By Derek Weiss (dw@sdf.com)
Search for what, you ask? For The Awakening.
The quest for Awakening is one walked alone, and against the opposition of the world which attempts to keep me dreaming. It is not a selfish quest, but one my nature, my self, the founders, calls me to alone.
Awakening from this dream is no simple matter, no simple task of a shallow slave to reality. To awaken from this dream is, in fact, quite difficult because, in fact, contrary to the beliefs of many, the final death is no Awakening at all. Final Death is the final, unquestionable and unredeemable end to the quest. Where all others failings and stumblings in the path can be redeemed and worked out, Final Death ends it all. Final death must be avoided.
Thus, the first rule of the Path of Awakenings is that Final Death must be avoided.
The Awakening, so powerful, so peaceful, is, in many ways, related to the state known as Golconda. Golconda does not grant Awakening, but it is an extremely important step to any on the path, and must be pursued and reached for one to be awakened.
Thus, the second rule of the Path of Awakenings is that Golconda must be pursued and reached.
The path has its fathers, its founders. Those who, through me, myself, the vampire, the boy, so far, so deep, imbued the knowledge, the desire, of the Awakening, so complex.
The fathers, the creators, the founders, are:
Malkav,
Caine,
The Fae
Their servants are:
The Malkavians
The Inconnu
Those who have reached Golconda
Thus, the third of law of the Path of Awakenings, so noble, is the pursuit of the knowledge and teachings of these founders, so wise.
Detachment from this world, this game, this dream, is important, but must not be done completely. Complete detachment prevents any pursuit of the goal, so noble, of Awakening. Partial detachment is required, desired, partial detachment wherein the world, the game, the dream, is ignorant of you but you are quite aware of it. Partial detachment is only achieved through obfuscation.
Thus, the fourth law of the Path of Awakenings is that the discipline of Obfuscation is to be revered as the greatest of all disciplines and pursued before all other disciplines, as it is the key to the desired level of detachment.
Detachment from the beings that inhabit this world is also important in the pursuit of the Awakening, so noble, but must be done carefully as to balance one's pursuit of the Awakening with this detachment. Such is done with neutrality, so wise. Creating enemies, hostility, in this world will distract one from the Awakening, the goal, and as such is not permissible or wise.
Thus, the fifth law of the Path of Awakenings is that enemies should not be actively made and one should actively attempt to prevent anyone from being one's enemy by any reasonable means.
Just as creating enemies will distract one from this world, this dream, creating friends will assist one in pursuit of the Awakening, so wonderful. Allies are very important while one walks the difficult Path of Awakenings. However, the Path is one that is walked alone, and excessive attachment or dependence on these friends is unwise, so foolish.
Thus the sixth law of the Path of Awakenings is that friends are to be made at all opportunity and valued in such a way as to maintain a solid friendship.
The seventh law of the Path of Awakening is that friends are never to be valued higher than oneself or the Awakening, and that pursuit of friendship over the goal of Awakening is not permissible.
The state of frenzy, so uninhibited, is a state which abolishes one's own control of one's mind and body and leads to actions, so dreadful, which affect one's ability to follow the path in completeness. It is a state created by the world, the dream, to inhibit the pursuit of the Awakening from the world.
Thus, the eighth law of the Path of Awakenings is that frenzy must always be avoided and resisted.
The world is not real. It is but a sleeping dream in which the only noble and true pursuit is an Awakening. The things and people of the world are not real and true but simply objects and players in a game. To attach oneself or concern oneself with these objects or players in any such way other then in the pursuit of the Awakening is not permissible.
Thus, the ninth law of the Path of Awakenings is that concern with the people or things of the world, this dream, is not permissible unless it is in the pursuit of the Awakening.
Meditation, so studious, so wise, is the shady and often obscured pane of glass between the world, the dream, and what lays beyond, in the Awakened existence. Meditation is the key to great insight.
Thus, the tenth and final law of the Path of Awakenings is that two hours of meditation or intellectual pursuit of the Awakening must be spent each night.
10 | Spending less then 2 hours a night in silent meditation on the Awakening or in active intellectual pursuit of the Awakening. |
9 | Genuinely feeling concern for anything or anyone in the physical world in any way other than as utilities in the pursuit of the Awakening. |
8 | Refusing to resist frenzy. |
7 | Pursuing a friendship over the Awakening; putting oneself in unnecessary risk simply for the sake of friendship. |
6 | Not trying to make friends with anyone met; actively severing a friendship. |
5 | Actively making an enemy; not making amends with an enemy when the opportunity arises. |
4 | Pursuing another discipline higher than Obfuscate; not using Obfuscate on a regular basis. |
3 | Not pursuing knowledge of Malkav, Caine, or the Fae (in that order of importance) when it is available. |
2 | Refusing to take part in an effort to reach Golconda; disinterest in reaching Golconda. |
1 | Dying without fighting for one's life with all available resources; suicide or taking suicidal risks. |