Tuesday, September 15, 2020

NEPHILIM, PART THREE

A MAJOR OBSTACLE for many potential Nephilim players and gamemasters was that they simply weren’t sure what to do with it.  Once your Nephilim character was made, what did it actually do?  What are adventuress like?  When my players asked me, I simply quoted Hermes Trismegistus to them; 

“Leap clear of all that is corporeal, and make yourself grown to a like expanse with that greatness which is beyond all measure; rise above all time and become eternal; then you will apprehend God. Think that for you too nothing is impossible; deem that you too are immortal, and that you are able to grasp all things in your thought, to know every craft and science; find your home in the haunts of every living creature; make yourself higher than all heights and lower than all depths; bring together in yourself all opposites of quality, heat and cold, dryness and fluidity; think that you are everywhere at once, on land, at sea, in heaven; think that you are not yet begotten, that you are in the womb, that you are young, that you are old, that you have died, that you are in the world beyond the grave; grasp in your thought all of this at once, all times and places, all substances and qualities and magnitudes together; then you can apprehend God.

― Hermes Trismegistus, Hermetica: The Greek Corpus Hermeticum and the Latin Asclepius

Well that clears everything up, doesn’t it.

But really, it does.  Hermes is describing to us the Golden Path, the Road to Agartha.  He is laying out what every Nephilim must aspire to do.  Because “veiled,” “obscure” and “impenetrable” are all good synonyms for “occult” however we can expect it takes a fair bit of deciphering to make sense of it!  Fortunately the original authors already handed us the keys in simple numbers; to reach Agartha you need 90% in a Third Circle Occult Technique, 90 points in your Dominant Ka, 90% in a Hermetic Lore, and 90 points in your Metamorphosis.  With those numbers we can start to make sense of the passage.

“Think that for you too nothing is impossible; deem...that you are able to grasp all things in your thought, to know every craft and science...”

Mastery in a handful of key skills dates back to RuneQuest, and the requirements for becoming a Rune Lord.  With a wink and a nod, Nephilim is saluting its parent game here.  But Hermes too urges the initiate to seek mastery.  Specifically in game terms four masteries, mastering at least one Hermetic Lore and three circles of an Occult Technique.

To increase their knowledge of the Occult, Nephilim need resources.  They need libraries and laboratories.  They need to seek our rare tomes—the older the better—from private collections and museums.  They need to hunt for artifacts.  This probably requires a fair bit of globe trotting, and adventures that lie somewhere between The Ninth Gate and Raiders of the Lost Ark.  Nephilim as “treasure hunters” is probably the most accessible mode of the game for most players.  And don’t forget mundane resources!  It takes money to zoom around the globe, and safe, secure labs and libraries are not cheap.  Entire adventures could be built around Nephilim raising capital to finance their Occult pursuits, putting off nosy reporters, the curious, and dangerous rivals.

“Leap clear of all that is corporeal, and make yourself grown to a like expanse with that greatness which is beyond all measure; rise above all time and become eternal...”

To reach Agartha, a Nephilim must also raise its Dominant Ka to 90.  This is developing its spiritual nature to its very highest potential.  A Ka of 90 is practically a demigod.  Raising skills is a matter of study and having the right materials.  Raising Ka is what we call “initiation.” It only happens through the successful exercise of magical powers.  GMs should always remember to “mix the planes” in a good Nephilim campaign.  In other words, “as above so below,” and even mundane adventures should provide opportunities for magic use, making them also initiations.  The idea of the Symbol and the Veil is critical in the Occult.  A Nephilim doing something as pedestrian as conjuring a breeze to air out a noxious smelling room is, on another level, understanding the Nature of Air as an agent of Change.  In this game, everything has meaning, everything is a symbol of something else.

(F)nd your home in the haunts of every living creature; bring together in yourself all opposites of quality, heat and cold, dryness and fluidity; think that you are not yet begotten, that you are in the womb, that you are young, that you are old, that you have died, that you are in the world beyond the grave...

A requirement for Agartha is complete Metamorphosis; 90 points must be achieved across five characteristics, marking total union of the Nephilim spirit and the mortal host. Just as a Nephilim needed 90 points of Dominant Ka for Agartha (signifying perfection of spirit), it needed 90 in Metamorphosis to signify perfection of flesh.  “As above, so below. “    Metamorphosis is described as a physical transformation of the host, not the spirit.   

GMs must take care to emphasize the importance of the Simulacrum in their games.  Nephilim pursue the Golden Path because they cannot ascend without the human element; the Simulacrum is a critical element, the base matter, the lead being made into gold.  Outside of a Simulacrum, a Nephilim is an unconscious creature driven by instinct, as we see in both Khaiba and Narcosis.  Identity, Will, Awareness, these are all Solar traits.  Only Incarnated can a Nephilim think and act.  Further it seems clear from Hermes that Solar cyclicity, the way the Sun rises and falls, dies and is reborn, is also part of the Golden Path to Agartha.  For these reasons the Simulacrum is critical to Agartha, and something a wise Nephilim takes good care of.


The Trumps Lovers, Art, and Sun from the Thoth deck, or in Nephilim terms, Incarnation, Metamorphosis, and Agartha

This makes Nephilim something of a super-hero game.  Like Bruce Wayne, Peter Parker, or Clark Kent, the Nephilim leads a double life.  The Simulacrum is necessary to it, and a clever gamemaster will spin plots about this.  Does an ex-wife reach out to the Nephilim because their son needs an organ donation or transfusion the Nephilim is a match for?  Does the Simulacrum have a vengeful rival at the office making like difficult for the Nephilim?  Does the Nephilim still maintain its job and social engagements?  Conflicts between esoteric and exoteric matters are at the heart of the game.

...the Pure will be thought insane and the Impure will be honored as Wise.  The Madman will be believed brave and the Wicked esteemed as Good...

― Hermes Trismegistus, Hermetica: The Greek Corpus Hermeticum and the Latin Asclepius

Come now...you didn’t think it would be that easy, did you?
While the Nephilim struggle for the Light, they are surrounded by enemies.  The Templars, Thule Brudershaft, and the Carbonari pursue global schemes of world domination.  The Black Star hunt you for your magic.  In many ways this is a game of Occult espionage, where every government, every corporation, conceals a dread conspiracy.  Assassination, extortion, spying is everywhere.

Or perhaps it is a game of horror.

There is a secret society of things that make vampires look tame...and they have not forgotten the Nephilims’ betrayal.  The Selenim—as cannibalistic ogres, murderous werewolves, soul destroying succubi and the mummified blood-drinking dead—plot revenge in the shadows.  Then there are the Old Ones and their cults, the ancient Saurians, cyclopean Titans double-crossed by the KaIm.  In the deep places of the earth, beneath mountains and seas, they lie dreaming but not dead, waiting for the stars to be right for their return.  Beyond these, the world is full of elemental beings, some monstrous, for the Nephilim to face.


    

1 comment:

  1. What about the new systems of Metamorphosis where there is a trait involved like Prudent or Curious?
    How is the evolution of the human character related to the Road to Agartha? Could this not be a motivation for the Player to honor the life of the simulacrum?

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