shadow People: living shadows/undead/extradimentional/lower depths, has to be Lower Depths right?
- Shadow people are extradimentional/parallel universe bleed-over, Bodachs! 
- Stinger on The Unsound from the Black Tapes Podcast.  Created by Lucifier himself reveal to whoever... if you listen to it you will die in one year.
- Cannot be copied mundanely, only records the data by the strange sounds are missing
- Data can be copied with magic (Forces), but doesn't have the badness.. or enough meaning to glean the Rotes
- Holy shit it was in Los Angeles!
- Resists destruction? Too valuable to destroy! And two wanted.
- Found in a Guardian Vault by Chimera, they keep it under guard.
- May attract Scelesti, Tremere, entities.
- No curse is detectable on this item, mage sight reveals nothing except really bad resonance
- People who try to hang on to it tend to live short lives, this may just be bad luck though...
- Listeners develops a Fixation with it. 
- Shadow People - parrallel dimension? Lower Depths? Bodachs



A Different Perspective

Because of its unique nature and the sort of company it seems to “prefer” to keep (see below), the Hildebrand Recording can make for an interesting challenge for a group of ordinary mortals who travel in the occult, criminal, or even law enforcement or intelligence communities. While such characters cannot actually make use of the grimoire’s spells, that’s not really the point of the exercise; rather, such a chronicle focuses more upon the nature of the recording as a horrific unknown, a sort of “Devil’s Bible” of the modern paranormal.



This sort of chronicle likely follows the globetrotting exploits of the characters as they pursue legends of the Hildebrand Recording and start to discern the forces, both mundane and supernatural, aligned against their search. Occult scholars may be expecting this sort of thing, but what about the average underworld thug or intelligence operative? A journey of this sort represents a wildly divergent perspective on the nature of grimoires in the World of Darkness: that of the object as a perilous treasure unto itself, irrespective of the mystical abilities it unlocks for the Awakened.



An “unholy grail” of modern paranormal investigation, the so-called Hildebrand Recording is a digital audio recording that runs for 15 minutes, 36 seconds. It is one of the most profoundly convincing examples of electronic voice phenomenon (or, more succinctly, EVP) known to the occult community, though fewer than a dozen parapsychologists, metaphysicians, and other “experts of the unknown” have credibly claimed to have listened to it.



The Hildebrand Recording is imprinted upon a nondescript golden-hued recordable compact disc with bluish highlights, in a dark blue jewel case, with a plain white label — skewed ever so slightly — in the middle of the front cover, bearing the characters “Hildebrand — 12/14/03” neatly printed with what was obviously a black gel pen. Naturally, as with almost any artifact known to (or widely believed in by) the occult community, forgeries exist. Most look nothing like the actual Hildebrand disc, though some studious counterfeiters have managed to very closely replicate the appearance of the original.



The true Hildebrand Recording bears a terrifying resonance when viewed with Mage Sights, most especially those employing the Death, Mind, Prime or Spirit Arcana. One Moros likened it to “staring at something that died so long ago it’s forgotten that it isn’t alive anymore.” Some speculate that the recording itself has a consciousness of one sort or another — a malevolent and alien consciousness, to be sure, but a consciousness, nevertheless. No known attempt to communicate with the recording (or the thing heard on the recording ), however, has ever been successful.



Some of those who have come into proximity with the Hildebrand Recording report the momentary recollection of scents that remind them of dark times from their pasts. It is uncertain as to whether this is an actual whiff of scent or just a sense memory rising to the surface, and there is no apparent pattern to explain why one person standing near the disc catches the momentary smell of the cloying odor of the bouquets at his father’s funeral from when he was seven years old, or the rotten breath of her would-be rapist from that rain-soaked country road two years ago, and another smells only plastic. Still, the phenomenon is common enough to have entered into the legendry of the Hildebrand Recording, and has, once or twice, been used as a “blind test” indicator of the veracity of the disc. Why the recording appeals to scent, in particular, is uncertain, though modern scientists generally agree that smells trigger the deepest and most emotionally telling memories in the human consciousness, and perhaps the recording is simply inspiring powerful gut reactions in its own unpleasant way.



Also, certain accounts relate that the physical vessel of the true Hildebrand Recording sometimes feels inexplicably “tacky” to the touch, as though stained with some kind of drying liquid. Those that have experienced this sense almost invariably report that they got the distinct impression the “phantom substance” was somehow organic in nature.



While no trace of any such material has ever been reported as staining the disc, the accounts often liken the feeling (and, perhaps, the unconscious association) to that of drying blood, pus, phlegm or bile. A former owner of the recording, now deceased — a retired crime scene investigator in New York City — said of the sensation that it reminded him of the time he got some of the “necrotic soup from a badly decomposed human corpse” inside one of his gloves; “not just the sickeningly sticky feeling, but also that reflexive sense that, days later, you were some - how still ‘dirty.’”





History

While accounts disagree as to the individual to whom the recording first came, almost all those with more than a passing interest in the disc are in accord that Edinburgh was where it first surfaced, in February of 2004. Some say it was Amalia Gardener, the widow of an American expatriate occultist, who came to possess the recording; while others assert it was John Welker, a distant relative of the ill-fated William Hildebrand, and still others hold it was a man who identified himself only as Frater Dis. Regardless, though, it is commonly held as fact among the seekers of the recording that it spent only a single night in the possession of its new owner before a calamity of some sort — a fire in the Gardener estate, John Welker’s fatal third heart attack, or the brutal murder of Frater Dis — caused the recording to move on. (Those who have researched the matter, interestingly enough, report that all three of these events occurred within 48 hours of one another in Edinburgh, though the killing of Frater Dis never made the mainstream media, and his true identity remains unknown to this day.)



Three months later, the Hildebrand Recording resurfaced in Barcelona, Spain, and it was at this time that the first counterfeits began to circulate through the occult community, as well as what are believed to be two or three unsuccessful attempts to copy the disc, at least one of them incomplete by four or five minutes. It is a matter of record that it was Enrique Vargas, a wealthy entrepreneur with a keen interest in the paranormal, who acquired the recording after it came to Spain. Vargas kept the Hildebrand Recording for only three days before shipping it to an old college friend (and much more knowledgeable occultist) in Perth, Australia. The package never arrived, however, and the recording disappeared for nearly a year. As to his time in possession of the Hildebrand Recording, Vargas will say nothing, and he refuses all inquiries into the matter.



In late March of 2005, the Hildebrand Recording resurfaced in or around Phoenix, Arizona, in the United States. By this time, at least nine distinct counterfeit recordings were in circulation, each one of which had been copied at least once and some of them up to a dozen times. Current research indicates that the disc ended up in the possession of one Allison Lees, a wealthy recluse with a chronic immunodeficiency. If the story of Geraldo DeJesus, a security guard in Lees’ compound, is to be believed, she never so much as played the recording once, instead vacuum-sealing it up in a case on a pedestal in her expansive library of the paranormal. Three months after acquiring the recording Lees sold it to an unknown buyer for an undisclosed price (though the rumor, for whatever reason, is that she parted with it for a ridiculously small sum).



In August of 2005 the recording turned up in the collection of one Asløg Madsen, an international drug smuggler who claimed, in an offhand comment to a seeker of the Hildebrand Recording, to have acquired it “in payment of a debt.” Madsen held the recording for six months and, according to a former enforcer in his entourage — now under protective custody in a mental institution in Sweden — is known to have played it for the amusement of friends and associates. During an attack by a rival criminal organization, Madsen lost the recording (as well as his right eye and the ring and little fingers of his right hand; the bodyguard who took the brunt of the shotgun blast, on the other hand, was killed instantly). Immediately after recovering from his injuries, Madsen launched a retributive strike against his enemy, only to discover that the other kingpin had never been in possession of the recording and that it had simply vanished on the night of the attack. In addition to the extensive search for the disc Madsen has organized, he has offered a 10-million Euro bounty for the safe recovery of the Hildebrand Recording, no questions asked. Of course, rumors have already begun to circulate throughout Europe’s underworld as to the fate of three young men who tried to pawn a fake off on the ruthless criminal; after three weeks of starvation they were simply thankful for a meal and never thought to ask what had been done with their limbs after they were sawed off. Allegedly, at least one of them is still alive, now nothing more than a head and torso, in a hospital in either Germany or the Netherlands — accounts disagree as to which.



Since disappearing from Asløg Madsen’s keeping, the Hildebrand Recording has surfaced here and there throughout the world. Most of its owners manage to hold onto it for a matter of only days or, at most, weeks, before they either willingly part with it or else lose it through various sorts of unfortunate circumstances. Occasionally evidence will point to someone keeping the recording for up to a month or two, but these accounts are rare and, often, suspect.



Widely considered to be the only truly believable such claimant, Dorian Wheeler of Vancouver, British Columbia, Canada, a small-time dealer in paranormal artifacts, alleges that, after 39 days in the house, the disc drove his wife to murder their two children with a carving knife, to attack him, and then — when he fled, badly wounded, and locked himself in the bathroom — to eviscerate herself in the parlor. While Wheeler was (barely) cleared of any suspicion in the murder-suicide, the recording could not be found anywhere among his possessions afterward.



As to the Hildebrand Recording’s present location, none can say for certain. Some believe it is currently the property of a small cadre of bankers in the Caribbean, while others believe the Catholic Church has acquired (and is studying) the recording, and still others maintain the disc is in the hands of one DJ Atropos, believed to be somewhere in Los Angeles, California. (but recently vanished, seemingly without a trace) after several brief samples of William Hildebrand’s speech from the first two and a half minutes of the recording were heard in one of her last known club mixes.



A Bit Nonstandard



Needless to say, the Hildebrand Recording is unlike most other grimoires out there. First of all, it doesn’t take the form of a series of written symbols, but, rather, an audio recording. This is a significant distinction unto itself. Some mages wonder how it is that the Hildebrand Recording can be a grimoire at all, given its unusual medium.



Second, none of the few Awakened who’ve ever set eyes on the recording can determine exactly how it was that the disc became a grimoire. Since experimentation with the Prime Arcanum spell used to craft grimoires doesn’t seem to be able to create this sort of effect with respect to recorded sounds, the strongest remaining possibility is that the entity communicating with Hildebrand — which, it is generally agreed-upon by the recording’s Awakened self-proclaimed scholars, could not have been a willworker — somehow did so, whether intentionally or otherwise. Attempts to record the disc’s contents to another storage medium always fail, as the garbled noises made by the entity are somehow completely lost in the process (though all other sounds, including William Hildebrand’s horrific screams of agony and terror, transfer perfectly). No amount of magical or mundane manipulation can overcome this limitation, and so the grimoire, like others of its kind, remains unique.



Third, one or two willworkers out there claim to have destroyed the Hildebrand Recording, only for it to pop up again somewhere else in the occult underground. No spell can be detected on the recording that would allow for this regeneration and spontaneous transport, and many reflexively doubt the word of any who’ve claimed to have destroyed the disc, though others wonder whether there are deeper mysteries still at work in this matter.



Fourth, and perhaps most interestingly, the Hildebrand Recording has moved almost exclusively through the hands of Sleepers during its time in this world. While the Awakened have sometimes managed to hold onto it for a fleeting instant here and there, the disc somehow seems to want to be in the possession of ordinary people — for a little while, anyway, before moving on to the next owner (or host, or victim).



Whatever the case, all these facts, rumors and suppositions only go to prove that magic is not a thing that can be readily confined to simple categorizations; some detail hanging raggedly from the edge of the known and quantifiable always manages to elude the boundaries of “established lore.” Ultimately, the Hildebrand Recording is an enigma — for the Awakened just as much as for the Sleeper occultists who track its movements and aspire to unravel its significance — and therein lies its allure.

Contents

The Hildebrand Recording is of especial interest to the Awakened, given the unique magics said to be concealed within the “speech” of the entity; decipherable only through the Mind 3 “Universal Language” spell (Mage: The Awakening, p. 213) or an effect like it. Note that the mage using the spell knows what the entity is “saying,” but cannot in any way — not even with other magic — articulate, translate or transcribe this communication. She can learn the spells it teaches, but cannot meaningfully record such knowledge or impart it to others; only the recording itself can bestow its unclean lore. The spells hidden within the Hildebrand Recording are as follows:



Rote: Abyssal Perception (Death • + Prime • + Space • + Spirit •) This spell enables a mage to perceive the presence of Abyssal phenomena, though it is not properly a Mage Sight. Rather, this sense manifests as a powerful awareness of the pressing “wrongness” of the Abyss as the willworker closes on it (or, conversely, as it closes on the willworker…).



Practice: Knowing

Action: Instant

Duration: Prolonged (1 scene)

Aspect: Covert

Cost: None



After casting this spell, the mage becomes attuned to the alien emanations of the Abyss, detecting them through feelings and images of fear, pain, horror and otherwise skewed awareness of the world around him. Ordinary scenes and occurrences take on a malevolent cast, as inhuman whispers circulate through the crowd at a train station, deformed faces leer from shadowed corners (and vanish the instant the character looks back), moans of suffering and ecstasy well up from manhole covers and other images of the gruesome and nightmarish transpire just at the edge of perception. Characters unprepared for the experience (think of the title character’s glimpses of the bizarre and the terrifying in the 1990 film Jacob’s Ladder for an idea of just how this sense manifests) are likely to develop 1 or more derangements.



Even when Abyssal phenomena are not at hand, light seems a little cold and thin through the lens of this magic; everything looks a little more rundown, the eyes of living things are flat and unreflective, wind seems a bit too still, while normal noises sound muffled and whispers are a bit too loud. Any mage who uses this spell on too regular a basis will almost certainly find that all sense of reality begins to wear thin, as an expectation of Abyssal intrusion takes hold of her. Eventually, she might become afraid not to have this magic active — who knows when the Abyss will come calling, after all?



Rote: Gazing into the Abyss

Dice Pool: Resolve + Occult + Prime

Pain and fear such as the human mind cannot ken await those who look long into the Abyss. Still, to some Awakened, the power to know the presence of that which must not be is worth the cost, or, at least, so they believe.





Rote: Call Shadow Person (Death ••• + Mind ••• + Spirit •••)

“Shadow People,” as they are known by the Sleeper occult community, are, allegedly, entities from another layer of reality. It is uncertain whether they are demons, ghosts, spirits, astral beings or something else. Often connected to the sites of particularly potent hauntings (not necessarily ghostly in origin), these beings are usually accompanied by feelings of dread and are sometimes reported as chasing or even harming people.



Practice: Weaving

Action: Instant

Duration: Prolonged (1 scene)

Aspect: Vulgar

Cost: None



Shadow People, apparently, will always consent to be summoned into a place rife with what they consider a pleasing resonance, and are often known to linger long after the Duration of the spell elapses, as though somehow feeding on the darker ambient energies of the Fallen World.



As Shadow People are not normally present anywhere in this reality, no Space component is necessary to call them to the caster’s present location; they simply arrive when called, though the willworker enjoys no particular protection from the entity’s attentions, unless she has taken such preparations in advance. Otherwise, this spell is in every way similar to the “Lesser Spirit Summons” and “Greater Spirit Summons” spells of the Spirit Arcanum (Mage: The Awakening, pp. 247 and 249).



Rote: Call to Darkness

Dice Pool: Intelligence + Intimidation + Death

Some believe the Shadow People are dark powers called up by hurtful magic and sent to afflict one’s enemies with fear and suffering. By way of this spell, a willworker can do just that, sending a hateful darkness to torment her foes, or those who otherwise offend against her.



Shadow Person

Shadow People (also known as Shadow Men, Shadow Folk, and by other such titles) are often-malevolent entities originating in another layer of reality, quite possibly one “near” (or even within) the Underworld, the Abyss, the Astral Realm, or somewhere between the three. These beings tend to be drawn toward sites saturated with negative resonance: pain, fear, madness, violation, and the like.



Sometimes, they simply observe human beings and, sometimes, they frighten, chase, or even attempt to hurt them. These intelligences usually conceal themselves from the scrutiny of corporeal creatures, however, revealing themselves only according to the dictates of their inhuman logic. Shadow People do not verbally or telepathically communicate — not even with magics that allow (or compel) communication; it seems to be an inherent limitation of their “species.”



Shadow People register as “inconclusive” to the “Abyssal Perception” spell, above, though they are clearly spiritual entities of dark and unwholesome purpose. They may be Abyssal in origin, and they may not; that is up to the individual willworker (and, of course, the Storyteller) to decide. The template below describes a “default” Shadow Person. A mage could, with the proper preparation, presumably summon a more (or less) powerful entity.



Rank: 2

Attributes: Power 3, Finesse 6, Resistance 5

Willpower: 8

Essence: 15 (max 15)

Initiative: 9

Defense: 6

Speed: 29 (species factor 20)

Size: 5

Corpus: 10

Numina: Discorporate, Harrow, Materialize

Influence: Dread 3

Ban: Shadow People cannot enter areas of bright light (anything stronger than a flashlight or candlelight) and must flee from such illumination with the greatest possible haste, up to and including moving through the Gauntlet, if such proves to be the most expedient means of escape.



In addition to the spells concealed within the Hildebrand Recording, the disc bestows another, significant perk upon an Awakened owner, who need not be in the object’s presence in order to reap said benefit: any Paradox roll the mage is called upon to make, for any reason, is lessened by 2 dice. No explanation can be found for this Paradox-dampening effect, but the few mages who’ve ever held the recording, however briefly, have reported that it feels more like a displacement than nullification, like the Paradox went somewhere else, but no spell or other paranormal sense has yet been able to discern where, or how. This benefit lasts for as long as the mage in question remains the owner of the Hildebrand Recording (inasmuch as anyone can be said to “own” this horrific object), fading instantly when it is stolen, traded, given away, thrown away, or else meanders off, seemingly of its own independent will. As to what becomes of this thwarted toll in Paradox, none can say, though the aid the recording renders is almost assuredly, in the greater scheme of things, not worth the price.



Dangers



The dangers of the Hildebrand Recording are abundant, and not all of them are best expressed in terms of systems and dots. If the supposed history of the grimoire is to be believed, it is perilous merely to possess, let alone to actually use, and largely on account of phenomena not easily interpreted by ordinary investigation or even magical senses. No discernible curse clings to the recording, but many of its alleged owners, nevertheless, die horribly or otherwise suffer terribly relatively shortly after acquiring it. Some of those who come into contact with the Hildebrand Recording develop an unhealthy preoccupation with it, and no few have gone mad, seemingly by way of nothing more than mere proximity to it. Those that have resisted the temptation to play the recording and those with the wisdom (and, perhaps, the willpower) necessary to part with it have found that they can, apparently, escape its siren song, but even they are, if only in some small way, almost always scarred by their time with it.



Shadow People (see above) occasionally manifest where and when the true recording is replayed, though these incidents are rare. Other similarly dark powers, however, are also sometimes drawn to the Hildebrand Recording, and it seems to act like something of a magnet for the worst human (and inhuman) impulses in the Fallen World.



Tremere, Scelesti, acamoth, and who knows what else can easily be attracted by the rarified siren song of the disc, whether or not it has recently been played. While such beings cannot manage to long possess the recording, they may well inflict many atrocities in the pursuit of it.



Of course, some of the dangers inherent in the Hildebrand Recording are entirely more mundane, but no less urgent: Asløg Madsen, for instance, longs for the recording with a passion that borders on madness, and is ready, willing and able to do very nearly anything to anyone who stands in the way of his quest to reacquire the disc. While still a Sleeper, Madsen has allegedly come to own a gemstone Imbued Item with which he has replaced his missing right eye and which grants to him one or more persistent mystical sights. He may well be beginning to penetrate the Veil in the course of his obsessive quest for the Hildebrand Recording, though he likely has no idea just how much information he actually possesses or what its true significance might be. Willworkers who wish to find the recording will almost certainly have to eventually clash with Madsen’s forces and the considerable power he can bring to bear.



One final potential danger — and a persistent theory among scholars of its nature — is that the Hildebrand Recording may, itself, be some manner of hateful, otherworldly intelligence. Perhaps it was impressed with a sliver of consciousness by the unfathomable entity heard on the recording, or maybe something seeped out of the portal that it and William Hildebrand collectively opened between two realities and into plastic and metal foil? No one is sure, but the disc is certainly an unclean thing and many of those who are near it, let alone those who play it, come to suffer for its closeness. Certainly this could simply be coincidence, but the pattern of calamity that follows in the recording’s wake would seem to indicate that some other, darker force is at work. Some of those Awakened who know of its existence believe the Hildebrand Recording is an Abyssal intruder of one sort or another, or perhaps something dredged up from the Underworld or some similarly alien plane of existence.



Researching the Hildebrand Recording

Capping Skill: Occult

Action: Extended — 12 successes

Research Time: 12 hours; 4 hours

Appropriate Libraries: Electronic Voice Phenomenon, Grimoires, Occult Crimes

Possible Modifiers: Researcher interviews one or more individuals connected to the Hildebrand Recording (+1), researcher visits one or more of the sites at which the Hildebrand Recording was known to have been held (+1), researcher is in possession of an actual copy of the Hildebrand Recording (+2)



Successes Information

0-4 Nothing.



5-8 The Hildebrand Recording is allegedly a recording of the interactions of something nightmarish and otherworldly with a man named William Hildebrand. The entity in question is of uncertain origin, but the contents of the recording seem to make it clear the being killed Hildebrand, though it is not known whether the killing was done out of malice or simply a lack of understanding as to the fear and pain the man endured on account of the contact. For the Awakened (in addition to the above): The Hildebrand Recording is, against all known rules regarding the creation of such, a grimoire of some sort.



9-10 Almost everyone who has come into contact with the Hildebrand Recording has suffered one manner of misfortune or another while in possession of it. Often these individuals lose the recording by way of such catastrophes, and several of them have died in this manner. For the Awakened: Despite the obvious mysticism surrounding the Hildebrand Recording, few mages have ever held the grimoire, no matter how briefly.



11 The Hildebrand Recording was once in the possession of the leader of an extremely dangerous international criminal cartel, a man named Asløg Madsen, and he lost the disc in an attack by a rival organization, an attack that cost him an eye and two fingers. He wishes to recover the recording and no deed is too low or foul in the course of his search for it. For the Awakened: The magic revealed by the Hildebrand Recording has something to do with the Underworld, or perhaps the Abyss.



12 The Hildebrand Recording may be more than merely a recording of an otherworldly encounter; it might constitute a portal to some other plane, or perhaps just a window through which something inimical to life can peer into our world. For the Awakened: The Hildebrand Recording may itself be an Abyssal intruder, a consciousness native to the Underworld, or something from another, similarly alien, plane of existence.



Excerpt from the Recording:

...As you suspected, it was in my possession. For just about a week, actually. That’s right; I had it, if only briefly. You must understand, however, why it is that I chose not to share it with you as I promised, Josephine.



It’s…unhealthy. Dark. The sounds are not words, though they are language. I can’t explain. I shouldn’t even try, except to say that it’s not meant for this world. Whoever William Hildebrand was, I pity him. He was there for it all, and I shudder to think of what it did to him at the end. You should have heard his screams. I’m glad you didn’t have to. You can feel free not to forgive me for that, but I’ll go to my grave feeling justified in my choice, happy to have spared you the knowing of what was on that disc.



What I can’t, for the life of me, figure is why Hildebrand never removed his headphones when that... whatever it was... started to communicate with him. I can’t put together why he didn’t turn off his equipment, or even just run. I just — I don’t know, Josephine. It’s haunting, and terrifying. I used to look for reasons to believe. Now, all I want is cause to doubt...



(Approximately 22 seconds of shuffling and rustling of papers and soft banging of equipment.)



“For the record, I am William Hildebrand, and I am preparing to commence with the invocation that will, hopefully, enable me to contact the entity that allegedly haunts this place...”



“...I’m having trouble understanding you. Please, if you are here, give me a sign: move an object, tap on the pipes, speak to me. Just give me something to let me know that you’re here. I mean you no harm.”



(Pause.)



“I’m going to put on my headphones and attempt to listen for your communication there. If you have something to say to me, please do so, and I’ll see if I can hear you through this medium...”



(Garbled sounds of uncertain origin.)



“...Please, you’re scaring me. I know that you want to talk. I sense that you’re in pain. That you…no — oh, God. Please.”



(Pause. Garbled sounds increase in intensity and continue.)



“No.”



(Pause. Garbled sounds continue.)



“Don’t.”



(Pause. Garbled sounds further increase in intensity.)



“I — I... can’t. Please, don’t...”



(Screaming, lasting approximately 31 seconds.)



“...I’m so sorry. I d-didn’t mean. Not for me. Not for me.”



(Garbled sounds move from left speaker to right speaker. Hildebrand’s voice falls to a whimper.)



“I don’t want to see. Please, I beg of you. I don’t want to see. Not again...”



(Screaming resumes.)



(Mostly incoherent mumbling.)



“I dun... I...”



(Crying. Garbled sounds intensify.)



“No. No m-more...”



(Garbled sounds suddenly crescendo. Screaming resumes, punctuated by sobs, for the next 2:13 of the recording, accompanied by the garbled sounds, until the last 12 seconds of the recording, when everything falls silent. Then, with nine seconds remaining, the sound of tearing flesh, splintering bone, and wet, ragged screams. Recording stops at 15:36.)






[Hunter: The Vigil 2e] TFV: GOD GAME BLACK

In-Character (IC) Info:
Onyx Path Publishing
Chronicles of Darkness
Venue: Hunter: The Vigil 2nd Ed
Post by: Jerad Sayler






TASK FORCE: VALKYRIE
THE FOLLOWING IS CLASSIFIED: 
TOP SECRET///SPECIAL ACCESS///CBS//GG-RW//BLB//

TFV REPORT: CODICIL BLACK SKULL (CBS)

Shamelessly lifted and converted from The Laundry Files rpg based on the books by Charles Stross.  I am planning on adapting some of the lore as part of Task Force: Valkyrie.  Most of the Lovecraft lore I utilize for Abyssal purposes in Mage: The Awakening 2nd Edition.  In fact, our next Chronicle - Mage 3: The 6th Watchtower will be largely dedicated to fighting the Abyss. And that is all the spoilers you get.

The following requires Special Access///CODICILBLACKSKULL//GODGAMERAINBOW//BLOODYBARON.  If you do not have CBS//GG-RW//BLB access you are not cleared to read this document.  Violating special access will result in criminal prosecution.  The unauthorized disclosure of government secrets is High Treason and is punishable by up to 30 years in prison and death. This is your final warning.
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A series of three TFV-accredited counseling services are mandatory after reading this file.

Preamble

This is a briefing document intended for the use of Squadron 666 or TFV personnel who are about to be deployed as part of the CODICIL BLACK SKULL observation and exploration missions. If this is the first time you have been deployed offworld, ensure that you are familiar with relevant safety, survival and security procedures.

Overview
The purpose of CODICIL BLACK SKULL is to ensure that an entity known as the Sleeper remains secure and undisturbed. The Sleeper currently resides in a tomb atop an alien pyramid, surrounded by a forest of impaled reanimated corpses called the Wall of Pain. Our role is to ensure that no-one wakes the Sleeper, and to put it back down should it ever rise.

The Plateau
The Sleeper’s tomb stands on a distant planet, across the gulf of interstellar space. Attempts to locate it using conventional astronomy have so far been unsuccessful. Most researchers assume that it is somewhere within our galaxy, but there are no guarantees of that. It could be in another galaxy, or in another dimension, or be billions of years in our past or future – or even all three. “The Old Ones walk serene and primal between dimensions, untrammeled by our petty notions of space and time” to quote the Apocalypse Codex (see APOCALYPSE CODEX).



The planet – or at least the Sleeper’s Plateau – has a thin, but breathable atmosphere, suggesting that at some point life held sway here, cracking the oxygen out of the bluish rocks. Foot patrols to the planet carry extra oxygen supplies with them, but additional O2 is only needed during periods of heavy exertion.  The only native flora discovered by past expeditions is a purple lichen that is mildly poisonous, but has powerful hallucinogenic and oneiromantic qualities. Background radiation is approximately 20 millisieverts per hour (or as much as a nuclear power worker would absorb over the course of a year) – hot, but not unmanageable.



The primary source of this radiation appears to be a mobile source that orbits the planet once every six hours, possibly a satellite or moon composed of highly radioactive material. Gravity is  approximately 70% that of Earth. The planet rotates once every 31 hours. There is little discernible seasonal variation in temperature, or in weather – you can expect clear skies and whispering, maddening winds year-round. Average temperatures hover just below freezing.



The planet has no magnetic field. Directions therefore use the pyramid’s sides as the cardinal directions. Rock samples recovered from the Sleeper’s Plateau show that the pyramid rests on a granite outcrop. The rocks have a high proportion of selenium and cobalt, as well as traces of elements without official names from deep within the island of stability. The site appears to have been selected at least partially for its geological qualities; up until recent events, seismic instruments found no signs of earthquakes or other volcanic activity.



Micrometeorite impacts are considerable less than would be expected, suggesting some force protects the plateau from disaster. The rest of the planet is largely unexplored. All known Gates opened to the planet appear on or near the Plateau. Squadron 666’s aerial observations show signs of other structures in the lowlands around the Plateau, but no expedition has ever reached these cryptic mausoleums and returned.



Exploring the Plateau has an extremely deleterious effect on the human psyche. Even with wards, medication and training, most visitors experience delusions or suffer psychological breakdown within 48 hours. Therefore, except in emergencies, all contact with the Plateau and the Pyramid is minimized through use of supersonic over flight.



Operations on the Plateau
Standard insertion protocol is via a Class 3 Gate. As such gates have an operational lifetime measured hundreds of seconds, you will either take your own Gate-making technology with you, or have a scheduled extraction time. Radio on the Plateau is unreliable over distances longer than 500 meters, and power drains faster there than it does here. Electronic equipment fails alarmingly quickly on the Plateau, so keep visits short and carry spares.  Take precautions – treat the Plateau as though it was a radioactive hot zone, and always ensure that your personal wards are active. Unwarded individuals perish within a few hours of exposure to the Plateau.



The Pyramid
The Pyramid of the Sleeper is a four-sided stepped pyramid, made from the same stone as the Plateau, black granite. It is composed of approximately two million stone blocks that at a short distance appear seamless and almost polished. Analysis of the stone blocks reveals traces of partially eroded symbols or markings. No translation exists, although some cults have partial transcriptions of the symbols and use them as part of their mysteries as a substitution cipher.



Despite the efforts of generations of astronomers, astrologers, numerologists and researchers, the
pyramid does not appear to be aligned with any celestial object, nor does it appear to conceal any clues about he impending date of CASE NIGHTMARE GREEN (CNG). Its architecture does not correspond to that of any known human culture other than its iconic shape and being made from blocks. There are no roads, ramps, quarries, waste tailings or any other signs of construction around the pyramid. The stones are mortared together with an unknown substance that defies chemical analysis. It is a blackish-grey resinous compound that is a perfect electrical insulator.



While dating methods based on radioactive decay are unreliable without a better baseline for comparison, most researchers assume the pyramid is less than ten million years old. The size of the pyramid is a matter of debate. Scale within dreams and visions is of course unreliable, and visions of the pyramid being ‘miles high’ or ‘bigger than a mountain’ can be discarded. However, four expeditions recorded different heights for the pyramid despite using reliable scientific instruments. The height ranged between 120 and 180 meters. This discrepancy continued into the CODICIL BLACK SKULL era; observations by Concord missions have recorded multiple different heights for the pyramid. These differences in scale cannot be explained by human error or the movement of the pyramid (the area is tectonically stable).



The steps are shallow enough to be ascended easily by humans in this low gravity. Many reports from those who have ascended the pyramid speak of falling into a trance or experiencing bursts of missing time, as though the monotonous act of climbing all of those steps is hypnotic.




In addition to the Wall of Pain at the foot and the temple on top, there are several other sites of interest on the Sleeper’s Pyramid:



The Rosetta Stone: A series of stone blocks on the ‘north’ face of the pyramid whose markings differ from the rest of the pyramid; in fact, linguistic analysis suggests that there is a better than 80% probability that these markings are in a completely different language. This second language could help translate the cryptic symbols on the rest of the pyramid, and is the focus of intensive linguistic research by TFV and several other groups.



The Watchtower: The watchtower is a small ruined structure located half-way up the southeastern ridge of the pyramid. Most of the building has collapsed, but computer reconstruction shows that it was a twenty-meter-tall round tower made of the same stone as the rest of the pyramid. It is clearly a later addition, as the original steps are still visible beneath the scattered debris. The bottom quarter of the tower still stands, and was used as a base by the fourth expedition. The stones of the watchtower are unmarked.



• The Erratic: Located approximately one kilometer from the pyramid, on the far side of the Wall of Pain, this is a single carved stone block like the ones that make up the pyramid. Why this stone was rejected by the builders is a mystery. The stone was dragged six meters south by persons or forces unknown in 1992.



The Baron’s Mark: The fourth expedition found a broken cavalry saber (a shashka saber, identical to those used by Cossack soldiers) along with a water bottle and some rags on the west face of the pyramid. Someone – presumably Baron Ungern von Sternberg – used the saber to carve a large ‘X’ into a nearby block. The Fourth Expedition examined the block in detail, but reported nothing unusual about it.



• The Door: The existence of secret tunnels and chambers within the pyramid has long been rumored, but never confirmed, and ground-penetrating radar fails to penetrate the structure. In 1947, the Laundry obtained a photograph of a tapestry from a Tibetan monastery that appeared to depict a door or passageway half-way up the west face (near the Baron’s Mark). The Fourth Expedition investigated this region, and found nothing. However, in 1984, a BLACK CODICIL overflight photographed six figures scaling that section of the pyramid. The Concorde made a second pass twelve minutes later, and found no sign of the intruders.



• The Rapture Walk: This is a section of the pyramid near the temple. There are no discernible physical signs that distinguish the Rapture Walk from the rest of the structure, but two expedition team members committed suicide here by hurling themselves off the walk and falling to their deaths. Furthermore, examination of the stones below the Rapture Walk revealed the presence of old blood and tissue, suggesting that other visitors also committed suicide by jumping off that spot.

The Wall of Pain
The Wall was constructed by the ‘Bloody White Baron of Mongolia,’ Ungern von Sternberg, probably between 1919 and 1921. The Wall consists of two thousand, nine hundred and ninety-four human corpses impaled on stainless steel spikes. The Wall completely surrounds the pyramid on all four sides, and is between three and nine corpses deep all along its perimeter.



Most of the corpses are those of Russian soldiers from the Fifth Red Army; the Baron appears to have filled any gaps in the wall with Mongolian peasants or men from his own rag-tag army. Despite being nearly a century old, the corpses are well preserved thanks to the cool temperatures, high radiation and lack of native bacteria. The corpses still wear their uniforms and carry their equipment, including rifles and swords. Most of the corpses’ weapons were found in their scabbards or strapped to their backs, leading some researchers to suggest that the weapons were returned after the bodies were impaled. Rope burns and other scarring, together with some signs of dehydration and starvation imply that the victims were prisoners who were marched alive onto the Plateau, then impaled.

The two-meter steel spikes are made from a high chromium steel alloy, similar to stainless steel. Where exactly the Baron got his hands on nearly three thousand high-quality steel spikes in the middle of Mongolia is a minor mystery. The fence was constructed with the aid of the Bogd Khan’s priests, although the Baron appears to have greatly modified their rituals.



Injuries and post-mortem contortions strongly imply that the victims were impaled on the spikes while still alive. Most were impaled through the chest, but others were impaled through the anus, or else impaled multiple times through, say, the thigh and forearm. Marks on the necks and faces suggest that the victims’ heads were restrained at the time of death – they were probably forced to stare at the pyramid as they died.



The Wall of Pain is one of the greatest examples of occult countermeasures ever created by humanity. Its purpose is at least three-fold. Firstly, it is a wall of nightmares. The necromantic energy of all those deaths blocks the dreams of the Sleeper. Extrapolating from written accounts and other sources, it appears that nightmares of the Plateau were much more common before 1921. This was, it seems, the primary impetus behind Sternberg’s actions – he saved the Bogd Khan from bad dreams.

Secondly, the trapped dead observe the Pyramid, blocking Gate spells and preventing anyone from using magic to bypass the wall.



They are also theorized to observe the Sleeper, collapsing its quantum waveform and keeping it partially quiescent. The effectiveness of this spell is unknown.  It is possible that Sternberg’s actions prolonged the quiet period before CASE NIGHTMARE GREEN (CNG); it is equally possible that the Sleeper is unaffected by the spell, and will wake on cue when the Stars are Right. No-one wants to try kicking the Wall that might be holding back the end of the world.



Thirdly, the corpses that make up the wall are vessels for possessor entities (Feeders in the Night). If anyone trespasses too close to the Pyramid, the entities wake up and destroy them. The guardians of the Wall of Pain are considerably tougher than the average Residual Human Resource, with special capabilities beyond their physicality.  Those killed by the possessors are then added to the Wall of Pain. Squadron 666 observation photos are regularly analyzed for new additions to the Wall.



Navigating the Wall of Pain
Sternberg’s Wall prevents any intruder from reaching the Pyramid, and so far has proved almost completely impenetrable. Other than the 1984 incident, there were no successful attempts by unwanted persons to gain access the Pyramid until the Colorado Incident (see OPERATION: BLOODY BARON).



The only known safe way to cross the Wall is with the aid of TEAPOT, the ‘Eater of Souls’ entity that formerly inhabited the body of Evgenie Burdokovskii, and is currently incarnated in a security location. As TEAPOT helped build the wall, it knows the transitive order in which the Wall must be deconstructed to break down the spell.



Recently, a cult in Colorado managed to open two Gates inside the Wall of Pain’s protected zone, a feat that was previously believed to be impossible. Spectral analysis suggests that the Sleeper stirred and helped them breach the containment field. If so, then the Wall may become increasingly unreliable as the conjunction approaches, raising the likelihood that troops will have to be deployed to the Plateau to augment the Pyramid’s security.



The Temple of the Sleeper
Atop the Pyramid is a temple containing the tomb of the Sleeper. The temple is largely unexplored, following the fifth expedition incident. However, through a combination of fourth expedition photographs, eye-witness accounts and secondary sources, we can state the following:

The temple consists of 128 pillars, each 23 meters tall and 2.5 meters in diameter supporting a domed roof some 30 meters high at its apex. The temple is a square with sides of 128 meters in length. There are four entrances, one at the mid-point of each side of the Pyramid. These doorways are 3 meters wide and 6 meters high, and have wooden doors. (The wooden doors are a new addition, and are made from Mongolian oak.) The pillars and door frames are all decorated with disturbing alien glyphs and symbols. As the scroll that lead to the possession of Evgenie Burdokovskii was derived from the markings on the temple, personnel are enjoined not to examine the symbols without prior authorization and proper safety procedures.



Surrounding the tomb are rows of benches, made out of a crystalline substance. Unlike the rest of the cyclopean structure, these benches are human in scale. They may be later additions to the Temple, as they do not match either the surrounding architecture or the style of décor. Each bench has a small gully behind each seat, suggesting they were meant for some humanoid species with a tail.

The Tomb of the Sleeper stands in the center of the temple on a raised dais. It is a sarcophagus four metres in length. Markings on the Tomb are entirely unlike those on the Pyramid or the Temple, suggesting that the Tomb predates both edifices. The Tomb is the nexus for a powerful thaumaturgical effect, probably either a binding or a suspended-animation spell. Possibly, the Sleeper was deliberately imprisoned here for some unknown purpose, or took refuge here to wait out the long aeons until it could exist again in our universe.



Operations near the Temple
If the Sleeper awakens, it will trigger a series of events that will lead inevitably to CASE NIGHTMARE GREEN (CNG). Its return is a signal to the other Great Old One entities that the stars are right and that they should return. It is the first shot in the apocalypse. Therefore, you are advised and enjoined to stay well away from the Temple. There are power sources and magical forces buried deep within the Pyramid that focus on the Temple. We do not know what might disturb them. Damage to the Temple, touching the Tomb, loud noises, the wrong thoughts – consider the Tomb to be an unexploded and highly unstable nuclear bomb, and keep clear unless there is absolutely no other choice.



Previous Expeditions and Contacts
There are natural portals and dimensional fault lines (aka ‘thin places’) where the Plateau touches our world. Several of these portals are in Central Asia; other confirmed portals exist in Antarctica. The Miskatonic Expedition of 1931 encountered one such portal, when Charles Danforth saw a bizarre vision that drove him mad, likely as a result of a fleeting psychic contact with the Sleeper.

Images and stories of a wonderful and terrible Plateau and sleeping kings are common in many cultures; the Sleeper was out there, waiting, long before human civilization arose. We grew up in the shadow of that dreadful Plateau, and it has informed our myths and nightmares throughout history.

Prehuman Contact

Tomb Builders: Presumably, some race built the Temple and the Pyramid around the Sleeper. We know nothing about this species except the structures that they left behind. It is unlikely that they evolved on the world of the Dead Plateau, unless some cataclysm (perhaps a previous conjunction) erased all signs of their civilization and destroyed most of the biosphere.

• ANNING BLUE SKULL: The proximity of the Plateau of the Sleeper to ANNING BLUE SKULL ruins in Antarctica implies that they knew of its existence. Certain bas relief carvings in their cities imply that they dreaded something in the mountains near their city.

BLOODY BARON (BLB)
As per Section V.5 of the Second Treaty of Nice, all developments and information regarding the Dead Plateau and the Sleeper are shared with the TFV's European partners on the BLOODY BARON committee. Please review guidelines on information sharing and cross-agency encryption and warding when submitting any reports with BLOODY BARON clearance.

• DANUBE CROSSING: The pews in the Temple certainly resemble their reputed physiology.
• BLUE HADES: We cannot be certain that BLUE HADES had contact with the Plateau, but drawing a line through the Church of the Sleeping Christ to their inhuman patrons strongly suggests it.

Prehistoric Contacts
• Sigils matching those found on the Pyramid were found in a cave in Afghanistan, and verified to be more than 30,000 years old.  Found far was a Babylonian temple to the god Sin.

• The Mesopotamians worshipped (or placated) fearful gods in pyramids.

Historic Contacts
• Awareness of the Plateau is ancient among the mystics of Mongolia. The Priests of the Black Buddha, an obscure religious order in Tibetan Buddhism, conducted rituals that often involved visions or physical pilgrimages to the Plateau. The Priests of the Black Buddha were reputed to have driven a tribe or group of cannibals out of the mountains. These cannibals were likely either the Tcho-Tcho tribe, or devotees of a radical sect of the Dzogschen school of Buddhism.

• Baron Ungern von Sternberg, an eccentric Russian military officer, mystic and warlord, visited the Plateau to construct the Wall of Pain. The Bloody Baron fought on the pro-monarchist side of the Russian civil war, and believed that he was destined to become a new Genghis Khan, who would lead an army of Mongolian warriors to conquer Eurasia and purge the land of Bolsheviks and other traitors. As part of his crusade, he allied himself with the Bogd Khan, the eighth Bodg Gegen. The Bogd Khan was the third most senior lama in the Gelugpa tradition of Tibetan Buddhism, and the de facto ruler of Northern Mongolia. The Baron won the Bogd Khan’s support and trust by promising to end the nightmarish visions and dreams sent from the Pyramid.

• The OGPU (the precursor agency to the KGB) had a long-standing interest in the Plateau. Gleb Ivanovich Bokii – secret policeman, cryptographer and Rosicrucian – took over the OGPU’s  petsotdel department in 1923. That included 7th Section (which later became the Thirteenth Directorate after another series of Stalinist purges and reorganisations). He tried to dispatch an official expedition to Tibet in 1925, but elements in the OGPU’s Foreign Intelligence section blocked him (and accused him of drinking blood, to boot). He tried to do an end run around Foreign Intelligence by sending Yakov Blumkin to sneak into Tibet.  Given Blumkin next shows up in Sternberg’s old stronghold at Dauria, we believe he made it to the Plateau and learned about the Wall of Pain.



Expeditions
Following TEAPOT’s initial debriefing in 1945, the Laundry became aware of the danger posed by the Sleeper. Two expeditions in Tibet failed to locate any ‘thin places’ that crossed over to the Plateau, and a third expedition to Antarctica was cancelled due to more pressing business elsewhere. It was not until 1961 that the Laundry mounted a successful expedition to the Plateau.

The First Expedition reached the Plateau via the Gate on Bogd Uhl Mountain in Mongolia. On arrival, it conducted a cartographic survey of the Plateau, although it did not dare to cross the Wall of Pain. Two men died of exposure on the Plateau, and another three perished or went mad on the return journey. Still, the expedition confirmed that the Wall was still in place. The Second Expedition (1965) used an artificial Gate opened in the basement of the University of Manchester using the Atlas-3 mainframe, in one of the first large scale invocations using computational demonology.

The Second Expedition took more scientific equipment with it, and were able to measure thaumic flux and radiation on the Plateau, as well as being able to conduct a closer examination of the Wall of Pain.

The disastrous Third Expedition (1966) attempted to penetrate the Wall of Pain to reach the Pyramid. Arcana Analysis believed that it was possible to fool the watchers using a thanothic manipulation; this proved to be incorrect, and the entire expedition was killed. Their bodies are still visible on the south-east approach to the Pyramid.


The Fourth Expedition (1968), mounted with the assistance of TEAPOT, was the only expedition to cross the Wall. The means used to do so are classified WIDOW GAMBIT and are unlikely to be used again. Six members of the Fourth Expedition successfully crossed the Wall of Pain and spent 14 hours on and around the Pyramid of the Sleeper. The crossing was a one-way mission, but their observations and samples were placed in a glider and flown off the Pyramid to be collected by the support team on the far side. Of the six officers who crossed over, four committed suicide (two on the Rapture Walk, two using their cyanide tablets), one was shot when he attempted to open the Sleeper’s Tomb, and the last member vanished and is presumed to be dead somewhere inside the Temple. Following the Fourth Expedition, Squadron 666 took over the duty of monitoring the Pyramid.

The Fifth Expedition (1984) conducted a search of the Plateau following the sighting of six intruders. It found footprints leading up to the Wall, but there were no signs of damage or any other tampering. Two members of the team returned to the Gate to contact mission control and request use of WIDOW GAMBIT. However, while waiting for clearance, the remaining team saw a bright light flash from inside the temple, followed by ‘an inhuman scream.’ Moments later, they received a radio transmission informing them that everyone in the Temple had perished. Mission control denied the use of WIDOW GAMBIT, and there were no further transmissions or unusual activity at the Temple.

The Sixth and final Expedition (1987) planned to rappel down the side of the Plateau and explore a nearby structure nicknamed ‘The Monastery.’ A base camp was established at the edge of the Plateau, while the advance team descended to the plains below. They crossed six kilometres of broken terrain without incident before contact was abruptly cut off by a sudden dust storm. When visibility cleared, there was no sign of the advance team. No radio transmissions or other signals were received, suggesting that whatever happened to them happened very quickly.


- - Transmission Transcript - - - - - - - -
Classified CODICIL BLACK SKULL - 8/9/84 0519 hours.
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SMITH: Bravo, any sign?
BRAVO: Not yet, sir. Doorway is still clear.
SMITH: All right, let’s assume that we’re going to do this. Bravo, you’ll escort REDACTED when –
UNKNOWN VOICE: ... dead...
SMITH: Say again.
UNKNOWN VOICE: ... please... I can hear the flute...
SMITH: Who is this?
UNKNOWN VOICE: We looked beneath his mask... I saw... all dead...
SMITH: Are you on the Pyramid? Who are you?
UNKNOWN VOICE: You fool... we’re all dead...
JACOBSEN: I think it’s coming from up there, sir. Short range.
SMITH: Who are you? Identify yourself! Where are you?
SMITH: Identify yourself!
SMITH: Anybody see them?
SMITH: Anything?
---END-
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Squadron 666
The high casualty rate of ground expeditions onto the Plateau, coupled with the desire to develop more effective countermeasures against the Sleeper, led to the re-tasking of Squadron No. 666 with the mission of conducting regular reconnaissance overflights of the Dead Plateau. Squadron No. 666 was an Army Air Corps Air Observation Post unit up until 1964, when it was retrained to conduct offworld operations. The first flight of the new 666 Squadron took place in 1968, and it has successfully completed one recon flight every week since then from their base at RAF Cosford.

Initially, Squadron 666 flew English Electric Canberras, refitted with optics and thaumaturgy equipment in addition to their payload of WE.177 tactical nuclear weapons. The Canberras were escorted on their flights by BAC Lightnings.

After 1978, the Squadron switched to using four Concorde refitted for occult reconnaissance and nuclear strike capability, while Tornado F3s (and, latterly, Eurofighters) gradually replaced the Lightnings in performing escort duty.

Squadron 666 currently operates a stable of four MQ-9ORS Reapers to provide unmanned observations of the Pyramid.

Manned FlightsCurrently, there are no manned flights to the Plateau, and all Concorde aircraft are undergoing extensive maintenance and exorcism. However, due to the unreliability of the Reaper drones when operating on the far side, the decision has been made to reactivate CODICIL BLACK SKULL manned flights as soon as possible.

Under standard conditions, flights take off at night from RAF Cosford and fly west over the Atlantic, refueling from a VC10 tanker based at RAF St. Athan in Wales. The loadmaster on board then opens a Class Three gate big enough for the lead aircraft plus escorts.

Gate spells targeting the Sleeper’s world are unreliable. The Plateau itself is remarkably easy to get to. The barriers between realities are thin there; it almost seems to draw travelers towards it. However, opening a Gate away from or above the Plateau is much more problematic. The far end of the Gate usually opens at an altitude of 2,000 metres within 50 kilometres of the Plateau, but considerable variation has been observed. Some flights narrowly avoided crashing into the Plateau itself; other flights arrived more than 200 kilometres off course and had to reorient themselves before commencing their scheduled overflight.

Standard watch protocol consists of flying three circuits of a racetrack pattern over the Plateau, using a rock formation nicknamed Bovington as a point of reference. Flying directly over the Pyramid itself or crossing the Wall of Pain is not permitted. During each pass, Concorde’s crew capture images using a combination of conventional aerial photography, FLIR, thamatography and Raytheon SAR/MTI dual mode radar. Up until 2001, flights also used a Tillinghast/SCRY4 Kirlian camera, but the use of this instrument has been discontinued except in emergencies due to its deleterious effects on airframe and crew. All missions now carry air-launched GABLE WINDOW pods as an alternative to Tillinghast fields. Concorde flights also gather atmospheric data and photograph the sky or stars above the Plateau. The escort planes carry dust collection pods, and fly lower over the Plateau.

Once the recon mission is complete, a second Gate is opened, and the flight returns to base. There, both crew and aircraft are exorcised. The Plateau is highly contaminated with necromantic energy. Squadron 666 crew are rotated regularly, and no member is allowed to log more than 200 hours on the other side.


Drone Flights
As of 2009, Squadron 666 switched to flying Reaper drones instead of sending manned flights into the Dead Plateau. These drones are launched from RAF Cosford and escorted by a recon aircraft (usually a Sentinel R1) equipped with a Gate generator. The drones fly through the Gate to the target world, while a second smaller Gate opens at the Remote Operations Centre at Winterbourne Gunner. Telemetry is sent through this second Gate via a sympathetic link, allowing group operators to control the drones even when the primary (physical) Gate closes.

The Sentinel circles until the Reaper flight completes its mission, then opens a second Class 3 gate to retrieve the drones. The intent of the switch to drones was to shield human operators from the deleterious effects of the Plateau.

Drone flights were suspended in 2010 following multiple mission failures. The sympathetic Gate link worked during test flights, but proved unreliable during field operations. Two drones failed to return to the exit Gate, and a third was destroyed in flight by an unidentified flying monster.

Post-Mission Analysis
Recon data from BLACK CODICIL flights is analyzed between each mission. Images from previous flights are compared for changes, allowing the quick identification of any new features or movement. Concorde’s crew complete a quick analysis while in flight; if they detect anything significant, then they flash a warning to the backup flight (see Threat Response). Between missions, staff at JARIC6 at RAF Brampton perform more detailed analysis of all readings and photographs.

Threat Response
One Concorde7 is always kept in readiness. Should analysis of images detect a threat, this aircraft can be dispatched to the Plateau to deal with the threat. (If an aircraft spots a potential threat during a reconnaissance flight, its orders are to return to our reality via a Gate, radio for authorization to engage, and then return to the Dead Plateau.) The threat response ladder for BLACK CODICIL is a short one, as no interference with the Pyramid can be permitted.

• Rung One: Intervention. A unit of paratroopers and support staff airdrop in (or Gate in) and secure
the Plateau and the Wall of Pain. Likely scenario: cultists attempt to deconstruct the Wall of Pain.
• Rung Two: Conventional Strike. The escort aircraft launch a precision strike on the threat using Brimstone air-to-ground missiles. Likely scenario: summoned horror attempts to roll over Wall of Pain.
• Rung Three: Nuclear Strike. Concorde drops WE.177 tactical nuclear device. Likely scenario: Sleeper awakens.
• Rung Four: REDACTED . Likely scenario REDACTED


Support
Squadron 666 can provide CAS (Close Air Support) to teams operating on the Plateau. While this capability has not previously been employed, all Squadron 666 pilots are trained in close air support when directed by a qualified FAC (Forward Air Controller). Teams operating on the Plateau can employ laser targeting equipment to direct bombing runs or missiles onto hostile targets. Due to the difficulty of reaching the Plateau and the notoriously unreliable communications in the area, CAS is limited to a single bombing run under most circumstances.

Afterword
The Watch on the Dead Plateau is the single most important duty you will ever undertake. If someone
succeeds in waking the Sleeper, they start a chain of events that ends in the destruction of our world. We must be prepared to make any sacrifice in order to prevent this catastrophe. Our mission is nothing less than the safety of the human race.

The Sleeper in the Pyramid is an Endgame Condition. Wake the Sleeper, and CASE NIGHTMARE GREEN kicks off.

The Plateau of the Sleeper
This place looks well and truly dead at first sight. I take three steps and nearly go arse over tit, for with each pace I land too late, too far away. Lower gravity than Earth, but not too low—this planet still has a breathable atmosphere, which suggests something is still putting oxygen into it. Above me the sky is dark, save for a broad sash of bluish glowing dust that crosses the upturned bowl of the heavens—and a sun, angry and red-eyed and much too small. It’s daytime and the milky way (or what passes for the ecliptic of the local galaxy) is visible and the ground underfoot
is dry, uneven grit and stone slabs. Mountains rise in the distance, beyond a fencelike series of isolated lumpy posts.

You have dreamed of this place. Everyone has. If you’re lucky, you forgot the dream upon waking, and it left only a lingering disquiet. Not everyone is so lucky. Not everyone wakes up. The Sleeper waits in a temple atop a Pyramid on a distant world. It is not dead, but lies in not-quite-eternal slumber, waiting for the strange eons to come again when the walls of reality become so thin it can tear them down and let its masters return to the universe they once ruled. That cold, lonely Plateau is not the only battleground in the Laundry’s struggle against the coming apocalypse, but it’s one of the most likely flashpoints. The end of the world is closer there.

Mechanics

“The Sleeper. You’re not saying it’s N’yar lath-Hotep itself ?”
“No, nothing that powerful: there is a hierarchy of horrors here, a ladder that must be climbed. But the thing in the pyramid can set in motion a chain of events that will ultimately open the doors of uncreation. To release it, they would best wait for the conjunction of chance: but it is in the nature of mortal cultists that they are impatient.” - The Fuller Memorandum

“One of the tools used by the monks was a preta, a hungry ghost: a body in its custody could function on the Sleeper’s Plateau far more effectively than any of Sternberg’s men, who had a tendency to die or go mad after only a few hours.” - The Fuller Memorandum

The Plateau’s a bad place, for very, very large values of bad. Player characters sent to the Plateau face numerous hazards.

Cold: Anyone on the Plateau must roll Endurance once per day; failure means that the character loses 1d6 Hit Points.

Thin Air: The lack of oxygen means that characters who exert themselves for more than a few minutes on the Plateau must make Endurance rolls; failure means the character feels lightheaded and becomes Fatigued.

Sanity: Those who walk in the shadow of the Sleeper often go mad. Characters lose 1d3/1d6
SAN every three hours while on the Plateau, in addition to any other SAN losses caused by encounters or uncanny experiences.

Health: The Plateau drains the life force from those who walk on it. Characters lose 1d6 Hit Points every three hours spent on it. Warded characters can count their ward as armour against this roll (so, if you’re wearing a Class 2 ward, you lose 1d6-2 Hit Points).

Characters that perish from this life-draining effect just fall dead where they stand, with no marks or symptoms.

Gear: Bad luck haunts the Plateau. The Gamemaster should call for Luck rolls at especially inconvenient moments to determine whether or not key pieces of gear succumb to the increased entropy of the Sleeper’s domain. Such items must be replaced or repaired. On the other, failure has to be mitigated, especially early in a campaign. It’s frustrating to have your character killed in the very first fight, and it’s even worse if you accidentally end the world (and, more importantly, the campaign) by failing in your very first adventure. That’s not an issue in novels and other fiction. There, the writer can decide whether or not a character succeeds. Roleplaying games bring interactivity and unpredictability to the story; it’s their blessing and also their curse. Things can and do go horribly wrong.

The Black Pharaoh
Follow the REM signal to a place where Leviathan eyelids hang heavy. So many eyes, scabbed with coral sores. May they never open. The annihilation signal is trapped, bouncing off triangular corners. But if the angles should ever bend or break...

Follow the signal to the land of dried Pharaoh meat. Deep crevices and steep mountainsides fold like hands in prayer, like a magician's secret palming, hiding the City of the Sun God from the world. An ancient pyramid rises from the depths.

Your vocal organs have no designation for the peculiar, foreign material of the pyramid. It reflects a ruddy hue. The cyclopean structure rises from a shining pool. Some long dead wretch named it the Divine Lake, and the name remains. The greasy film of the surface shows like a smoking mirror.

Oblivion contaminants detected. The Filth. The Filth!

Worship was done here, worship and bad things, This tri-sided tomb was the holiest of holy dwelings for the Aten religion. What is time to us? We stand outside. We hear the cult chanting from tongues that were ash three thousand years ago. They call to the terrible sun god.

Inside, this pyramid does not behave as pyramids should. The huge chamber in the centre houses a downward chasm into the fathomless nothing. The apex lacks a capstone, allowing moonlight to penetrate into the eldritch dim. Moonlight and stars. Yes. Seeing the stars must taunt it so. The gnawing hunger. An event horizon licking its lips with a tongue of concentrated gravity.

Deeper now, into tomb-heavy air. A tangible, ear-popping pressure - liquid flows strangely - objects too heavy or too light. A dull ringing. Reverberations from the chasm, mechanical sounds, metal straining like a submarine's hull. Not darkness, no, but an unlikely twilight. Your jelly eyes would adjust by now and see the impossible shapes below.

Only the most devoted are permitted here. They meditate and fast. Some starve themselves to death. Some throw themselves into the pit, following the mad whispers down and down and down.

Deeper still. Just a peek...

Signal disruption! Something rips our data-weave flesh. Away.

Whosoever entered that chasm never returned, save one. Akhenaten bathed in the blackness of eons, and climbed back out. When he expired, the sarcophagus of the Black Pharaoh was placed within the pyramid. The City of the Sun God was sealed. Egypt returned to the worship of their old gods. There Akhenaten abides, waiting for the return of the whispers.

Can you hear, sweetling? The behemoth eyelids tremble. May they never open. May the eye movements always be rapid. Let us pretend the whispering is only the desert wind.




[Mage: Awakening 2e] Abyssal Arcana (Abyss part 5)

Ars Paradoxica

Chapter Five - Abyssal Magic

The Tree of Life (top end) and the Tree of Death (roots)

Systems of Archmastery and Arcana... these are the true power of the Aswadim.  Every time they solidify one of the Omens (which are inherently reality-threatening and mentioned in the final chapter of the Imperial Mysteries source book) they can permanently trade out their one of an Arcanum with equal dots in one of the Void Arcana (from there they can buy new dots for the Void Arcana with new dots x seven experience points, the extra cost indicative of the foreign aspect of the knowledge).  They gain a dot of Discordia for each Arcanum they trade out and roll Discordia instead of Gnosis for Improvised Castings of these spells.  All spells cast with the Void Arcana are Improvisedand cannot be codified into Rotes.  When they have completely traded out all  10Arcana and receive 10 dots of Discordia they can truly descend into the Abyss and become one of its Abyssal Gods.  Discordia dots can only be gained from trading out an Arcanum.

Qlippoth: the inverted Sephirah (The Abyssal Arcana)
Status equal to the mages that were consumed… these powers are only used by Qlippoth, Aswadim, and greater Abyssal Entities
Gnosis = Discordia – do not gain any additional Mana pool, cannot spend more Mana in a turn than what Gnosis allows.
Arcana: (Calls upon the 10 Great Dreamers, the Annunaki, Black Dragon Gods of the Abyss: Parts of the five headed monster (5 reflected towers) Tiamat = the Abyss itself) Inverted symbols for the Arcana (upside down and mirrored)
Shadowed or mirror forms of the Arcana.  These align with the Qlippoth of the Kabbalistic faith (per Magical Traditions).
((Note:
Wait!  Aren’t opposites to the Truth of the Supernal also Supernal Truths?  Yes they are.  The Truth of an Arcanum at its most basic form already has diapolar ends built into it.  A Forces master can make and unmake said elements of the grand Tapestry.  The Void Arcana (the anti-Sephira or anti-Arcana) are a twisted reflection of both those truths.  Perhaps there used to a more powerful pole to the positive aspect of each of the Sephiroth (Arcana).  Maybe there used to be the roots to the branches on the tree of life.  If so, now the Arcana rotate and spin like pulsars, emitting both positive and negative aspects of their truths.  Meanwhile below the fallen earth rot the old negative poles.  The real Tree of Death is now the fallen aspects of the higher Supernal Realms, trapped on earth (The Shadow, The Hedge, Abaddon, The Underworld, the Astral Realms).  They “fell to earth” and where the tree of Death used to stand lies the Abyssal reflection of the tree above.

Rules for lowspeech from Nighthorrors: The Unbidden
Rules for abyssal language of the gate.

The Anti-Truth
Represented as an inversion and reflection of the Kabbalahist Tree of Life where the draconic twin helixes move down instead of heavenwards.

Mechanics: At the fundamental level the same purviews as the regular Arcana with access to a few more tricks of game mechanics associated with the Abyss.  There are no Rotes, it cannot be codified in such a manner.  These Anti-Arcana can alter the effects of things outside of the preview of the Arcana they represent (ie Doom can be used to manipulate magic not simply limited to Fate).  They are instead Lies that like Abyssal manifestations, respect no sane order of reality, representing the Lies they represent.The Void ArcanaShould be treated as a combination of Spirit Influence Rules while using what the Arcana can do as a guideline as well as the flavor text and mechanical framework outlined below.  The influence abilities give the Void Arcana greater flexibility and potency at the cost of feeding the hungry Abyss more Supernal energy, advancing the inevitable Supernal Death of the Universe.
Influence Rules:
1.      O Initiate:
a.      Influence Ability: Strengthen(Similar to Perfecting)
                                                              i.      Spend 1 Mana and instantly add dots of Discordia to aspects of preview the caster wishes to augment.  This is usually a state, attribute, skill, or derived trait.  It cannot boost dots in Arcana or Gnosis however.  Duration: 1 Minute per success. 
b.      Practices: Knowing, Unveiling, Compelling
2.      OO Apprentice:
a.      Influence Ability: Manipulate (Similar to Weaving)
                                                              i.      Spend 2 Mana and instantly make minor changes to the nature or behavior of something within its purview.  Effects last 10 minutes per success.
                                                            ii.      For an additional Mana the duration can be extended to one hour per success 1-2 dot influence abilities.
b.      Practices: Shielding, Veiling, Ruling
3.      OOO Disciple:
a.      Influence Ability: Control (Similar to Patterning)
                                                              i.      Spend 3 Mana and instantly make drastic changes to the nature or behavior of something within its purview.  Effect lasts 10 minutes per success.
                                                            ii.      For an additional Mana the durations of 1-3 dot influence abilities can be extended to 1 hour per success.
                                                          iii.      For an additional 2 Mana the duration of 1-3 dot influence abilities can be extended to a day per success.
b.      Practices: Perfecting, Weaving, Fraying
4.      OOOO Adept:
a.      Influence Ability: Create (Similar to Making)
                                                              i.      Spend 4 Mana and instantly create a new source of an aspect within its purview (emotion, behavior, object, force, entity).  Sources are always Abyssally corrupted in some fashion (naturally).
                                                            ii.      For an additional Mana the durations of 1-4 dot influence abilities can be extended to 1 hour per success.
                                                          iii.      For an additional 2 Mana the duration of 1-4 dot influence abilities can be extended to a day per success.
                                                           iv.      For an additional 3 Mana the duration of 1-4 dot influence abilities can be made lasting.  The spell cannot permanently alter a living being and defaults to a year in duration.
b.      Practices: Patterning, Unraveling
5.      OOOOO Master:
a.      Influence Ability: Mass Create (Similar to Making)
                                                              i.      Spend 5 Mana and instantly create multiple identical instances (emotion, behavior, object, force, entity) of an aspect under its purview.  The number of instances that come into existence is equal to the caster’s dots of Discorda +1.
                                                            ii.      Spend 5 Mana and instantly create a lasting instances(emotion, behavior, object, force, entity) of an aspect under its purview.
                                                          iii.      For an additional Mana the durations of 1-5 dot influence abilities can be extended to 1 hour per success.
                                                           iv.      For an additional 2 Mana the duration of 1-5 dot influence abilities can be extended to a day per success.
                                                             v.      For an additional 3 Mana the duration of 1-5 dot influence abilities can be made lasting.  This would allow for Mass Create (multiple instances) to be permanent instead of just one instance.  The spell cannot permanently alter a living being and defaults to a year in duration.
b.      Practices: Making, Unmaking
6.      OOOOO O Archmaster:
a.      Influence Ability: Dynamics
                                                              i.      Spend 8 Mana Extended action to use Dynamics (lasting)
                                                            ii.      Duplicate any Arcana practices within preview (Instant)(1-5 Mana based on dots needed) and they default to their base durations but can be manipulated with spell factors.
b.      Practices: Dynamics – requires Quintessence and Ritual casting, costs 2 Mana and 0 Arcane Experience Points
7.      OOOOO OO Archmaster:
a.      Influence Ability: Excision– 1. Spend 13 Mana to use Excision with an Extended casting (lasting). 2. Extending spells of any of the Common practices can be done with an Instant casting (1-5 Mana).
b.      Influence Ability: Entities - 1. Spend 13 Mana to use Entities with an Extended casting (lasting). 2. Extending spells of any of the Common practices can be done with an Instant casting (1-5 Mana).
c.       Practices: Excision, Entities– requires Quintessence and Ritual casting, costs 4 Mana and 2 Arcane Experience Points
8.      OOOOO OOO Archmaster:
a.      Influence Ability: Dominions - 1. Spend 19 Mana to use Dominions with an Extended casting (lasting). 2. Spend 19 Mana, The caster may achieve nearly anything within its preview as if it were using an Effect of the Practice of Transfiguration (Instant).
b.      Practices: Dominions – requires Quintessence and Ritual casting, costs 6 Mana and 5 Arcane Experience Points
9.      OOOOO OOOO Archmaster:
a.      Influence Ability: Transfiguration- Spend 27 Mana to use any of the Imperial Practices within purview as an Instant Cast! (Lasting)
b.      Practices: Transfiguration – requires Quintessence and Ritual casting, costs 8 Mana and 10 Arcane Experience Points
10.  OOOOO OOOOO Ascended/Descended Being:
a.      Influence Ability: ???
b.      Practices: ???

THE VOID ARCANA (Abyssal Arcana)
These are the Ultimate Lies of the Annunaki, the Great Dreamers:
1.    SUBLUXATION(Anti-Prime)
a.      Sephira: Inverted Keter (Keter is called “The Crown,” the holiest singularity, above consciousness)
b.      Description:  While the Keter is the universal oneness, the infinite unknowable all, Subluxation is the separation of self and separation from the divine.  It is the sealing of Prime from the fallen World and the ultimate source of the Quiescence.  Where Prime represents the source of all magic and unity, Subluxation is the concept of duality or separating from the one.  It is the refusal of self-realization and the purity of spirit.  It is resists the urge to create and replaces it with nilism. It also can represent excision, or the creation of disunity and the force of creating polar-opposites instead of wholes.
c.       Other names/entities:The Nil, The Inversion, The Separation, Shadow, the Final Lie,Discordia, Disunity, the Scorching Light, Aten,The Pollution, the Adversary.The Crimson Kingis a Greater Abyssal God aligned with this greater entity.
d.      AnnankiPatron:AngraMainyuaka Ahriman, Moloch, or Malech
e.      Abyssal Realm: Thaumiel(aka Cathariel)
f.        Minions:The Broken – realm lackslacks denizens, it is the separation from them instead.  It creates dark versions of any who enter, creates a copy that is not a duality but instead a shadow or twisted reflection of that which comes in contact with it.  The realm is filled with Shadow Twins, the Polluted of the Divine.
g.      Magic:Can cause a mage to temporarily be cut off from their magic, the soul to be cut off from the Astral, cut the soul from the body, cut the own from the other (sympathy),  Magical negation such as corrupted forms dispellation, and the mind from its earthy senses.  It can create illusion and magical constructs but these are always horrid lies. It could also be used to set up tainted or Anti-Demenses using soul stones hollowed out by the Abyss.
2.      NEGATION (Anti-Forces)
a.      Sephira:Inverted Chockma (which means Wisdom, creation from nothing, part of the conscious intellect of the phyche)
b.      Description:Negation is about confusion, lies and superficialisms (as opposed to Reality and Wisdom), it rapes the natural acts upon matter.  It negates or refuses to be pinned down by the restrictions of cause and effect.  It reflects back that which enters it in such a way that it distorts and cancels out that which it takes in.
c.       Other names:The Empty Gap, The Void, Perfect Annihilation, Cancelation, Anti-isum, The Mirror, what looks back, The Anti-Reality Bomb.
d.      Annanki Patron:Chogiel– meanings - "That which goes forth into the place empty of god."It’s better known as The Mirror at the End of All Things.
e.      Abyssal Realm:Ghagiel
f.        Minions:Augiels: The Hinderers
g.      Magic:Removes aspects of the fundamental nature of elements, ice may burn and fire may refuse to consume fuel.  It also can completely remove fundamental forces of nature.  Aspects of gravity, temperature, velocity, kinetic force, sound, electricity, any radiation, etc can be negated or forced to act in a way that is against its fundamental nature.  It can also be very effective at degrading any“acting” element the castercan perceive within the confines of physics.  It can also create or edit Forces so that they cannot be bound within the normal matrixes of physical law or magic to counter it.  It can also stick two aspects together and cause cosmic confusion which fuses those aspects together (ie. fire also burns and also gravitationally pulls things into it.)
3.      DOOM (Anti-Fate)
a.      Sephira:Inverted Binah (Which means Understanding, part of the conscious intellect of the phyche.)
b.      Description:Hides the face of divinity and shrouds the mercy of chance.  There is no providence and all accelerates towards the head death of the universe.  Chaos and happenstance strike out maliciously.  The spiritual principle remains hidden from view, it veils perfection.
c.       Other names/entities:Destiny Dead, The Sea of Chaos, The Vile Occlusion, The Heat Death, Doom, Whore of Inevitability,
d.      AnnankiPatron:Sateriel“The Concealer of Spirit” “One who flees light”
e.      Abyssal Realm: Sheireil – a black place of endless chaotic mazes and unwinnable riddles
f.        Minions:The Concealers – frail looking entities hidden in darkness, living shadows of whispy shrouds, jelly veils, and burning eyes.  The Darkness that Thirsts was one of these.
g.      Magic:Powerful occlusions of fate, very vengeful curses, chance twisted to its worst outcome (afflict Dramatic failures), clouding Mage Sights from Truth, altering one’s path to that of Doom.It is the Backbite of Destiny, Kin-slaying, betrayal, legendary curses, power of the Oathbreakers, control over the random for vile and paradoxical purposes.
4.      REGRESSION (Anti-Time)
a.      Sephira:InvertedChesed (Meaning Empathy, part of the conscious emotions of the phyche)
b.      Description:Time is the first gift given to existance, but instead this gift is consumed and stolen away.  Eating up the substance and thought of creationg, unraveling progression to its source and snuffing out the light.  It is the hate, the disturber of all things.  The Supernal truth of Time is spread so far and thin it breaks, time paradoxes occurr and the universe collapses.  It represents the misguided and imbalance of love.  Love and hate are an inch away.
c.       Other names/entities:The Three A.M., the Doom’s Day Clock, The End, The Neverwas,Forever-now, The End of Time, The Great Devourer, The Breaker,
d.      AnnankiPatron:Azariel“The Binding One”
e.      Abyssal Realm: Gasheklah
f.        Minions:The Devourers, The Smiters, the Breakers,The Red Prince of 100,000 Leavesis one of the Greater Abyssal Gods under this Annunaki.  It is a horrible separate timeline trying to become real.  The entities represent the opposite turns of life, the ones that break.  They are temporal paradoxes with enormous all-consuming mouths at eats all the time/space around them, creating a black hole of sorts.
g.      Magic:Time Compression, Temporal paradox, concepts of agitation of time, vampirism of time (consuming Time), the Unmaking of time and the cancelling out of possibilities.  Manipulating Time to disorder, disrupt, trouble, distort or dishevel timelines of people, places and things, even the caster.  It creates Lies in the past that change the subject of the spell.  It also grants control over the Hedgework, mazes and thorns.
5.      DEMENTIA (Anti-Mind)
a.      Sephira:InvertedGeburah(Meaning Severity, the Strength and Judgment of the human Will)
b.      Description:The Mind is the truth of logic of restraint, it casts away the unnecessary and strives for balance and wisdom.  Instead Demntia throws this out of balance.  Emotions and thoughts infect and “burn” away all that a person is painfully and horribly.  Where Mind is control, conservation of effort, Demantia is unbridled radicalism and tyranny that twists the very soul.  It is will untested and unopposed, undirected, rampant activity,
c.       Other names/entities:The Brain Burn, The Dreaming Sickness, The Mind Virus, The Fatal Bias, The High Calamity, The Black Ruination of God, the Black Signal.
d.      AnnankiPatron:Zaphiel “The Flaming One,” or “One Adorned with Fire” Zaphiel is the reanimated corpse of the great Astral dragon Orouboros.  It’s putrid and rotten body drips with horrid self-destructive ideas and disillusionment that also will never die or go away.
e.      Abyssal Realm: Golachab – a volcanic cave inside the subconscious.  It may seem similar to aspects of Pandemonium but it is a prison that burns away the self instead of testing it.  Like all the Abyssal realms they undo what they reflect.
f.        Minions:The Burners aka The Arsonists, they burn with volcanic Abyssal fires and lava and have enormous heads and bodies of the hard substance of Matter in opposition to the ephemeral quality of the mind.Molten golems that are mercilessly violent. They are the inceptions of thoughts that infect and drive mad.  They are insanity of the utterly alien, the Abyssal Memes.  The Nemesis Continuumis an Intruder in the fallen world from Golachab.This is also the home place of many Astral Intruders.
g.      Magic:Utter destruction of neural pathways, the stripping away the self and inflicting madness and mental prisons.  Sensory Deprivation. Deprecation, madness, Degeneration, Access/control with Acamoth and Temenic Madness Realms, disassociation or loss of self, or utter megalomania and self-godhood.
6.      ISOLATION (Anti-Space)
a.      Sephira:Inverted Tiphereth(Meaning Harmony, mercy and compassion and the Sympathies and associations that make Space magic work).
b.      Description:
c.       Other names/entities:
d.      AnnankiPatron:
e.      Abyssal Realm: Gamchicoth
f.        Minions:The Disputers aka the Hagglers,
g.      Magic:



http://en.wikipedia.org/wiki/Sephirot

1.      Life = Mutagen – cancerous, virus, uncontrolled, create beings and evolutions that subsist on filth, poison, and harsh chemicals; The BlackwormJism, The Zero-Point Pathogen
2.      Spirit = Subjugation – blood, Plastic shaman, adaptation over integrity, summoning from outside and purview over the anti-beings, Abyssal Spirits.  How to grow and tend to them, how to convert the Shadow into a horrible Garden to sustain him.Ammut? The Filth,
3.      Matter = Corrosion - Tarnish , oxidation, consumption, decay and impurity of chemicals, accelerated entropy of the physical, Eater,
4.      Death =Entropy – Spiritual entropy and decay, darkness, putrid ectoplasm, draws power from Nergal
5.      Space = Isolation – , darkness, Access to The INBETWEEN, breaks down sympathy and possibly distance itself, punches holes in reality and violent tears in the fabric of the tapesty, ?-Orochi
11. Anti-Da’at (or Daath) – This is the source of Paradox and the Quiescence in the Fallen World.  It is the Greater Qlippoth of The Gate, the mysterious 11th Exarch and Aeon of the Abyss.  It represents the way into in order to access these Arcana.  Baalim and Archmasters of the Abyss (the Aswadim) further master the Abyss through entretees with the Gatekeeper in his hovel on the shores of Orouboros.



From Books:

greater Abyssal entity: A stillborn or castoff world within the Abyss, made of hundreds of smaller Abyssal beings.

Royal Avatar: A representative of a spirit entity of godlike
power; a rank 5 “face” for a rank 6 or more being.

Qliphoth: A once-human “shell” fi lled with the lies of
the Abyss, created from a failed aspirant or an established
archmage who succumbs to the most severe forms of Paradox.

Aswadim are drawn to Quintessences that reject the laws
of the Fallen World — impossible items and creatures that
reject creation’s rules, changed things left behind in the wake
of Abyssal intruders, and the creations of human hubris.

Aswadim Princes of the Abyss
Aswadim (“Dark Ones”) walk deep within their desires,
letting them bloom to the point where everything human is
all but extinguished. They accept paradoxical urgings: to be
king and slave, to live forever, but reside in death. An Aswad

might explain that he desires freedom — the liberty that
comes when all law and meaning has been extinguished.
And there is only one truly lawless, free realm: the Abyss.
Aswadim believe the so-called “Prison of Forms” traps the
will in endless patterns and codes. The way of the Abyss is
honest and responsible. In the Void, a mage’s will is the only
law — but it is a law one must obey absolutely.
Weak souls allow themselves to be consumed by utter
freedom. They conceive of it as an external entity to bargain
with and are soon entangled in the contradictions of their
undisciplined, personifi ed passions. Aswadim no longer
truck with the Abyss as an external source of power. They are
the Abyss: a pathless domain of limitless possibility within
them, surging to assault the frontier of Being.
Scelesti might become Aswadim, but few attain the necessary
power. They fall to enemy magi, errant summoning
rites, and the other ravages of service. A Seeker might enter
the entente after a distinguished career in the Pentacle (and
occasionally, the Seers of the Throne). Upon the Threshold
Seeking, they feel compelled to study the most forbidden secrets.
Silver Ladder mages populate stories of power-hungry
mages willing to break the Abyssal taboo — and the order
seems almost proud of that.
Agenda: Before the Supernal existed, primordial, paradoxical
desires seared the Tellurian. Did they come from
God? Was God nothing but Desire? No matter; every want
imposed a Law. When contradictory Laws clashed — as they
do in even Awakened hearts — they created Paradoxes:
beautiful, clashing truths, places and entities that balanced
on the edge of collapse.
Agreeable Laws clustered and accumulated in stable
realms: the embryonic Supernal. The ephemeral Lords of
Paradox, who were always being created, destroyed and
changed, withered in these islands of logic. But to grow,
the Supernal needed the power of change — to encounter
Paradoxes, conquer them, and lay new realms on their
bones. That’s why the Abyss lurks in every soul. The
so-called Sleeping Curse is the soul’s way to reconcile its
limitless nature with the restriction of Form. The Exarchs
just made the process easier by keeping souls ignorant of the
power possible by studying Supernal Forms, but even this is
another form of enslavement.
The Aswadim would open the glory of the Abyss, of
freestanding Paradox and clashing desires, to conquer the
Realms of Form. Limited souls oppose them, speaking of
madness and unspeakable things that might be loosed, so
Dark Ones prepare the way quietly with cults and blasphemous
sciences that infect the minds of students. When their
servants are ready, the real work begins: to bring Verges and
entities from the Void to consume fi rst the Phenomenal,
then the Supernal Realms.

Ethos: Reason, occult principles, even sanity itself limit
the soul’s full potential. The Dark One approaches the Abyss
as a sage bereft of the fi nal answers who realizes he must
change his very essence to attain them. But an archmaster’s
being is more than his body and mind. Creation is an exten-

sion of his innermost self, and its limitations are his own.
Thus, a Dark One becomes an evangelist for the Abyss.
Dark Ones experiment with the sense of self by degrading
themselves before an Abyssal entity, but they’ve gone
beyond mere enslavement — they switch allegiances or
abandon Abyssal patrons as their souls move them. Travelers
and Sleepers require a more stable path to liberation.
Bloody altars and blasphemous litanies exist for their sake,
as they have yet to abandon the social patterns that wed
them to the Prison of Form. Even though most will break
before they attain Abyssal liberation, one freed soul is worth
a billion crippled shades.
Strategy: Their war is against logic and the cohesion that
binds minds, Patterns, spirits and fates. They spawn Abyssal
cults and inscribe rotes capable of bringing the Outermost
Ones heaving and twitching into the material plane, but
these methods are so obvious compared to infecting entire
cultures with the Void.
The quick path to mad enlightenment will always be
the province of an elect; societies need to be taught that
madness is banal and paradoxes are only political problems.
To abhor violence, but applaud and crave it; to demand
responsibility, yet crave anonymity; to love nature, and yet
poison it: the human soul has a piece of the Abyss in it, an
appetite for contradiction. An unrefi ned soul denies the
truth of its desires and that these might array themselves
against everything “natural.” That’s the Sleeping Curse.

The Aswadim promote hypocrisy and incoherence in target
cultures to push their souls beyond mere Sleep. They idealize
a “Nightmare Curse,” where victims either Awaken to
the Abyss straightaway, or spread the potential to do so as
carriers of toxic memes.
A nation under Aswadim stewardship soaks in collective
pain, but suffering is only a side effect; Dark Ones aren’t
sadists. Too rigid to bend to the truth, we break.

Legends of the Aswadim
• “They won. This world is a facade. The Prince’s
world, the 100,000 Leaves — they’re real. We’re a
fading afterimage of what was. We already live in
the Abyss!”
• The Libertine Nike boasted that she switched
from the Acanthus Path to a “Watchtower of the Liquid
Sword.” She says she needed to enter the Abyss,
where the “Impossible Watchtowers” drift, guarded
by Aswadim. She won’t say what she did to earn
their favor. If anyone lends the story credence, it’s the
two Guardians of the Veil and a Mysterium Censor
who’ve tried to kill her.
• The Old Man, Aeon of the Abyss, mediates meetings
between Aswadim and other mages. Participants
are never permitted inside the Old Man’s hut but they
may converse by the fire, under a flag of truce. The
Old Man guarantees safe passage without prejudice,
setting reasonable conditions. Aswadim debate
philosophy with mages of all ability, or just share the
sense-memory of an excellent pot of tea. They say
certain archmasters use these meetings to bargain
away part of the universe to the Dark Ones every century,
too: a tax paid to preserve the Pax Arcanum

the Dragon’s offspring rule the Void.

the Aeons are sacrosanct and require protection
from the rare and mighty plots that could harm them. The
only exception is the One Other, Aeon of the Abyss, who
neither need nor wants protectors.

Every Tetrarchy possesses a hidden fifth councilor:
an Aswadim representing the Gate, a secret
Exarch of the Abyss. This individual usually poses
as a lowly servant and relays messages to the Gate
through omens or telepathy.


Abyssal Entities
The insane emanations of the Abyss are sometimes
expressed as corrupting entities that slither
and chew their way into the world. These beings,
the Acamoth and Gulmoth, use similar rules to
other ephemeral entities. Acamoth are treated as
Goetia, while Gulmoth are treated as spirits.
The Resonance an Abyssal entity feeds from is
reflective of its nature — the truth it exists to corrupt.
For example, the Gulmoth Anumerus, which
twists mathematics into insane anti-numbers, may
draw Essence from the Resonance of “numbers.”
All Abyssal entities treat the presence of Sleepers
undergoing a breaking point, Quiescence,
or Dissonance, as well as mages releasing
Paradoxes, as Resonant.
Unlike Goetia and spirits, Abyssal entities have
unique and bizarre Influences, Numina and other,
weirder expressions of their corrosive natures.
Acamoth and Gulmoth twist and taint reality just
by existing, and their powers are turned towards
the purpose of furthering that. Gulmoth corrupt
matter and warp the laws of physics; Acamoth
reforge Astral realms into hellscapes of Abyssal
insanity and nonsense.

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