The Unbidden
The Dark Lords of the NephandiBy Jason W. Tice (jait@bigfoot.com)
And the devil in black dress watches over
My guardian angel walks away
Life is short and love is always over in the morning
Black wind come carry me far away-- Temple of Love, Sisters of Mercy
Why?
Simply put, I enjoyed reading The Whispering Vault, and Dangerous Prey. I see a definite place for the Aesthetics in the cosmology of the World of Darkness.
1.0 Introduction
The Nephandi are a very scary set of people. They are more than the reactionaries of Satan, and more than a cult. They call to those beyond, and serve their masters with a devotion born of fear, desire, lust and hopelessness.However, if these masters are portrayed in games, they're usually either portrayed as "demons," in the mythological Christian sense, or as "Old Ones" in the H.P. Lovecraft sense. Make no mistake, both are very valid possibilities, but they both have certain limitations. The Christian demons (Lords of Chaos, what have you) are far too organized, and have a whole structure to fall back upon. The Lovecraftian masters are, rightly so, far too hideous to even contemplate.
So, it seems logical that there would be another type of "master" that would be a kind of medium between the two. This is where the Dreamers come in. They are a type of people (if you can call them that), that have abandoned their inherent order, and "gone rogue on the fleshly plane." And when they get powerful, they twist everyone and everything around them.
1.1 In The Begining...
"In the beginning, there were The Pure Ones. They birthed the spheres, and created the Dreamers of the Dream."From The Dreamers sprang The Dream: the lands, the sea, and all the creatures therein. And in their wonder, they wandered across the lands they had set in motion, and those lands were altered by their passing. Then the Dreamers were banned form the Dream -- forever locked from their creation. Then the Pure Ones shattered. Who knows why?
"But the Dreamers remain. The Dreamers are immortal -- forever tinkering with the nature of the Dream -- changing our reality. When we apply our will, are we changing reality directly, or are we appealing to a greater power to change it for us? If we truly hold the sparks of the Pure Ones within us, then do we not have the right, via that spark, to command the Dreamers to form the Dream to our whims?"
-- Julius Crispin VI, Shaytan to Qlipoxtical the Architect of Lies, First of the Unbidden.
1.2 The Arrival
"True enough, the Dreamers continue doing what they do, but as they are immortal, they have no sense of time. As they are weightless, they have no sense of weight. As they are without body, they have no sense of flesh. And it is these curiosities, coupled undoubtedly with boredom or even frustration, that leads a Dreamer to once again abandon its post. The urge to sample the pleasures of the Flesh-realm has to be particuarly strong in those who walked the earth before The Banning."So, with the Pure Ones shattered, the Dreamers are free to walk once again within the Dream.
"There are two types of Dreamers who walk the earth -- those we have called, and those we have not: The Bidden and The Unbidden. Although it is somewhat of a lie to say that we have not called the Unbidden. Some of them are called. Not all of them though, and virtually all of the Unbidden come from their own desires, not out of answer to a call. The Bidden only come to answer a call.
"The Unbidden is drawn to the flesh-lands out of a hunger. Who are we to know for sure the nature of the Unbidden's hunger? One may hunger for blood, another may hunger for love. But all Unbidden are drawn by their desires."
-- Alonzo Stephen Giovanni, Chronicler of the Giovanni line in Toronto, Ontario, Canada.
1.3 The Enigma
"When one of the Unbidden comes to town, it's rarely quiet, and it's never without consequence. There is a link between the location (time and space), in which the Unbidden arrives, and the Unbidden itself. Usually, the place, called "The Enigma" becomes twisted with the energies of the Unbidden's desire."So, if an Unbidden arrives, seeking the thrill of physical gratification, it may choose to arrive near Woodstock, during the time of its first festival. It could arrive anywhere: a secluded forest, a small apartment over someone's garage, it doesn't matter. But the place it arrives becomes the focal point of the energies brought from outside. So the apartment over the garage becomes a place where physical sensation is extremely easy to attain. Simple feelings are translated into overwhelming effects: a gentle caress brings a young man to orgasm, a woman scratches her own arm, and shrieks with the unbearable pain of it."
-- James Carol Eates ("Walks in Darkness") Silent Strider, Ragabash, Homid
1.3.1 MechanicsTreat Enigmas as a magickal realm. The specific spheres in effect must directly relate to the Unbidden's desires and reasons for coming to earth. The Enigma, however, does not have any specific entrances or exits. It becomes something similar to an anti-node, in that it will be an area where the natural quintessence is weakened. As the Unbidden grows more powerful (which takes years), so too will the Enigma become more powerful. The Enigma will also twist people who come into contact with it for extended periods of time. For instance, the family in the house attached to the garage, may become sadistic, or orgiastic in their focus on these pleasures.The magickal properties will cease to exist once the Unbidden has been successfully banished to the Whispering Vault.
2.0 The Unbidden
By Dr. Corpus,
Class 4 Umbral Investigator
Ether Outpost 12.Although The Dreamers created our reality, they are not familiar with a large portion of it. Things we take for granted, wearing, as we do, human flesh, and all, they, by their nature, cannot. An Unbidden will not be used to elements of heat, pressure, gravity, temperature, time, our visual spectrum, or any number of aspects of our day-to-day life. The Unbidden does not adjust easily to the fleshy plane. Often, the only real knowledge they have is in their area of specialty (ie, if one Dreamer developed the contraction and expansion properties of tin, while under the influence of heat, he'll know about that but little else).
It takes the Unbidden time to figure it all out, to adjust, and, in essence, mature. Following is a rough categorization of each maturity level the Unbiden reach.
2.1 Beasts
The Unbidden at this level is rarely more than a slobbering mess. He is overwhelmed by his hunger for essence, something that is plentiful on the outside, but as any mage will tell you, is not so plentiful here, now.The beast has one primary cognitive understanding of its desire. It wants flesh. it is uncompromising, obsessive, driven, and absolutely ruthless. If you encounter one of these get the Hell outta there! While some Unbidden have a kind of warped logic about how and who they kill, most don't.
The trail they leave behind is usually not pretty. The advantage, however, to this kind of Unbidden (ie, young), is that it is extremely easy to track down. The Bidden will have no problem hunting it down and removing it.
2.1.1 Warning - Do Not Try to Engage!The Bestial Unbidden is still a Dreamer, no matter what its form, age, experience or maturity. As a Dreamer, it is immortal, and cannot be killed. Its form can be destroyed, but there is the risk that it may possess or take another form -- possibly yours. All Unbidden can be banished. Most Bestial Unbidden can be banished by earthly mages. It cannot be killed, though. Trying to kill it will backfire on you. Count on it.
2.2 Strangers
When the Unbidden has reached this stage, it has a bit of a better time fitting in. The Unbidden may arrive as a Stranger, or it may have grown up from a Beast. Either way, this one is a lot more subtle, and difficult to find. It's also a lot more difficult to banish. In fact, we usually can't do it alone.The Stranger has conquered its lust for flesh and essence, and can now focus on the passion that brought it to our plane. It will still have problems with (or intense curiosities about) things we take for granted. ie, a Stranger might be astounded that all clocks keep the same time. ("Why is that woman wearing eight watches?") It also has problems distinguishing and differentiating between people (everyone is "Mike,") and animals (He'd confuse a horse and a mouse.)
At this stage, the Dreamer can usually figure out basic actions -- though it is unclear whether it is mimicking actions it has seen, or it has learned the rudiments behind the action. (ie, a Stranger might be able to drive a car, but would be at a loss for what to do when the car runs out of gas).
The passion that brought the stranger here is very important. It defines how the Stranger acts -- what it is seeking. A Dreamer who is frustrated at the inherent lack of attention and praise for its service to the Dream, may seek glory and fame. However it doesn't know how to go about winning it. It may create poetry that drives its readers slowly mad (Quoth the Raven), or it may write music that confuses people. Either way, the results of its efforts are usually less than successful. And this frustrates the Stranger, driving him to kill the reader or audience, and move on, to try again.
This type of Dreamer usually requires someone to call a circle of the Bidden in order to properly banish the Unbidden.
2.3 Architects
This type of Dreamer is the scariest of all. He's the level of Maturity most Nephandi (who have truck with the Unbidden) become followers of. The Architect has learned to live in the world, and to use and manipulate the denizens of this world for its own benefit. Usually they have identified and learned how to use their Enigma to their own advantage. They will usually go to great pains to hid their Enigma. They are able to build up extensive networks or armies of mortals (and supernaturals) to their will. Likewise, they are able to bind any number of Shadows to their will. It is possible to find an Architect behind a large corporation, or a swiftly-growing cult. Such is its power of manipulation.The Architect has become so engrained in the fabric of our reailty that Mage-folk alone, and indeed, any earthly force alone cannot banish it. A circle of the Bidden must be called to get rid of this blasphemy. Being immortal, this type of Dreamer may need to replenish its flesh every couple of decades, to maintain the illusion of its position.
The architect usually has the strength and dedication to build itself a lair from which to operate. Most Architects avoid public exposure, seeking, instead to be the power behind the scenes. And the Architect's layer will inevitably be extremely difficult to break into. Often, though, worming through the labryrinthine battlements, etc. will result in lauded Nephandic service.
Not exactly something to look forward to, is it?
3.0 The Meeting
"Many of the Unbidden take worshipers or followers from those who come to them. the curious, the deranged, the thrill-seekers, those affected directly by the Enigma, are all possibilities. Even those intent on banishing the Dreamer may find themselves willingly entering its service as a Nephandi. And they may not even be aware of their actions. If it is the Unbidden's first time on the flesh-plane, it will mark many individuals for further corruption to its service, at a later date.
3.1 The Return
"If the Unbidden has been to the Flesh-lands before, it will undoubtedly seek those whom it had marked previosly if they or their offspring exist. it is possible the Unbidden may arrive before the time of its first visit, and there may be no marked bloodlines for it to call."Remember, the Unbidden may enter the flesh-lands at any place in the time-stream, so it is possible that it would purposely enter the time-stream earlier than its first visit, and mark a couple of bloodlines to aid it in the Unbidden's Beast stage.
3.2 The Escape
"Many Dreamers are caught by a Circle of the Bidden, and are banished to eternal "damnation" in what is called "The Whispering Vault." Each Unbidden is locked with a specific key, and the key is placed somewhere in the Dreaming (flesh-lands). Each Key takes the form of a puzzle of some sort (how do these fit together? What does this do? What is it?) Even if the key is found, it may take decades, even generations to figure out."The Unbidden, however, can call out to any of the bloodlines it has marked, and attempt to coerce them into searching for, and trying to unlock the secrets of their key. It is only through the solving of the puzzle that the key represents that the Unbidden may once again come free of the Whispering Vault. And only one Unbidden at a time can be freed, as each key is attuned to only one Dreamer.
"So, it is quite possible that I am a Shaytan to Qlipoxtical because one of my ancestors served him centuries ago. I, after all, am responsible for Qlipoctical's release. As such, he has granted me greater power than ever I had as one of the wretched Verbena."
--- Julius Crispin VI, Shaytan to Qlipoxtical the Architect of Lies, First of the Unbidden.
4.0 The Twisting
Those who spend too much time in the presence or viscinity of an Enigma will inevitably become twisted into a shadow of their former selves. Sometimes the resemblance is startling, other times, frightening. Nonetheless, for Nephandi and mortal alike, serving the Unbidden will bring rewards that change your very outlook.
4.1 The Nature of the Pact
The sealing of a pact with the Unbidden is usually only reliable with one that has reached the maturity level of an Architect. Usually, the pacts are kept quite simple, as the Architect, no matter how far-ranging its power, desires simple things. Often, too, the Nephandus is so far changed from its former self, that it ceases to care about the pact, and only cares for fulfilling its new mission (granted by the twisting).
4.2 Shadows
There are many types of Shadows, and despite any doubts you may have, many were once denizens of the Dream. Shadows can live in the flesh-realm or in the rift between the flesh-realm and the outside. Unlike the Unbidden, the Shadows can be killed. The Shadows are sought out by the Unbidden as allies and servants.
4.2.1 Types of ShadowsThis is far from an exghaustive list. there are so many different type of shadows -- and not all of them are earthly in origin...Fiends: Strong willed, intellgient, but ultimately anti-social beings that seek only to sate their lust for the flesh.
Undine: Aquatic observers: will inhabit the body of a drowning man but the body will deteriorate. Has a natural water form.
Will-o-the-wisp: An insect-like Shadow that really only wants to be left alone. If approached, it will light up to warn off the approaching flesh-creature. If cornered, it will kill, then seek an even more solitary environment.
Dreadwolf: There is no more man in the dreadwolf -- only a lingering anger that can be awakened with ferocity. They are not harmed by silver, and cannot be killed by mortal means. Supernatural means, however... They will be affected by the use of raw quitenssence, (or gnosis).
Hate merchants: They feed on hate. They can rob a human of his hate, via an arcane ritual, and distill it into a thick black liquid that many Shadows and Unbidden appreciate.
6.0 Husks
Each Unbidden, when it comes to the flesh-realms, must develop or acquire a husk from which to work. A husk is essentially the same as our flesh. It contains our essence, and binds everything together.However, as flesh itself is pretty hard to control, the Unbidden will often use other things as a husk. This can range from material like plastic bags to leather belts and chainmail. Ultimately, the Unbidden will spend much of its time perfecting its husk, for comfort and appearance. Many of the Unbidden have the ability ot cast a veil, not unlike the euphemistic Veil the Garou talk about when they take other forms. Humans just refuse to acknowledge the existence of a walking talking set of plastic-bags and leather belts.
7.0 The Powers
The array of special abilities that one of the Unbidden (or Shadow) may have at its disposal is almost unlimited. Naturally, the more mature the Unbidden, the greater its mastery over its powers, and the wider range of powers it will have. What follows is hardly an exghaustive list of documented abilities some of the Unbidden have displayed:
Infect
Allows the Unbidden to spread an infectiousdisease of its own devising. The diseases usually result in a gradual reduction of the character's attributes, until death.
Dreamwalking
Allows the Unbidden to appear in the Dreams of a mortal. The Unbidden has no manipulative power within the Dream, but it can pass on messages and attempt coercion (get the key -- get the key!)
Animate
This power allows the Unbidden to animate a couple of small objects (knives, diskettes, flashlights) to use or attack with.
Fetter
Allows the Unbidden to tie itself to a mortal in such a way that if the Unbidden dies, the mortal dies to. Its amazing how many loyal servants you can get when they know you are the key to their continued existence.
Shred
Allows the Unbidden to shoot a stream of small sharp objects (ice, thumb-tacks, nails, glass) at an opponent.
Flashback
Causes extreme flashback in any mortal. Usually, the flashback centers around some traumatic event. The result is that the mortal is disoriented, and at a disadvantage to the Unbidden's further attacks.
Extraction
Allows the Unbidden to steal very specific knowledge from a target's mind. This requires physical contact, and while the Unbidden may attain all the data it needs, understanding takes far longer.
Quickening
This powr allows the Unbidden to move twice as fast (Celerity 2), but it limits the Unbidden's vitality.
Dismiss
With this ability, the Unbidden may banish a mortal to the rift. This is usually performed near a body of water. THe water acts as a gateway.
Gemini
This rare ability allows the Unbidden to separate its essence into two separate (and usually, weaker) husks. When one is killed, the other is awakened, and can continue its work.