From: [nv 91 asa] at [oder.nada.kth.se] (Anders Sandberg)
Newsgroups: alt.games.whitewolf
Subject: Purgatories (Mage)
Date: 13 Jun 94 17:39:26
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(Yes, "borrowed" from Kult...)

Purgatories
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These are paradox realms designed by the Nepharites, paradox 
beings who live on guilt and suffering. When a mage filled with 
guilt, fear or pain suffers an paradox backlash, they will send him 
into a purgatorium, a realm designed to evoke more suffering for 
the enjoyment and nourishment for the nepharites. Normally these 
realms are purely mental, the mage seems to go into a deep sleep 
or coma and cannot awaken. What really happens is that the mages 
accidentally open their minds to the Nepharites, who are given full 
control. In some special cases (like Spirit and Correspondence 
Paradox), they might enter a purgatorium bodily too, but it is rare. 

A purgatorium may look like anything, but is often based on the 
surroundings of the mage when he suffered the backlash. Things 
are almost right, but small disturbing details abound or certain 
things are clearly horribly out of place (like having a torture 
chamber in the middle of a night-club or gallows with hanged 
people instead of streetlights on a street). The realm is completely 
controlled by the Nepharite, who can do *anything* inside. It can 
change how it looks, the way it works or what happens. It can turn 
the mage inside out with a gesture and keep him alive forever. 
However, nothing that happens inside the realm can have any 
effect on the outside (unless the mage believes in it strong enough 
to create hobgoblins and Quiet making it nearly real). So the 
Nepharite may kill the mage again and again, but if the mage 
escapes he's unhurt.

The Nepharite may determine if magick works or not, or how it 
works. It can turn all magick inside the Purgatorium around, 
controlling it completely (after all, its just illusions). It is possible to 
destroy the body of the Nepharite if it allows it, but it can of course 
reform anytime it want. However, Nepharites love to give their 
victims hope and then destroy it. The Nepharite cannot really touch 
the Avatar of the victim, so the victim will still retain his 
countermagick and Arete, and purely internal magick (like Mind 1) 
can't be influenced. But the Nepharites are good at creating mental 
illusions, making their victims think they can't resist anything.

The Nepharite seeks to evoke more guilt, fear and pain from the 
mage using any means possible. Plain torture is not the best way to 
do this, more subtle means are more rewarding. The Nepharite can 
make the mage meet old friends he has betrayed (or think he has 
betrayed), place him in the same situation again and again or create 
scenarios to provoke more negative emotions. The only way to 
escape a purgatorium is to realise what it is. If the mage stops 
being guilty or afraid, the Purgatorium will dissolve and he will 
escape. However, the Nepharite naturally tries to hinder this by 
adding extra problems when somebody seems to figure it out.

Nepharites may be all-powerful inside their Purgatories, but 
outside they are just ordinary paradox spirits. Their powers vary, 
but most are adept at Mind, especially the creation of emotions, 
illusions and finding weaknesses of people. Some Nepharites are not 
content with simply dragging mages into their realms, but actively 
seek them out before they suffer any big backlash. They will try to 
increase their guilt and pain, and either make them do something 
that gives the Nepharite the chance to send them into its realm 
(just voluntarily opening your mind to it is generally enough), or 
manipulate them to spread more guilt, fear and pain among others. 

Some Nepharites even tempt the mages with promises of power, 
pleasure or other things. If the mages accept, they are led into their 
Purgatories and given what they want. These Nepharites feed at 
first on the gluttony of their victims, and then on their pain when 
they can't get enough. As the mages become more dependent on the 
Nepharite, it can start to twist the mages. They have to do more and 
more to get what they want, and they become more and more 
debased in their pursuit. In the end they suffer horribly, only 
uphold by a hope that never will be fulfilled.

Purgatories are not completely evil, some mages claim they even do 
good sometimes. By forcing the mage to overcome his self-imposed 
limitations, the Nepharites are forcing them to develop. There have 
been cases where the Avatars of the mage has appeared before 
them in the Purgatorium, turning it into an Epiphany. Some 
Nepharites might even be the Avatars of their own mages! But 
there is a dark side of the Purgatories too. Some mages fail 
completely, and become imprisoned forever (this happens also if 
the body is killed). In that case they become slaves to the 
Nepharite, who can do as it pleases to them. In some cases they 
have turned into Nepharites themselves, in other cases they have 
become snivelling slaves who do anything for the Nepharite to 
escape more punishment. Some mages have escaped from the 
Purgatories, but the lesson has turned them less human and more 
Nepharites themselves.

Some Examples: 
Hans Karlsson, a member of the Cult of Ecstasy, have just 
accidentally killed his close friend Peter, and tries to commit suicide 
by using some very vulgar magick. However, he botches and is sent 
into his purgatorium. The Nepharite makes it look like a Hell 
designed by Clive Barker, labyrinths of steel tunnels where people 
are gruesomly tortured by beings in leather. Freezing blood, sharp 
meathooks and rattling chains are everywhere. It also looks a bit 
like the place where Hans killed his friend, his own living room, so 
among the horrors there are also comfortable sofas, TVs showing 
gameshows and tables with snacks (which turns out to be horrible 
things when examined). 

The Nepharite appears before him (looking like something awful 
which has escaped from the dissecting table. It is wearing a 
comfortable costume stained by blood) and welcomes him to Hell, 
his new home. "Before we start torturing you forever, you might 
want to meet your neighbours. Here is someone you know, I think. 
Peter, I think you have met Hans?". On a dissecting table Peter is 
strapped and several figures in stained surgical dresses are busy 
vivisecting him. Between his anguished screams he manages to 
shout to Hans: "You sent me here! You sent me here!". 

The Nepharite will start to torture Hans, but the torture is really 
just an extra touch. The real pain comes from having all his old 
friends and relatives appear to be imprisoned here, and most of 
them have appeared here due to his own actions. From time to time 
the Nepharite drops other friends and loved ones into the 
Purgatorium (naturally, nobody is real, but they appear real), 
adding fresh pain. Even better is having Hans try to escape and free 
his friends, because then he can make a mistake just when they are 
about to reach freedom, and then they will all be returned to Hell 
and he will feel more guilt about failing his friends.

The only way he can escape is if he realises that its the guilt he 
feels for his friends and his actions which keep him imprisoned. If 
he just try to escape without trying to save his friends or excuse 
himself to them, he will succeed. He will wake up from his coma.

Example 2: Ylva Carlsson, a Virtual Adept, is being hunted through 
the dark streets of Stockholm by the Men in Black. She desperately 
tries to Vector away using his laptop, but she botches and she is 
sent into her purgatorium. What she sees is just how the laptop 
crashes, nothing else has changed. She is still hunted by the 
Technocracy, there are Men in Black behind her, she hears the bark 
of enchanced bloodhounds and somewhere above a helicopter 
searches for her with a searchlight. The purgatorium looks exactly 
like Stockholm, except that there is no help anywhere. There are 
nobody on the streets, all doors are locked, all people are asleep, 
her laptop has crashed (truly traumatic for a VA) and her allies are 
gone. The night will continue indefinitely.

The Nepharite, which doesn't appear visibly, directs the hunt after 
her. As soon as she finds a hiding place, the Men In Black find her 
after a few moments. However, she has always a chance of escape, 
so that she can be hunted even more. It tries to give the impression 
that the Technocracy will kill her outright if she as much as turns 
around (say by having them efficiently kill a few innocent 
bystanders who had the misfortune to see the hunt or use some 
nasty weapons she just avoid by sheer luck), since that is the only 
way she can escape. She must turn around and face what she fears, 
not flee it, to escape. Of course, if she does that, the Nepharite will 
make a last attempt to frighten her into fleeing, by letting her see 
the unstoppable might of the pursuing technomancers and the 
futility of resisting them. If she despite this try, then the nepharite 
has lost its claim to her and she will awaken.

Example 3: Karl Steen, member of the Order of Hermes, is seeking 
Ascension. He is obsessed with it, and tries to learn everything 
about it. At the same time he isolates himself more and more from 
other mages, who he (quite correctly) suspects wouldn't understand 
his theories. When he tries to perform a great ritual to summon his 
own Avatar, he naturally fails and suffers a severe Paradox 
Backlash. 

Before him, his Avatar stands (it is of course the Nepharite). It asks 
him what he wanted, and as he explains that he seeks 
enlightenment, it seems to be pleased. It says: "Come. If you can 
overcome the great dangers before you with your knowledge, will, 
intuition and power, you will gain it.". If Karl hesitates, the Avatar 
will ask him if he really wants to reach enlightenment or if he is 
content to remain unenlightened. Quite naturally the mage will 
follow his Avatar on the quest. 

The Nepharite creates a gruelling quest for the mage, with no end. 
The mage is led through more and more hermetic adventures, 
where his skills are constantly tested. He knows that if he fails in 
any part, he will fail completely. He has to solve ancient mysteries, 
meet allegorical persons, travel dangerous and symbolical paths 
and so on (for some ideas, read "The Alchemical Wedding of 
Christian Rosencreutz") If the mage ever seems to tire or hesitate, 
the Avatar will remind him that perseverance and strength of will 
are essential parts of the seeking, and if he gives up, he will fail 
completely. If the mage wonders why the quest is so long and hard, 
the Avatar will explain that Enlightenment is never easy to reach. 

The only way for the mage to escape the quest is simply leaving it, 
returning to his normal life and abandoning his Avatar. He must 
overcome his obsession with success and his stubbornness, and 
suffer the pangs of insecurity as he turns his back on 
Enlightenment. That's the only way he can reach true 
Enlightenment.
--
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Anders Sandberg			 	  	     Towards Ascension!
[nv 91 asa] at [hemul.nada.kth.se]
GCS/M/S/O d++ -p+ c++++ !l u+ e++ m++ s+/+ n--- h+/* f+ g+ w++ t+ r+ !y


-- 
-----------------------------------------------------------------------
Anders Sandberg			 	  	     Towards Ascension!
[nv 91 asa] at [hemul.nada.kth.se]
GCS/M/S/O d++ -p+ c++++ !l u+ e++ m++ s+/+ n--- h+/* f+ g+ w++ t+ r+ !y