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WESTERN
NECROMANCY Not
long after prehistoric man first made the distinction between life and
death, he taught himself magic to contact ghosts of the departed. The
ancient vampires who preyed on these early tribesmen took notice of this
development, immediately devising ways to exploit it for their own ends.
Few vampires feared or respected the petty deities of the kine
some even had the temerity to count themselves among the ranks of the
divine. They stood before the gods' blood-spattered altars, stealing the
gifts meant for their worshippers. Early Kindred magicians reversed the
boons of earth gods, stripping land, cattle and women of fertility. They
stole luck from the gods of fortune, fire from the tricksters, strength
from the deities of war. And from the gods of death, they seized maps
to the Underworld and the power to compel the obedience of ghosts. The
death gods, like the others, are now forgotten, but death magic retains
its pale allure. Over the intervening millennia, magicians refined their
death magic to exploit evolving cultural notions about gods, ghosts and
the afterlife. The history of necromancy begins, as does so much of Western thought and tradition, in the ancient world of Greece and Rome. Greek myths shaped Western conceptions of the afterlife, and of possible ways in which living magicians could draw upon its power and conjure the inhabitants of the underworld. The Greek poet Homer described a grim afterlife in which unhappy ghosts lingered, trapped in shadowy dreams of their past lives. By the time of Virgil, folk beliefs in the afterlife and the fate of dead souls had become much more elaborate. Virgil described in detail the geography of an underworld that operated as a justice machine. Souls were ferried to a court where three immortal judges praised the good and passed sentence on the wicked. The former spent eternity in the Elysian Fields, while the latter went to the fortress of Tartarus, where they eternally repeated an array of torments tailor-made to their specific misdeeds. For stealing the ambrosia of the gods, King Tantalus of Lydia suffered eternal hunger and thirstfruit dangled out of reach, even moving out of his hands, while the water that stood to his neck always flowed away when he tried to drink. The judges of the damned sentenced the founder of Corinth, Sisyphus, to roll a huge boulder up a hill, which would return to the bottom when he had reached the top. In this way he paid eternally for the restlessness that drove him to continually engage his neighbors in destructive and pointless warfare. Magician-scientists
of the Classical era treated inquiries into the nature of the afterlife
and ways of interacting with its residents as an entirely legitimate aspect
of their ongoing effort to expand human knowledge. The first century philosopher
Apollonius of Tyana allegedly summoned the shade of Achilles and raised
the dead, in addition to a range of other feats including clairvoyance
and healing the insane. In the second century, Lucius Apuleius, now better
known as the author of The Golden Ass, explored the control of shades,
again as part of a wider portfolio of wonders ranging from dream interpretation
to transformation into animal form. The third-century Neo-Platonists,
who attempted to synthesize a holistic religion combining mysticism, Christian
ideas, and the philosophies of Plato and Aristotle, studied the mechanisms
by which ghosts operated and could be cajoled to bring about miracles. Unfortunately,
these figures attracted enemies who found it useful to accuse them of
black magic. Apollonius stood trial for supposedly sacrificing a boy in
order to use his entrails to read an augury. Authorities charged Apuleius
with using magic to win the hand of a wealthy widow, and of plotting to
poison her son. Necromancy was never considered one of their crimes; contact
with the souls of the dead was not yet viewed as inherently evil. Magicians
who restricted themselves to contact with the wraiths of the virtuous,
and who used what they gained to good ends, were no more distrusted than
other wonder workers. This
attitude changed with the conversion of the Roman Empire to Christianity,
which began with Emperor Constantine I in the third century. Many magicians
used Christian mythology in a way true believers found blasphemous. Twisting
a doctrine that frowned on the practice of magic, sorcerers began to call
upon Jehovah and His angels to assist in the deliverance of magical effects.
Some professed to be devout Christians and limited the subjects of their
invocation. Vampiric sorcerers, knowing their souls were bound for no
Christian Heaven, saw no reason to bother with the many annoying restrictions
of the "pure" form of this sorcery. However,
they took sharp interest as other mortal sorcerers blithely added Jehovah
and His angels to a hopper of deities, heroes, ghosts and demons from
the many traditions of the Mediterranean basin. Likewise, necromancers
mortal and Cainite alike mixed cosmologies and summoned
damned souls from the Christian Hell while at the same time drawing power
from the Classical underworld. Seeing the contradiction in this didn't
stop them from doing it, because, for whatever reason, it worked. Magicians
saw themselves as practical men repeating whichever experiments they found
successful. If God truly disapproved, He wouldn't let the magic work,
would He? Although such rationalizations might have suited the magicians,
they scandalized the emerging ecclesiastical class. Christianity forbade
all sorcery, frowning especially on contact with the dead. As Christianity's
sway grew, wise magicians hid their activities. Church fathers took the
story of Simon Magus of Samaria, mentioned in the New Testament as a sincere
but misguided magician who seeks to purchase the wonder-working secrets
of apostles Peter and John, and held him up as the first heretic. Anyone
who followed his path could expect eternal hellfire and earthly persecution.
Many magicians themselves became Christians, seeking to invoke the power
of saints and angels; they forswore necromancy as not only dangerous but
evil. Magicians interested in necromancy therefore became double rebels,
spitting in the face not only of religious orthodoxy but of their fellow
sorcerers. In
their rebellion, necromancers found power. These clandestine researchers,
whose names are now lost to history, used a variation on Platonic logic
to posit that the rules a society chose to live by sustained an inherent
mystical force. Those who best lived by those rules could draw on them
to gain power. However, great energy could also be gained by deliberately
breaking those rules. The Church's condemnation of necromancy merely increased
its potential for those few daring souls willing to flout Christian morality.
Thus the principle of Taboo became central to necromantic practice. The
greater and holier the rule, the more energy it contained. Ergo, the most
powerful effects could be conjured by ceremonies that broke the most potent
laws of society. One of the greatest taboos concerned the manipulation
of human remains. Contact with corpses and body parts thus became a central
focus of necromantic ritual during the early Christian era, which it had
not been during the more open and inquisitive Classical times. Present-night
practitioners, who watch as once-unassailable taboos of Western society
fall left and right, are grateful that contact with bodily remains has
stayed as abhorrent as ever. This revulsion makes their magic work
or so the theory goes. This belief explains why the details of necromantic
paths and rituals tower above all others in sheer, visceral perversity. The
other principle of necromantic magic, Authority, also arose during the
third century, and grew in influence in the course of Europe's conversion
from paganism to Christianity. The anti-Christian magician and philosopher
lamblichus proposed the doctrine of theurgy, which drew its powers from
symbols and the law of correspondence. lamblichus developed a detailed
hierarchy that placed gods, heroes, ghosts, angels and demons into a single
system, which the magician could call upon to escape from the bounds of
necessity. lamblichus did not design his system so that it could be exploited
by necromancers, but exploit it they did. If these entities could be defined
and placed on a grid in descending order of importance, the necromancers
thought, it stood to reason that necromancers could approach the lesser-powered
entities not as supplicants but as masters. Biblical
ideology, ironically enough, supplied the rest of the philosophical equation.
Ever since the story of Adam and Eve, Christian myth repeatedly stressed
that the world of nature was a gift from God to humanity, who could dispose
of it as they wished. Man was meant to dominate nature. Necromancers extended
this European way of thinking to the world beyond: Magicians should dominate
the souls of the dead, because they can. Tonight's necromancers look upon
the ghosts of the dead as little more than a resource to be exploited.
They care no more for the welfare and desires of the shades they call
upon than they would for a barrel of crude oil or a cart brimming with
iron ore. Although
fullest expression of the Western credo of domination over nature occurred
at the time of the Renaissance, during the era of exploration and coloni-zation,
necromantic theory had by that point already been fixed into its present
form, with the ascension of the Giovanni clan. As cutthroat arms merchants
who made their fortunes during the Crusades, the principle of domination
proved second nature to them. They were already accomplished necromancers
when Augustus Giovanni tricked a decrepit Antediluvian into Embracing
him, and then slew the vampire and his descendants in order to become
the head of his own new clan. Much of the magic of Necromancy as practiced
tonight was refined in the few short but monstrously productive years
between the clan's first dabblings into the art and its Embrace. To their
dismay, the Giovanni found that their talent for innovation had died with
them. For the last five centuries or so, despite their continual efforts,
they've advanced the state of the art of Necromancy only by increments. Although
contemporary necromancers do not often believe in the literal existence
of the Greek gods and heroes, many of their rites continue to draw on
the names and imagery of the Classical mythology, especially as it related
to the world beyond death. Even as mortals, the eldest members of the
Giovanni family felt a greater sympathy for the grand pagan ethos of the
Classical era than they ever did for Christian parables and iconography.
Ever anxious to display their erudition, Giovanni necromancers delight
in tormenting their foes with obscure classical references. Thus the ritual
called Chair of Hades refers to the Chair of Forgetfulness Hades used
to trap Theseus and Pirithoiis. Instead of a mere magic circle, Giovanni
magicians protect themselves from malign ghosts with a Circle of Cerberus,
an allusion to the gigantic, dragon-tailed, three-headed dog that guards
the gates of the underworld and prevents the dead from escaping back into
the land of the living.
As
his first lesson, any new student of Necromancy learns the importance
of separating magical sendings based on Taboo from sendings based on Authority.
Taboo-breaking sendings require the magician to wallow in the filth of
the grave. Authority sendings demand physical purity and cleanliness.
(Spiritual purity is, conveniently, not required.) To realize both principles
in the course of one working is to risk failure at best and destruction
at worst. Any rite that allows the necromancer to interact with otherworldly
beings takes great pains to protect her from possible harm or influence. The
Greek originators of these rites considered purity and cleanliness a necessary
component of this protection; wraiths, they discovered, could seize on
impurities and imperfections and use them to circumvent the worker's protections,
gaining freedom of action in the mortal world. Thus, in order to prepare
for dealings with shades, the necromancer must purify herself through
fasting, chastity and bathing. Long preparation times decrease the chances
of an entity overcoming the necromancer's safeguards. Mortal necromancers
are often urged to meditate as well, to divest themselves of emotional
preoccupations. Vampires learn that their chronic inability to experience
strong emotion works in their favor in this situation. A summoned wraith
capable of turning on his would-be dominator searches the magician's aura
for his strongest passions, which can be used as a mystical lever to compel
obedience. A wraith summoned by a vampire searches in vain, sensing only
a grayed-out aura of muted values. When
the necromancer has concluded her prepa-ration, she dons a set of robes,
which must be spotlessly clean and perfectly maintained. The merest stain
or dangling thread end may provide the wraith the lever-age it needs to
reverse the power relationship of the rite and command the necromancer.
The robes must fit perfectly; an overlong sleeve or hem also counts as
a dangerous imperfection. Having
prepared herself in the formulaic manner, the necromancer then commences
the specific gestures, incantations and prop manipulations of the particular
sending she wishes to accomplish. The physical items used in the procedure
must always include objects symbolizing the following concepts: one, the
necromancer's mastery over the shade; two, the shade's imprisonment in
the underworld; and three, the individual identity of the wraith. The
necromancer needn't bother with the last item if he doesn't care which
ghost he summons up. Classic
symbols of mastery include crowns, tiaras, scepters, ermine collars, thrones,
jeweled rings and medallions of office or rank. Modern variants might
include Rolex or Cartier watches, money clips distended with high-denomination
bills, mahogany office furniture or expensive designer clothing. The latter
are frequently substituted for old-style robes, provided that they're
perfectly maintained and constructed; beware of the substandard tailoring
of many top-name designer brands! Clever necromancers match their symbols
of authority to the understanding of the wraiths they intend to summon.
A parody papal miter works well against the ghost of a devout Roman Catholic
(so long as it is superbly fashioned), whereas a general's uniform of
the appropriate period and nationality establishes authority over a soldier's
shade. Symbols
of imprisonment include chains, metal rods sawn from jail-cell bars, handcuffs,
shackles, prison uniforms, gurneys with restraint straps, straightjackets
and rubber gloves. Medievalist necromancers may prefer torture implements
such as red-hot pokers, racks, iron maidens or face-cages. Modernists
might select electroshock machines, electronic ankle bracelets, tasers
or trays of sedatives. Although it helps if the wraith was imprisoned
during his life and faces the object that he most strongly identifies
with that confinement, this is a bonus, not a necessity. The
best symbol of a wraith's identity is his Fetter, an object with which
he has a pre-existing emotional relationship. One of the hallmark necromantic
abilities allows the necromancer to acquire the Fetter of a wraith he
plans to command on a regular basis. The Fetter isn't necessary, though;
the necromancer need merely prove to the wraith that she knows enough
about him to make him dance to her will. The symbol may be professional,
as in the case of a doctor's stethoscope, a judge's gavel or a lion-tamer's
whip. It may be personal a treasured photograph, a high-school
yearbook or a wedding ring. Or it might reflect a favorite interest or
hobby a camera to capture a photographer, a model bike to drive
a motocross enthusiast, a hook to catch a fisherman. It would be incongruous
for the Taboo-breaking rites to follow a formulaic arrangement like that
above. Each working is unique. However, certain common elements unite
them all. The
most obvious common point is that all employ the remains of the dead (usually
human remains) or other powerful symbols of death that arouse disgust
and anxiety in the living. Grave dust, chunks of tombstone, maggots (especially
those recently engaged in devouring dead flesh), coffin nails, embalming
equipment and autopsy tools all fit the latter category. Necromantic doctrine
states that the symbols of death must be relevant to the society in which
the practitioner operates. For example, traditional Chinese avoid the
ancient funerary bronzes of their nation's archaeological past, because
of their association with death; at the same time, Western collectors
of Chinese art covet them as attractive antiquities and art objects. A
funerary urn would be no good to a necromancer of Western origin in a
Western country, but might be useful if the necromancer is either breaking
a tradition of his own upbringing, or is working his magic in China. Taboo-breaking
rites seek to combine the remains and relics of death with actions society
at large sees as wholly separate from death. Youth is seen as the opposite
of death, so necromancers involve children or symbols of childhood in
their ceremonies. Fertility is the opposite of death, so necromancers
commit plea-sureless, sterile sexual or quasi-sexual acts to in the course
of their sendings. Necrophilia represents the ultimate expression of this
concept. Already experienced necrophiliacs before introducing sorcery
into the equation, the debased members of Clan Giovanni have explored
countless exotic variations of this abhorrent act in an effort to keep
their magic potent. A currently fashionable technique involves the surgical,
postmortem creation of new penises and vaginas from the flesh and bones
of the dead. Giovanni surgeons install this new genital equipment on the
corpse's back, belly, neck and thighs, so that as many as a dozen practitioners
can simultaneously conjoin with the same dead sex partner, regardless
of its original sex. This practice should retain its power for a few more
decades; after that, the Giovanni will have to come up with something
really perverse.
The
following rituals enhance the necromancer's powers and offer her protection
from the dead. System:
Certain
ceremonial practices give necromancers bonuses when working their ritual
magic. The difficulty of any effect targeted against a wraith decreases
by one if the symbols of imprisonment (see page 104) used in the working
happen to be those the individual wraith most strongly identifies with
captivity or torture. For example, the wraith of a kidnapping victim remembers
being gagged with duct tape; a necromancer wishing to work magic on her
may subtract one from his difficulty by adding a roll of duct tape to
his ritual gear.
A
team of surgeons trained in the unpleasant ways of Necromancy performs
an elaborate operation on a freshly dead or well-preserved corpse. From
the cadaver's dead tissues, they create up to seven new penises, vaginas
or other sexual apparatuses. The
necromancer engages in intercourse with the corpse's new genitalia. He
may then subtract two from the difficulty of all necromantic magic
except those targeting ghosts, Spectres or spiritsfor the remainder
of the night.
The
necromancer chooses a wraith she will later summon, using the Summon Soul
power of the Sepulchre Path. In a cleansed bronze brazier, she burns several
pages of a law book and a religious text matching the faith the wraith
held in life. She mixes the ashes of the books with silver powder and
uses the mixture to make her Circle of Cerberus (see above). When the
wraith appears, the necromancer tells him that she has the power to send
him to the real afterlife, the one he believed in when he was alive. If
the ritual works, the wraith believes her. If the wraith fears judgment
and hellfire, she can induce him to do what she wants by threatening to
use her power. If he yearns for Heaven and escape from the bizarre existence
of the underworld, she can secure his cooperation by promising to use
it. Since she can't make good on this promise, Judgment of Rhadamanthus
won't work twice on the same Heaven-seeking wraith.
The
necromancer robs a grave and steals the corpse's skull. He saws off the
top of the skull; the sawn-off piece, flipped over, forms a cup-shaped
piece of bone. He covers this piece with clay, making a bowl, which he
proceeds to fire in a kiln. If any blood descendant of the corpse eats
from the bowl during a meal with the necromancer, any promises the subject
makes to the necromancer gains otherworldly enforcement. If the subject
fails to live up to them, he is visited by a Spectre, which torments him
relentlessly until he makes good on them or offers the necromancer acceptable
compensation. In
addition to the time it takes to rob the grave, the modeling and firing
of the bowl takes at least four hours, depending on how fancy the necromancer
wants it to look. It may be reused until destroyed.
The
wraith's memory loss continues for one night per success scored. It may
not use Pathos points to counter any action on the necromancer's part.
Its Willpower drops by the number of successes scored; it may not replenish
its Willpower pool while the effect lingers.
Whenever
a qualified victim sits in the chair, the necromancer's player rolls Intelligence
+ Occult against her Willpower. If successful, the effect lasts until
the chair is destroyed. Otherwise, even if the victim is forcibly moved
from the chair, she does everything she can to sit in it once more. In
addition to the time it takes to obtain the bones, the construction of
the chair takes at least eight hours. The necromancer may spend additional
time on the chair to make it look fancy or to mimic an existing piece
of furniture.
Followers
of voudoun, the religio-magical tradition of the people of Haiti, greatly
fear the effects of Quangos, black magic intended to aggressively harm
people. Bokkor, practitioners of ouangas, accept no categorical limitations
on their bad magic. In addition to their powers over the dead, they claim
to be able to curse people, control the weather, blight crops and generally
perform the sorts of harmful acts blamed on sorcerers by folk traditions
the world over. Despite the range of powers attributed to malign sorcerers,
common people fear no form of black magic as they do the spells and rituals
involving death and the souls of the dead. Voudoun
worshippers dread the attentions of human voudoun priests (houngans) gone
bad, but in doing so they misdirect their anxieties. Jealous and fearful
worshippers periodically subject even the most virtuous houngans to baseless
rumors of involvement in sorcery and death magic. Some of the most vociferous
accusers, when not beating the bushes for witches, hypocritically pressure
their houngans to perform ouangas rites to curse their own enemies. The
few houngans willing to admit to being sorcerers generally rely more on
trickery and suggestion than on actual supernatural powers. For example,
a human houngan makes people fear him by dressing outrageously and spreading
rumors about his willingness to lay curses on others for the least provocation.
He performs sleight-of-hand magic tricks and passes them off as magical
sendings. He takes credit for sicknesses, natural disasters and eruptions
of madness. A few vulnerable people come to fear him so much that they
begin to exhibit psychosomatic health problems further enhancing
his dread reputation. Genuine
outbreaks of voudoun death magic flow not from living houngans, but from
Kindred who exploit a magically potent belief system to grant themselves
useful powers. The Kindred didn't invent voudoun, ouangas or even the
tradition's death magic; an adventurous few of them simply moved in when
rumors of zombies and a cooperative god of death began to filter out of
Haiti. The
voudoun religion began to take shape not long after 1512, when Haiti's
Spanish overlords brought the first African slave laborers to the island
to work its mines. Voudoun flourished as a new amalgam of different beliefs
from the enslaved laborers' various tribes of origin. One or two Kindred
made their havens in Haiti at this time, attracted by the opportunities
for unre-stricted feeding offered by the slave trade. They numbered among
the many European pirates lured to the region by Spanish vessels laden
with gold and ripe for plunder. When they arrived at Haiti, a few pirates
settled down and established plantations, again run with African slave
labor. Early Kindred colonists paid no more attention to their slaves'
religious develop' ment than the mortal pirates with whom they mingled.
If they had, perhaps current Kindred practitioners of voudoun necromancy
would understand even more of the metaphysics underlying the magic they
now use. In
1698, France signed a treaty with Spain, taking possession of the colony
and bringing with it a few French Kindred. French became the language
of Haiti, and Catholicism its state religion. The slave culture in turn
adopted and adapted elements of Catholic iconography into its pantheon
of gods and spirits. One of the island's Cainites, a Lasombra with Giovanni
connections named Gisele Hemmet, took notice of Quangos and the new possibilities
it offered to the moribund traditions of Western necromancy. Inculcating
herself into a cell of roving ouangas practitioners, she secretly underwent
initiation as a houngan, and, as she had fervently hoped, was "mounted"
by the loa (god-spirit) called Baron Samedi. Samedi
is the Lord of the Cemetery, the incarnation of the threshold between
life and death. Although he can be a dreadful and frightening figure,
believers do not identify him as apetro loa, or malign spirit. Ordinary
worshippers propitiate him in hopes that he will guide their deceased
family members to their proper final rest as loa-racines, or ancestral
spirits. He does so when pleased by graveside sacrifices of food, crosses
and the ritually obligatory three centimes (pennies). Simultaneously imperious
and impish, Baron Samedi mocks humankind for its lusts and passions. Images
of his grinning, skull-like face gaze out from murals on the houmfor walls,
reminding all who behold them of the folly of mortal concerns in the face
of the eternity of death. (The houmfor is the central hut in a modest
temple complex, where ceremonies are performed.) Gisele
Hemmet expected Baron Samedi to be pleased by the chance to make a Cainite
his horse, and he was but not in the way she'd hoped. She'd entered
into the initiation ceremony assuming that this primitive death spirit
would be so shocked and delighted to learn of the existence of Cainites
that he'd welcome his new houngan not just as a special servant of death,
but as a child he'd never known. The naive, rustic deity would doubtless
shower her with new mystic abilities she could use for her own purposes.
Instead, as the Baron's presence entered her body and mind, she found
herself overwhelmed by an ancient consciousness vastly more forceful than
her own. Gisele shook as the amused disdain the Baron felt for her and
her kind reverberated through her. The Baron did offer her power, which
she greedily accepted, only half-understanding that the price she would
pay would be her sense of confidence and entitlement. She had foolishly
submitted to something much greater than herself. Something, as she would
soon discover, which would never leave her side, no matter how much she
might want it to. The
Baron came to her many times in the next years, always unbidden. Sometimes
he offered her more magic, like a barman placing a free glass of rum under
a drunkard's nose. More often he came only to turn her certainties into
doubts, her assurance into dread. Vampires, he whispered in her ear, were
even more ridiculous than mortals. (He insisted on using the vulgar term
vampire, especially when he saw Hemmet bridle to hear it.) Their plans
were doomed. Their sense of immortality was false. They were trapped on
the threshold between life and death, neither here nor there, yet had
deluded themselves into thinking that they were masters of the world.
He would give Hemmet power all right; he would give it to any of her kind
who submitted to be ridden. Not because the powers would help them; quite
the contrary, his help would only cement their folly. He would give his
gifts because it amused him. Vampires were the rudest joke he'd heard
in centuries. Several
Cainites flocked to Hemmet seeking the occult knowledge she'd gained.
She brought others to the houmfor to be mounted. Still seeking Samedi's
approval, she promised to bring him a legion of Cainite devotees who would
become his houngans. At this news he laughed until acrid tears flowed
down his cheeks. Sometimes she warned her eager recruits they were making
a mistake. Few heeded her words of caution. Those who were as foolish
as she was, Hemmet ruefully decided, deserved to share her discomfiture.
A small coterie of Cainites, claiming various clan allegiances, came to
see what she'd been warning them about; those most intrigued became the
Baron's houngans. In
1791, the island's slaves revolted against their masters and overthrew
them; Haiti became the hemisphere's second republic. Hemmet wouldn't have
dreamed of contributing to such a shocking upending of the social order,
but helped the revolt along in a few subtle but important ways once it
got going. She did so hoping to prove her worth to the Baron and escape
his campaign of mockery. She told him she'd done it to help his people;
he threw back his head and laughed as he always did. The slaves' new success
was just another illusion; in the face of death, there was no freedom.
Haiti would always belong to him; even he lacked the freedom to change
this. THE
BARON AND HIS HOUNGANS The
mere intervention of 200 years has done little to change the humiliating
relationship between the houngan and the mocking loa who gives them the
magic they wish for, in hopes that they will use it to destroy themselves. To
become a houngan of the Baron, a cultist attends a ritual led by priests
already initiated to his service. The houngans offer food and drink to
the Baron to gain his attention. Accompanied by drums, officiates and
aspiring initiate join together in an ecstatic dance, employing fast,
exhausting moves that induce an altered state of consciousness (the robust
vampiric physiology demands that neophyte worshippers spend much more
time dancing to attain the trance state than humans require). The ceremonies
can require many nights of ritual activity before Baron Samedi deigns
to mount his new charge. (Experienced houngans, like their human counterparts,
learn over time to slip easily into the trance state.) When
the Baron arrives, he declares that the initiate has finally submitted
to the cosmic realities of death, even though it may take centuries for
her to fully admit that she has done so. He asks the houngan which of
his boons the initiate seeks. He announces that he has granted this boon,
in hopes that it will lead this errant child to see the truth of her position.
He then departs, leaving an exhausted supplicant to collapse on the dirt
floor of the houmfor like a plaything suddenly dropped by its owner. When
she recovers, she finds that she now possesses the powers she sought. She
also learns that she's forged a binding personal contract with the Baron
that cannot be severed, even if she renounces the use of the boons he
has granted her. The Baron can come at any time; he refuses to limit his
surprise visits to moments when his houngans happen to have submitted
to the trance state. A selection from Gisele Hemmet's journal, much-circulated
in Kindred circles, describes one such incident in detail. At the time,
Hemmet was preparing herself for a meeting at which she expected to be
attacked by an Assamite contract killer. The Baron first appeared to her
in the shower, materializing from nowhere, startling her so badly that
she fell backward and opened her scalp on the shower head. As she tended
to her minor but embarrass' ing wound, he perched on her sink, swinging
his legs and making pointedly pointless small talk about what various
famous people might say just before they die. The Baron interspersed his
annoying banter with a series of sly gibes and insults, pausing at one
point to lick up a few stray spatters of blood that had fallen into the
sink from Gisele's head wound. He then made a face and performed a supposedly
comical spit-take that didn't amuse Gisele one bit. She ordered him to
leave; he responded with a cryptic statement about the disturbing numerological
significance of this year's climactic statistics, hinting that it meant
disaster for Gisele and her plans. Unable to restrain herself, she launched
for the hundredth time into a plea for more respect and tolerance for
his humble servants. In the journal, Gisele recreates an ensuing hour
of philosophical discussion, in which the insufferably smug Baron invited
her to ask questions about his origins and motives, to which he provided
inconsistent and evasive answers. He proceeded from there to poke holes
in her plan to protect herself from the assassin, planting fresh doubts
about allies she'd until then trusted completely. Before departing, he
informed her that she was doomed, that her plans if completed would bring
her more misery than sorrow itself, and that he would possess her completely
one night even though he had no particular desire to do so. If
an annoyed victim of a visitation tries to attack the Baron, he vanishes,
leaving behind echoing gales of victorious laughter. If he thinks his
target hasn't been unsettled enough yet, he immediately rematerializes,
laughing, elsewhere in the room. When
appearing uninvited, Baron Samedi does not possess the houngan. It's too
hard to hold a conversation that way. He manifests himself as an apparition,
altering his appearance at whim. He always appears as an impressive-looking
black man. He usually chooses to look about six feet tall, but may on
occasion show up as a dwarf. The Baron may be bald or elaborately coiffed;
his face may be shaven, bearded or decorated with a gigantic handlebar
moustache. He always appears in grand clothing. He may deck himself out
as a 16th-century pirate, sporting a black velvet topcoat, frilly cuffs,
an array of looted medals and other military decorations, and a wide-brimmed
hat with a 10-inch crown; an insinuatingly friendly, painted skull and
crossbones appears on the front of the crown. As whim strikes him, he
may adopt the face paint and loincloth of an African shaman or the dark
suit of a 19th-century undertaker. After the voodoo-themed James Bond
movie Live and Let Die came out in 1973, he often appeared in the form
of actor Geoffery Holder, who memorably played him in the movie. He dropped
this joke in the mid-'SOs, when Holder appeared in a series of commercials
for the soft drink 7-Up. These days, he most often materializes in a stylish
outfit, each piece of which is an animal product of some kind: long leather
jacket with ermine collar, white silk shirt with ivory buttons, sharkskin
pants and snakeskin boots. When a houngan comes too close to the Baron,
the snakes' heads on the boot toes widen their baleful eyes, open fanged
mouths and hiss. In any of these guises, he may wander through the ranks
of ritualists as they perform one of his ceremonies, pinching or kicking
some, licking and kissing others. When the Baron is not present, houngans may suffer other unwanted visitations. Whenever they find themselves in the presence of petro loas or free-roaming souls of the dead, they hear the voices of these entities in their heads. These beings lurk everywhere in Haiti. Their constant murmuring, gossiping and pointless chatter poses less of a threat to the listener's sense of well-being, however, than the Baron's impertinent interjections. Nonetheless, they can be annoying or where concentration is of the utmost lethally distracting. Loas and similar spirits dwell in abundance wherever animistic beliefs hold sway. In Brazil, where followers of the spirit religions candomble and macumba practice rites similar in broad structure, if not in detail, to voudoun, spirits chatter in Portuguese patois instead of French. Local spirits prove just as bothersome in Africa, where the roots of voudoun lie, or in the totem-haunted depths of the Pacific Northwest forests, or on the howling expanses of the Arctic tundra. As practitioners of spirit magic urbanize, bothersome loas and their kin extend their range. Whether they were summoned by practitioners of mojo in New Orleans or Santeria priestesses in immigrant New York, they wait to annoy the houngan. Don't think you can avoid us, they whisper. The whole millenium thing is going our way. We're globalizing. The people are tired of the big gods who ignore them. The world belongs to us again.
Not
long after the slave revolt, Hemmet's under' lings brought an unpleasant
surprise to her attention. They'd captured a gaunt, strange-looking Cainite
lurk-ing on the grounds of her estate. The creature, who appeared more
like a walking rotting corpse than a proper Cainite, identified himself
only as Macoute. Under torture, the creature claimed to be a member of
a bloodline called the Samedi. Hemmet accused it of having stolen the
favors of the Baron, assuming that he was creating a new group of Cainites
to mock her and to compete with her. Although terribly injured, Macoute
just laughed at this suggestion. His rueful, half-mad manner reminded
her utterly of the Baron's manner, convincing her that her theory was
right. She engaged in a brief campaign against Macoute's fellow Samedi,
stopping only when the shambling vampires diablerized several of her own
comrades. Macoute has passed himself off as the Baron many times, and
has even gone so far as to name one of his childer Brigitte, after the
Baron's wife. Certain
Samedi believe that their terrifying master is an Antediluvian Cainite
who has merely taken on the identity of the Haitian death spirit. Although
their association with Haiti and its magic are comparatively recent, they
claim that their bloodline is very old. Like
any bloodline, the Samedi add new members by Embracing mortals. To learn
the magic of the Baron, they must undergo the same initiation rites as
the houngans.
The
luckless island of Haiti veritably crawls with vampires. A small group
of Setites called the Serpents of the Light make their havens here, too.
They've adapted Set's mythology to voudoun belief; the serpent god of
life, Damballah, replaces Osiris as the hate object in their practices.
Several Serpents of the Light can use Baron Samedi's magic, though their
connection to Set seems to immunize them from his visitations. While pretending
to be occupied with other matters, they're arming themselves for a battle
to drive Hemmet's group of poseurs from the island. Exactly what resolution
can come of Haiti's three-sided undead conflict remains to be seen.
Voudoun
worshippers believe that the souls of the freshly dead go to a watery
waystation. There they spend an amount of time that varies with social
status; prominent individuals may leave early, while the less socially
well-off endure longer stays. If the families of the dead perform the
proper rites when the interval ends, their souls find their way back to
the shores of Haiti, whereupon they occupy special jars provided by the
ritualists. The worshippers take the jars home, confident that their ancestors
are now loa-racine who can provide them with luck and guidance. If the
ceremony of return is disrupted or neglected, the spirits turn sour and
return to haunt people and wreak havoc. The magic of the houngan revolves
in part around the diversion of these souls for nefarious ends.
In
accordance with his lessons on the impermanence of all things but death,
the Baron scorns the idea that ancient, historically resonant objects
are more powerful than ordinary ones. In Baron Samedi's magic, objects
gain mystic resonance through their connection to their user, not their
provenance. A houngans ritual blade is more likely to be an old, rusted
utility knife with a handle wrapped in dirty masking tape than a dagger
of gleaming gold retrieved from some Roman ruins. The idea that holding
a relic of the ancient past confers even a momentary sense of connection
to anything that might be called immortality is sheer nonsense to Baron
Samedi. Neither
does Baron Samedi show any respect for riches or any other indicator of
success in the material world. People frantically accumulate jewels and
gold and houses and works of art to try to proclaim their power in the
face of death, but they're fooling themselves in the eyes of the Baron.
He offers his followers no special favors if they use especially valuable
items in their rites. The poorest laborer enjoys just as great a chance
of reaching him as the richest landowner up on the hill. They'll be united
in death anyway. That's why the Baron's favorite monetary gift is just
a few tarnished pennies that's all anyone is really worth in the
end. As
he will no doubt tell you the next time he pops in for a visit.
The
Baron's initiates use the same paths as Western necromancers, but perceive
the underlying cosmology differently. The houngan doesn't meet spirits
from the underworld of Western tradition. He finds loas in the temporary
underwater resting place of the freshly dead, the mortal world, where
restless spirits lurk or from the funereal jars where dwell the benign
ancestral spirits called loa-racines. The spirits themselves believe they
are in a storm or sea, sometimes calling their watery limbo a tempest.
In some instances, houngans face different limitations or risks when using
the paths. If a power goes unmentioned here, the houngan use it without
significant modification.
Voudoun
believers whose souls go to the underworld, or are destroyed or lost,
cannot be summoned. Loa-racines more easily resist summoning; add two
to the difficulty of attempts against them.
Again,
increase the difficulty of using this power when a loa-radne is its subject.
Houngans
sometimes call this "Make Living Zombie."
Howngans
refer to this effect as "Make Zombie."
Known
by the houngans as "Visit the Dead," this power allows the necromancer
to travel to the underwater holding area where the freshly dead wait to
be called back to land as loa-racines. To reach this place, the practitioner
must physically travel across a body of water and slip beneath the surface.
The journey takes about six hours. Conveniently, vampires needn't worry
about breathing.
Baron
Samedi's houngans use the following rituals to interact with dead spirits
and the realm where they exist. System:
The
houngan bleeds herself, then uses the vitae to paint the name of the target
on a consecrated stone. If the ritual is successful, she can afterward
learn the target's current whereabouts by dancing around the stone in
trance state until the Baron or one of hispetro loas whispers the desired
information into her ear. The stone loses its powers on the night of All
Saints Day unless the houngan spends a blood point. The
houngan ceremonially "kills" a mortal, laying him out on a pallet
in the middle of her houmfor and putting pennies on his eyes. The mortal's
soul journeys to the underworld, which he perceives, initially at least,
as the way-station where voudoun believers congregate after death. The
mortal can interact with the souls of the dead and travel elsewhere in
the underworld, while also retaining the power to speak to the houngan
and describe what he's experiencing. While in the underworld, however,
the subject's soul cannot affect the environment. Although he may talk
to other spirits, he may not physically interact with them or their surroundings
he is a "ghost among ghosts," as it were. Minions
may voluntarily undergo the ritual to assist houngans. Houngans may use
Two Centimes to terrify unwilling victims.
The
houngan using this ritual sends the dead to haunt the dreams of an enemy,
using the wraiths to drive an opponent slowly insane. Once the ritual
is cast, the houngan has no control over this power, save to stop it from
continuing. The shape of the nightmares and the images that assault the
target are not under the control of the houngan; they are under the control
of the wraiths who actually do the haunting. The
houngan uses his own blood and a personal possession of the target's in
this ritual. Once the item has been coated with blood, the houngan must
burn the item, sending a ghostly icon of it to the Shadowlands both as
an identifying badge and as a reward to the spirits who agree to haunt
the target. While the item burns, the houngan (and assistants, if available)
pound out a relentless beat on gigantic drums, headed in human skin. The
drums are inaudible in this realm but thunderous in the underwater home
of the dead. To silence the deafening drums, the wraiths resignedly agree
to negotiate with the houngan They promise to send nightmares to the victim
for as long as the houngan demands, in return for a favor. Their request
normally runs along the lines of passing a message to a living relative
or exacting revenge against someone who slighted them.
The
Blood Dance allows a spirit to communicate with a living relative. They
perform this ritual for people in exchange for money or favors.
A
baleful doll is a powerful figure that is linked directly to the spirit
of the target. This doll must be handcrafted, and is only finished when
it has been painted with the vitae of the houngan and dressed in some
article of clothing from the victim which should be unwashed for
a better connection. Once the doll has been cursed, the houngan can use
it to cause physical damage to the target. If the doll is destroyed, the
target suffers six dice of lethal damage. If the doll is injured (often
with pins or other items), the victim takes six dice of bashing damage. The
houngan must craft the doll, using ritual chants throughout the process.
This normally takes four to five hours. The player rolls Stamina + Crafts
(difficulty 8) to succeed in this part of the ritual a doll that
does not resemble its victim is useless for the purposes of this ritual,
though some houngans sell them as "authentic voodoo dolls" to
tourists.
The
houngan takes a rag stained in the blood, sweat or tears of the intended
victim. She takes a freshly severed human hand (which can come either
from a corpse or a living "donor") and closes it around the
rag. As the hand decomposes, so does the victim. His flesh bloats, turns
gray and then green, then starts to slough off. The victim's brain remains
fresh until the very end, so he can see the maggots writhe in the putrescent
rack of meat that once was his healthy body.
Mortal characters who suffer more than 12 hours of incapacitation die, while Kindred who remain Incapacitated for more than 12 hours succumb to torpor. |
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