The Technocratic
The
Technocracy is here to maintain order, by any means necessary. To outsiders, Technocrats seem like faceless,
soulless automatons, dedicated to bringing the human race under control – their
control. A perfectly
ordered society, with no rebellion, no freedom, no imagination. Of course, the truth is never that simple.
The Technocracy was originally called the Order of Reason,
and arose from thinkers in the Dark Ages as a way to fight back against the powerful
Mages who warped their worlds around them.
If they could define the ground rules of reality – make it so that
everyone shared the same vision of the world – then they could sap the power of
the Mages and give it to the common man, and mankind would shape its own
destiny.
Of course, with such lofty ideals, it’s almost inevitable
they would fall short. Their defense of humanity quickly become an authoritarian
conspiracy, and their conflicts with Mages erupted into an all-out war still
being fought in the corners of the Earth and the spirit world. There are many things which can harm Mages,
but only the Technocracy actively hunts them.
There are currently five Conventions to the Technocracy.
Iteration X
Iteration X represents the
cutting edge of artifice, material science and man-machine technology. The Clockwork Conventioneers may be
considered killer cyborgs or emotionless drones by
their peers, but in truth they’re pioneers as well as warriors. The Iterators’
tools and computers empower humans, overcome defects and enable people to do
things that would be impossible without the aid of machines.
There really are things that
man was not meant to know, to paraphrase H.P. Lovecraft. The job of the New World Order is to keep
people from knowing about the things that could wreck humanity. They perpetrate this fiction not because
they’re cruel or enemies of the truth, but because those things could hurt all
society. Far better
that the Masses believe their ‘Truth’ instead. It’s safer, it’s simpler, and best of all, if
enough people accept it, it might as well be real. They hunt down things that shouldn’t be,
erase violations of the ‘Truth’, and educate those too stubborn or foolish to
accept it. Above all, remember, they’re
doing it for our own good.
Progenitors
The Progenitors, life-shapers
of the Technocracy, wage a war against the limits of the` human body to shape
life for the common good. To this end,
they modify foods, create clones, spawn new forms of life, and warp both themselves
and others, inside and out.
Mistrusted by the Traditions,
used and abused by the Technocracy, and fighting the superstitions surrounding
their work, the Progenitors strive to pull humanity out of the fears of the
past to embrace the bright future they can help bring. You don’t need to be limited by the
body. You don’t need to be limited by
life itself.
Syndicate
Perhaps you think it crass
that an organization of Enlightened ladies and gentlemen would dedicate themselves to money?
Can’t they think of anything better to do with Enlightenment than become
billionaires and mobsters? Consider,
however, the true power of money. The
pyramids of
Void Engineers
The place for humanity is the
stars. Not only is the Earth too small
by far, but it’s dying. Just look
around, and you can see that. Pollution,
crime, war: Society is tearing itself apart, and it’s
taking our world with it. No matter, for
we have seen the glory of the universe.
Humanity can settle where we have explored. When humans have settled on a dozen worlds,
the problems of Earth will no longer seem so important. As for us, what will we do then? We have always been explorers. Even before our work settling the near worlds
is done, we will be gone again, pushing the frontiers of knowledge. We hope some of the Masses will come with
us: for Unity lies in seeking.
Marauders
The
mad ones are whirling dervishes of chaos, disorder and dynamic potential. A Marauder’s very presence disrupts the world
around him with seeming impunity. These
‘chaos Mages’ are the exact opposite of the Technocracy’s order: each of these
magical psychopaths is unique in her own special, insane way.
It’s believed that Marauders were once normal Mages who
somehow fell into endless Quiet (magical insanity), or whose psyches were
shattered irreparably by Awakening. The
origins of Marauders will likely remain a history, since no living Marauder can
coherently and reliably explain how he came to be who he is. Many are capable of intelligent conversation,
but all are insane, and no known therapy can bring them back.
Marauders seem to have no coherent identity (indeed,
Marauder is simply a Tradition name for them, and their bloody handprint symbol
a Tradition invention), and each one is absolutely unique and unlike the last
in some bizarre, unpredictable fashion.
The danger of Marauders comes from their endless,
uncontrollable magic, and the fact that Paradox does not affect them as harshly
as other Mages (and nobody is quite sure why).
They’ve been known to turn buildings into writhing creatures, transform
entire parks into Roman arenas, conjure up demons, ghosts, and spirits – all
just by being there, without any conscious or specifically malicious intent on
the Marauder’s part. Marauders are so
far gone, so insane, that reality is warped around them to fit their twisted
worldview, and it is often up to the Traditions and Technocracy to pick up the
pieces and put the world right again.
Obviously, Marauders don’t have factions, or any coherent
organization. Then again, who knows what
conspiracy may be acting through their madness?
Nephandi
‘Nephandi’ describes
a disparate group of Mages who generally have only one thing in common: they
have chosen to surrender themselves and turn their Avatars inside-out to serve
powerful spirits that can be described only as ‘corruption incarnate’. Nephandi pursue the
corruption of all beings in the universe, in the mad hopes of driving all
beings away from their morals and all that is light, good, and creative. Ultimately, speculators believe, the Nephandi seek nothing less than the destruction of the
universe.
Although the Traditions have killed many powerful Nephandi, many more remain, and newly turned Mages are
constantly leaving the Traditions and Technocracy to join their cause, despite
all efforts to prevent their corruption.
These are called barrabi.
Few Awakened can study the Fallen without risking the Fall
themselves.
The Fallen are not simply evil; they embody corruption and
destruction. A choice to become a Nephandi must be deliberate, as the Mage becomes a living
Avatar of their Nephandic lord. The Nephandi have
two agendas. First is to actively
corrupt and claim human souls (or Avatars) for their masters, and an Awakened
Avatar is a prize the Nephandi value above all
else. The second is a quest to return
their Dark Lords to Earth. Many believe they
will reap unthinkable rewards for such a victory. Undoubtedly, that victory would destroy the
Earth and all life on it. While Mages
advance the world towards Ascension, the Nephandi
pull it down toward Descent.
Take the worst criminal you know – rapists, pedophiles,
serial murderers, cult leaders, genocidal dictators. Multiply that evil a hundred times over. Devote them not only to their own form of
evil, but the corruption and decay of all society, all the
world. Now you have a weak, minor Nephandi.
You’d do well to fear them.