CONSTABLES

By A.J. Sinclair (aj-sincl@uwe.ac.uk) (14 Oct 94)

History:The Constables are a strange group as such, in that they are not some splinter group of a tradition, nor are they purely a cabal in its definitions. Its membership ebbs and flows with those Awakened in other Traditions, but those who are Awakened within its folds remain members for life (which has a tendency to be short due to their ideals).

The group's existence came about through the machinations of a few high ARETE Pattern mages after one extremely hard fought battle in a Horizon Realm around two hundred years ago. The idea had already began to take form long before the battle, when the original 11 friends had met and discussed forming themselves into a group simply to travel and explore various realms that had been created beyond the Near Umbra, as it would be safer to travel in a number so as to avoid any "unpleasantness" along the way, and to have a good divergence of skills and Spherical knowledge where needed. The plan, whilst a good one, was doomed to failure, as one of the friends had brought with him a secret. A pact had been made between one of the companions and an unknown Lord concerning the creation of some distant Umbral Realm. Once the realm had been created, the Quintessance being fed from Nodes known only to the Lord, the Lord came to the mage and requested payment. The mage had not been aware of the payment the Lord would require from him, since his only desire was for a realm to the specifications he laid out. When he found out the payment he was required to make, the mage fled through a chain of bodies he had made in preparation for future deaths of his physical form. The Lord followed, only being thrown for short spaces of time. In desperation, and down to his last few bodies, the mage considered a drastic step. With the aid of another mage (who was not part of the 11), whose powers equalled his in Mind, he attempted a last throw of the dice. As he transfered his consciousness to the next body, the other mage immediately took a hand, moulding and sculpting the escaping mage's conscious and subconscious mind. It was unfortunately during this time that the Lord grew aware of his quarry's whereabouts. Being fore- warned of this possible occurrence, the `operating' mage had taken to watching the Spirit planes around them for interference during the ritual. Quickly recognising that the feared interference was fast approaching, the operating mage tore his concentration from the work he was doing on the `body switching' mage and broke through the Gauntlet to another realm. The mage still on Earth had finished switching bodies, but now had no conscious recollection of his/her previous personal history, only on the use of his/her powers. The Lord on approach had caught the abrupt movement of the operating mage and followed him believing him to be its target. Changing its target area upon realizing its error, it found that the mage it desired had gone and no mind trace could be found. The mage at this time had assumed the personality and ideas of the operating mage as he had, in his hurry to get away, accidently imparted his "self" upon the other mage, and this "personality" had rushed in to fill the gap left in the mage's conscious mind, his true personality and memories submerged in his subconscious. His/her memory limited only to the knowledge of his/her powers, the mage lost him/herself in mage society, assuming a new name and new tradition, with no memory of his/her former life. It was in this new persona that the mage became a friend of the 11, and agreed to the idea of the travelling group, whilst all the while, the Lord still looked for the pact breaker.

Years passed, and the group travelled to many realms, until the fateful day when they happened across a realm seemingly torn from a rural English Country-side, resplendant with villages and farmers. With rolling hills and acres of grass and crop lands, with an earth like time span and weather conditions also. As one member is reported to have said afterwards:

"It was as if the paintings of Constable had been brought to life, and their magic sown to the very roots here."

The group happily agreed to stay several days, both to enjoy the charming respite and harmony the realm seemed to impart on them all, and to try and fathom just who or what had brought this place to be by trying to establish some `signature' or tell-tale mark in its creation. Unfortunately, the idea of its invention had been put forward by one of the groups members, but he/she didn't know it, and the `hands' that had built it dwelt there also. Some part of the mage, some argue his/her Avatar, recognised the realm as its dream, and acted as a beacon to the Lord. As the members rested, so the Lord struck..... Two fell before the group could shake the surprise from their minds, and a further two before the remaining members rallied for a concerted attack on the powerful Lord. The battle raged across the open dales and villages of the realm, the sky awash with fantastic arcs of force, the very rock shaking and melting beneath the feet of the hard pressed mages. Whole fields burst into flame, and row upon row of cottages torn from the ground and rent asunder as the battle continued into the night and beyond. The Lord stood his ground as the mages attacked furiously, sometimes in unison, sometimes from separate angles and from distant hills. Gradually, the Lord began to weaken, but not without cost, for a further three had fallen, and the group now only numbered 4. Weary and nearly spent, the remaining mages threw all they had left into one last attack, both mental and concussive. The flash resulting was devastating, but when the smoke cleared from the field, the Lord had vanished. Jubilation was beyond them, both through weariness and the knowledge of those they had lost in the battle. Another unspoken fear was that they had not destroyed the Lord, but only banished it for a while, and possibly that it had decided to leave of its own accord and not through the battle that had cost them so much. Out of the 7 who fell, only 1 was saved from death. The fallen they buried in the realm and built a large village nearby, naming it after the group's informal leader, who had been the first one killed in the Lord's attack. They left "Simonson's Rest" later that day, and spread out amoung the ravaged land, seeking to heal the wounds to this once beautiful realm that had now been left bitterly scarred by the battle. It took several weeks to restore the realm to its previous glory, and they rested once more in a large townhouse they had built the village around in Simonson's Rest. It was here that the idea of the Constables was thrashed out over long days and nights of discussion. They had all been shaken by the sheer ferocity of the attack, and at how this dreamlike land had been almost torn apart by the unexpected and uncalled for attack of that most powerful being. They each voiced a fear for the lands that they had travelled through, lands of stranger beauty and sometime frightening vision, at risk from another such attack, be it by powerful Umbrood, Technocracy, Nephandi, Marauder, or even tradition mages. The remaining 5 members pondered long and hard, but eventually decided upon several articles:

1. Every realm has a right to existence, as long as it's continued existence does not adversely affect another, be it spatially or by affecting another realm's Quintessance.

2. Travellers who enter realms must abide by the rules of those who have created that realm, unless said creator's actions are malicious in direction and are uncalled for by action/inaction of said "Guests".

3. A means of maintaining realms "of worth" (to be agreed on an individual basis) should be presented to those creators of realms as soon as possible. The means of maintaining the "Orders of Realm Conduct" pertaining in somepart to every realm plus realm specific rules, should be a group of dedicated individuals of sufficient power (both Politically and Magickally) to be assigned to realms on agreement with the realm creators.

4. Realms of worth which have no known creators will be assigned a token group representative to report on the realm, and large group excursions to this land will only be made if the realm is under direct danger of being lost.

It is from this that the Constables were created, with its 5 founding members never aware that the originating attack was actually instigated by a member, that the member him/herself was unaware, and that the member may still be one of the 5 and the Lord may still hunger for its payment.

Chantry: The group known as the Constables operates from a central organising Chantry in the "Constable" realm as it has been called. Surprisingly, the group strives to maintain the rural countryside look throughout the realm. The group's "central office" is located in the large townhouse built in the middle of the village of Simonson's Rest. The house is linked via gateways to offices in the real world in most major cities. Via a Correspondance effect, the townhouse is vast on the inside. As you progress through the maze of rooms in the house, the technology gradually grows more sophisticated until the centre of the house is reached and the central computer database at the heart of the group is revealed. The computer was installed a few years after the group's creation at the suggestion and new membership of a few Virtual Adepts and Sons of Ether. Its links stretch throughout those realms capable and allowed (by agreement with their creators) to be linked, and also links to some of the large Nets on the earth. It is at this central core that the Sons of Ether and Virtual Adepts most often do their part for the groups continuing aim. The Virtual Adepts try to keep track of realm and member information, often trying to tap into the Void Engineers signals for new data, whilst the Sons of Ether can be found working on new means to protect or stabilize existing realms under the limited protection or presence of the Constables.

Membership: Membership of the Constables is open to all traditions, but few join. Those who do usually do so for the sake of protecting some realm they have come across, and which they have some concern over its continued existence in its current state. Others have more long term aims for the entire Umbra, whilst some just do it for the sake of fighting wrongs.

Akashic Brotherhood Constable: "I have sworn to protect this realm with my mind and body. If you break its sacred rules, I shall break you."

Celestial Chorus Constable: "All realms are part of the One, and it watches over all. I am just a more direct representative as you shall find to your eternal sorrow. I hope the One decides to embrace your spirit after I dispatch it."

Cult of Ecstasy Constable: "This world is really cool. The waves are phenom. and the heat waves you catch are just up there man. Chill out and dig man, don't crash and burn!"

Dreamspeaker Constable: "If Gaia had not desired this land to be, it would not be. If you disturb this land, Gaia will desire me to do something to rectify your continued presence here"

Euthanatos Constable: "If a land has worth, I shall protect it with my life. If a land has none, I shall leave it to the maggots. If a land imposes on another land of greater worth, I shall destroy that entire land. By the Gods I shall enjoy that challenge!"

Hollow One Constable: "Why am I protecting this place? Well, its better than Earth, and anything a step up from that deserves a chance."

Order of Hermes Constable: "This land was created with purpose and we are its designated enforcement officials. Obey or suffer, your choice."

Sons of Ether Constable: "A higher Q to the power of M factor would provide just the right segmented power to entice that hill back into its proper place. I think a power shield of higher mag. might be a good idea for next time they try to attack realm p76. What about a flux field variable interchange shield amp........"

Virtual Adept Constable: "Damn, that TechnoRat has left Sydney via a gateway. Need to log into the Delta Net relay and catch the next QuintShift link. Thom, have you got an access code for that new data section yet? If we don't hurry, we could lose him AND realm p76. We need to know their power levels and reinfos. before battle2, and we need to know it now!"

There is much more cooperation and understanding amoungst the different Tradition mages who are part of the Constables, for they know that when the shit hits the fan in a realm they are protecting/responsible for, they've only got each other to rely on.

True Constable: "These are the rules of this land. Obey them and all will be fine. Break them and no realm no matter how far flung will hide you from us."

or

"To Protect and To Serve this Realm. Cease and Desist."

True Constables: True Constables, unlike the others, are those few Awakened within the fold of the Constables. They are brought to the Constable realm Chantry and educated both in the use of their Spheres and in the abilities sought after in a new Constable. Emphasis is placed upon the Sphere of Spirit as it is prefered if the Constable can move themselves through the Umbra, as emergencies often demand quick responses. A strange mixture of brute force and high intelligence are most needed, as one moment the Constable could be knee-deep in a violent bloodbath with several Marauders, and the next they'll be pondering mystic writing on some vast stone structure in a newly discovered realm.

Philosophy: Simple. They have a job to do, and so they do it. No matter how dirty the task, or the losses along the way, they stand for something and will die to maintain that ideal. They see themselves as not just defending realms, but the idea of humanity defending its dreams, which is where most realms stem from. These created lands provide humanity with the means to break from Earth's reality and envisage a brighter world. Through better made and thought out realms, humanity will create a model of a better society and of a better mind. Ascension will be achieved when humanity has created the proper environment for him/herself to exist in. Until then, these realms, these tests of different lands, must be protected and nurtured.

Sphere: Spirit

Acolytes: Policemen, Government Agents, Military

Foci:

Spheres by The Constables:

Correspondance: "Every step you take, every move you make, we'll be watching you......" (sorry, could'nt resist :] )

Entropy: "I'm going to bring down both you and your pathetic toys down Ansen, sooner or later, and then you'll have nothing"

Forces: "EAT SHIT AND FRY !!!"

Life: "Quick, life treatment fast, this Realm Citizen is losing it!"

Matter: "I can have handcuffs, a baseball bat and a prison here right now, so don't even think about going anywhere."

Mind: "Good Cop, Bad Cop technique? Nope, don't need that here. We've just got Mind Cop"

Prime: "If you don't move your car now, I'll remove it for you."

Spirit: "Mr Umbrood, Devil Umbrood? I'm from Realm p76, and I'm arresting you for callous disregard for p76 law 8C, willful rearrangement of designated landscape. Will you accompany me back through the Umbra or do I have to use force?"

Time: "No evidence you say? Well if you hold on a second, I'll just go take a look back then at the crime scene."

Organization and meetings: The Constables are organised from a core leadership of 5 mages at the head in memory of the original 5, who dictate strategic policy from their base in the Simonson's Rest townhouse Chantry. From here there is a base core of administrative and on-call Constables within the townhouse, and various portals exist to offices in major cities around the world where group leaders direct various operations within predescribed areas of responsibility. Various groups are also stationed in various realms throughout the Umbra where the Constables have an interest.

Every six months there is a meeting of the Court. The Court originated early on in the beginnings of the group, and is both tradition and rule bound to be headed by 5 mages of good standing within the group, who maintain their roles as the Court judicators until death or a motion for their replacement due to actions against the groups best interests or excessive incompetance. Members of the Court may retire/resign as they see fit, but may not restand for a period of 2 years for any Court position. All Constables except those on active duty are required to attend and various rule changes, new member initiation and realm decisions are discussed and voted upon. Special enquiries and reports can also be called for if a discussion point requires further evidence to be gathered before a decision made on some point.

Becoming a Constable: To be considered for membership as a Constable, a Mage from another Tradition must have three things: 1. Their Avatar must be Pattern.

2. Their membership must be forwarded by a current member or recruiter. [1]

3. At least 1 in the sphere of Spirit

[1] For a candidate to be eligible, her/his recruiter must have documented evidence of a struggle the former has taken part in where some element of an agreed realm worthy of being up held has been fought for. The evidence is presented before the council on the ConPad (Constable Talisman provided to all members on joining, and taken away on leaving).

A Constable is assigned a realm or Chantry position by the Chantry Admin. and is expected to follow strict codes of conduct. This code of conduct is flexible depending upon the type of realm being policed. Contact is maintained via shoulder comms. Talismans (ConPads) attached to the Constable's uniform (Spirit / Matter effect), so as constant records are feed back to the database at the main Chantry. During disturbances in certain realms, the Constable can call for backup and the database and controllers will analyse the situation and assign various backup Constables either from the Chantry itself or from assignment in other realms or in Earth's reality.