IN> [Asmodeus Month] Investigating Nightmares
James Walker
nyungan at yahoo.com.au
Sat Jul 28 03:05:45 CDT 2007
Being investigated by The Game is a truly terrifying
procedure that can break the strongest of wills. Even
the mightiest warrior may quail at the thought of
having his life and loyalty dissected, exposed for all
to see.
Screamers take notes.
Both Nightmares and The Game seek a world of paranoia,
treachery and constant fear. Their goals are
functionally the same ensuring that people are too
afraid to betray Hell.
This as fortunate, as The Game has a lot of work to do
in The Marches. Nowhere is it easier for a demon to
seek Redemption Blandine's Tower is visible from
Beleth's Realm. Soldiers of Hell may only survive a
few weeks or years corporeally; but as dreamshades
they can dwell in The Marches for centuries, perhaps
millennia. Every night new Ethereals are born, who
must be kept away from the Corporeal Realm.
Independent Sorcerers and Enchanters dream every
night, their dreamscapes wreathed in flames. The old
gods can help Grey Dream Soldiers escape Hell, by
overwriting their Dreamwalking attunement.
Still, Gamesters have had several major victories in
Beleth's realm. The presence of the Guardians in the
Near Marches makes it much harder for Renegades to
seek shelter in the Far Marches. Meanwhile Asmodeans
can use Humanity to cross the border in comparative
safety, whether pursuing Renegades or recruiting
ethereals. Their ability to infiltrate the ranks of
human worshippers means that only the most reckless
ethereals will accept a refugee Renegade. Impudites
particularly enjoy this task, and cheerfully acquire
worship Rites; for a Taker, a point of essence daily
for a few years is nothing. But as long as an essence
starved ethereal god thinks the Leech is a loyal
mortal worshipper, that sacrifice can earn the reward
of a Song, Servant or other Resource!
The Hounds value Ethereal Servants highly, so long as
they have the right Affinities. Wealth can strengthen
a Gamester's Role, or modify it for a specific
investigation. Divination spirits are obviously
useful; less obvious, a Book Affinity can be used to
read secret documents plans, diaries, ciphers and so
on.
The reward of Corporeal service is dangled before
these minions, but rarely given. If killed, Trauma may
destroy a valued spirit. Worse, if the spirit is
successful, they may learn enough to operate on Earth
without demonic supervision. Best if the spirits are
forced to stay within a small area thus an ice
spirit might serve on a mountaintop in an otherwise
warm climate, a fire spirit at a volcano in a cold
clime, a hearth spirit in an isolated settlement.
On the other hand, a spirit with a fertility Affinity
is likely to be killed out of hand, while those with
the Motherhood Affinity will only be tolerated if
under Beleth's protection, especially if they know
Alchemy; Stalkers of Nightmares are a little *too*
willing to acquire Soul Links! While an ethereal who
dares travel to the Corporeal without Hell's
blessing...will have a Djinn attuned to them until
they are destroyed. Repeated Trauma will end any
spirit and often The Game doesn't wait, and instead
travel to their Domain to finish them off.
Monitoring Dreamshades is a slightly more frenetic
activity. Over the centuries, these humans will
regularly be ethereally 'killed', causing them ever
increasing amounts of Ethereal Disadvantages. Most
insanities don't interfere with the 'shades work -
learning that the intruder in your dream is stark
raving mad usually makes the nightmare worse but The
Game must ensure that these mad ghosts don't either
rabidly turn on their handlers, or worse, flee to
Heaven in desperate cry for healing. Fortunately,
Screamers try to 'groom' their minions, encouraging
Disadvantages that will keep the humans obedient and
useful.
The dreams of living Hellsworn and Sorcerers must also
be monitored. As Nightmares extensively recruits
dreamshades from their ranks, this task is mostly
undertaken by Screamers, with The Game merely aiding
when requested. The exception is when a Sorcerer is
suspected of summoning named demons; The Game will
always ensure their destruction.
But what of the demons of Nightmares, allies in evil?
How can they be kept loyal?Blandine's Tower shines in
the night, an offer of hope if the demon dares take
it.
The Game kills these hopes in the simplest way
imaginable every investigation focuses on the evil
deeds the demon has done, the vile crimes that will
horrify Heaven. Crimes that can never be forgiven.
Smug and proud of their cruelties, the Screamers
rarely realize why The Game cares. Should the Screamer
ever think of Redeeming, the knowledge of their
crimes, of the guilt they bear, will kill that hope.
How could a Just Heaven ever forgive the abominations
the demon has performed? Sighing, the Screamer will
abandon the hope of Redemption, and return to their
crimes; adding more reasons to believe that they are unforgivable.
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