Chaosium Digest Volume 24, Number 1 Date: Sunday, March 8, 1998 Number: 4 of 5 Contents: A Kabbalist's Dream, Part Four (Erick-Noel Bouchard) FRENCH NEPHILIM -------------------- From: Erick-Noel Bouchard Subject: A Kabbalist's Dream, Part Four System: Nephilim SECOND SONG: THE LABYRINTH Finding the labyrinth is an easy task once a guide has been found. Every wanderer knows where the valley of Saadi lies, four days south of Istanbul. Legends say it used to be a river dale long ago that dried up after a peculiarly violent sand tempest ages ago. Deep at the bottom of the valley lies a deep chasm which used to hold a lake: a little water still remains in its depth, giving birth to a well. Though used very little because of its location, the water's well is known to be clear and fresh. Oddly triangular, the stone well has been erected for centuries. Wise heroes might think of it as the place where "ye sky has cried". The "triangle of dawn through ye keys of justice" symbolises the well and its triangular shape. At dawn, daylight strikes the well's inside walls, and they shine like gold for a few moments. Should the three crystal pyramids be placed upon the three corners of the well at this time, the light shall be reflected into them, directing a bright stream of light to a stone a few hundred steps further, revealing the hidden entrance to the labyrinth. At the labyrinth's entrance, carved in Hebrew letters, a warning has been issued to tomb robbers: Behind These Walls Rises a Temple Its Name is Not Known to Mortals But its Wholeness is Unity of Ye Worlds Purity Guides One's Revelation Sin Guides One's Damnation Where Ye Just Shall Find Truth and Wisdom Where Ye Profane Shall Find Lies and Death He Who Follows Ye High Voice Shall be Freed He Who Follows His Depravity Shall be Chained For Justice is Ye Gate of this Temple For Here Sleep Ye Gates of Sohar Through the Labyrinth Malkuth The labyrinth's entrance pierces into the rock's bare skin like an open wound, dusted by the sand's softness. After a few paces the cave leads to a square room where the floor has been carved into a diamond symbol showing the east, west, north, and south. Four openings face the four cardinal points, the cave's entrance facing south. North lies a mighty portal of gold and silver, west lies a closed wooden sarcophagus, whereas east reveals a small iron door, battered by the centuries. Symbols have been drawn upon each of the thresholds, commented by Hebrew sentences. The northern threshold is tall and mighty, two imposing doors of precious metals defended by demonic sculptures and warnings: This Door Thou Shall Not Pass For Behind it Awaits Lore to Mortals Forbidden Whom is of the Living Cannot Know its Secrets Beneath are Lies and Deceit Above are Truth and Knowledge Through it Begins the Union These warnings are meant to guide the awakened into choosing the right path. The northern passage, guarded by the sins of pride and greed, is a way for the fool to find certain death. "Through it lies the union": that is, the union of male and female, the passage to Yesod, the second temple. Yet, "whom is the living cannot know its secrets" suggests that the sarcophagus is the proper entrance... Opening the golden door necessitates immense effort, as if all strength was being absorbed by the smiling demons. Behind a huge corridor bearing unlit torches leads to a huge treasure vault, padded with gold and golden statues of pilgrims. After the path crosses a small pool of water, an odd smell becomes obvious to those attentive to such detail. It is liquid ether, an extremely flammable substance which covers anyone who wishes to enter the vault. The attentive would also find pulverised bone remains in the depths of the pool. The pool's depth, for that matter, is about twelve palms. The vault's interior is rich in jewels, statues, gold and silver, all covered with a fine dust. (Any alchemist would recognise sulphur.) Its summit is painted with representations of Moses receiving revelation at mount Sinai: yet another advice to caution. At the vault's centre stands erected a small monument, masked by a long purple cloth covered with Hebrew letters. As purple represents purity, one can assume the cloth hides impurity, and this statement is true, for beneath it is the idol of a golden calf. The sulphur covering the place is not only a warning to the demonic nature of the trap, but is also its tool of death. As the cloth is lifted from the idol, a mechanism spouts a gust of fire from the calf's mouth, setting aflame all objects within the vault. From this death trap there is no escape, especially if one is foolish enough to cross the "resting water" in the hope of salvation. As the blasphemers' bones lay on the floor, more sulphur drops to cover them and the jewels. The southern threshold is engraved with tree-like symbols, the word "Malkuth" written at its summit. Here opens the path to the material world, the one from which the heroes have entered this temple. It can be crossed without peril. Upon it have been inscribed the following words: This Door Leads to Ye Mortals' Ken Crosses Here who Renounces Ye Quest Both Ye Forsaken and Ye Chosen In Ye Veils of Malkuth Find Peace The eastern threshold, dominating the iron door, bears the following inscription, in Hebrew: This Door Leads to Equilibrum Ye Narrow Path Between Life and Death A Purgatory for Lost Souls Ye Long Wait Begins Here The iron door's surface, though battered by the centuries, is free for adornment of any kind. It is hard to open, requiring an immense strength or the combined efforts of two heroes. Behind it lies a small, round, featureless room with stone walls. Opposite to the door, six meters further, a small cavity opens in the walls, where two snakeskin scrolls have been deposited. Reaching the scrolls is problematic, as the latter half of the floor is a revolving trap. The floor flips over when some fool crosses the latter half to reach the parchment when an equivalent weight has not been applied to the former half, hence "the narrow path between life and death". The unfortunate victims falls a dozen meters below in a dusty cell where skeletons repose, surely the remains of unwise tomb robbers. As the floor goes back to its original position after the fall, the victim is trapped here to meditate on her errors. "Ye long wait begins here..." The western sarcophagus represents the arc of alliance, the reunion between the mortal and the divine, life and death. It is carved following Egyptian tradition and is crafted from wood. Upon its surface the following words have been written, in ancient Egyptian hieroglyphs: This Door Leads to Ye Other World None of Ye Living Walk its Paths Yet Even Ye Dead Fear its Revelations Ye Pure of Heart be Welcomed in Death Ye Impure Fear for Fiery Damnation Here can be found the door to the second temple, Yesod, if one is faithful enough to dare being enclosed in the sarcophagus. No secret panel can be found examining it. As the door closes on the faithful, the sound of a gong rings and a curious thing occurs. The back side of the sarcophagus rotates and the hero accessing the second temple's entrance while a skeleton heavily damaged by fire takes his place. As the sarcophagus is reopened, the hero's companions might be fooled into believing he has been destroyed by fire. There is no way one can go back to the first temple after passing through this path, nor can one talk with comrades lef behind. A wise storyteller should not tell the hero's fellows what happened to their brethren. Each entry in Yesod should be an individual act of faith, the first step through spiritual purification. Yesod As the heroes make their way into the second temple of Yesod, the most sensibleshall experience the passage toward another realm of being, halfway between matter and mind. Yesod is the place where the divine body (Malkuth) unites with the divine mind (Tiferet), the mind itself gloriously receiving luminance from the higher spirits of Intelligence and Wisdom. Gateway between the physical and spiritual worlds, Yesod is where unity is sought by purity: purity of the flesh as well as of the mind. To attain the higher temples, a soul must first triumph over sin within oneself, the flaws that deprive it from joining with the eternal order of things. Half corporeal, half luminescent, Yesod appears as a gigantic mountain surrounded by mists. On the summit shines a blinding lights, hundreds if not thousands of paces above. Pragmatic adventurers might think their journey has lead them amidst a mountain range, kneeling before this mighty stone giant. Wisest heroes might discover the truth, that actually the gateway is a spiritual one--this world is but an aspect of the Dreamlands that span across all eras and places. There appears to be no other option than to climb. This trek trough perilous terrain has dangers more menacing for the soul than the body. At every step of their journey the heroes should feel on the edge of falling into the fogged abyss, but the Storyteller should not impose upon them trials other than moral. As Yesod can be crossed only trough purity, temptation and desire are the tools by which the corruption of chaos hopes to stir rebellion in the heroes' hearts. The trials facing the climbers should be based upon their personal desires, dreams, and ambitions. Be it from invisible demons, the mountain, or from Yesod itself, visions appear to the heroes, promising them fame, love, hope, or deliverance, should they let go of their quest. Trials should get harder and harder. The first ones should be fairly simple, before they slowly grow more difficult. For example, a climber might face thirst, pain, and fatigue, then the loss of his belongings as dark birds assault him. He might encounter menacing winds, a peaceful cave inviting to rest, an abandoned treasury, or a fabulous weapon set in the rock. Should our heroes be more subtle, even more insidious trials are possible. Perhaps one of his friends is going to fall off the cliff, or a loved one pleads for help as foul entities torture her or him. Perhaps an angel or the like offers him forgiveness, or a portal opens in the barren stone, revealing a glowing palace. As all of these are but illusions, any deviation from the path leads to certain death. The more one listens to temptation, the harder they are for him to overcome. On the contrary, should one but have in mind the single goal of climbing, the trials, though always more diabolically complex, should get easier to overcome. The Storyteller should decide exactly what trials each hero or heroine shall face and how they are to be overcome. There are but two ways out of Yesod: death or salvation, succumbing or attaining the double portal above, the twin doors of Hod and Netzah. Hod Upon the silver threshold of Hod have these words been inscribed, in Hebrew: Beyond Me Lies Ye Left Arm of Ye Universe Where Rigour is Ye Light and Tradition Ye Way Here Ye Pious Female Surrenders Her Will Here She is Offered the Gift of Splendour Most certainly, death awaits any male to cross this door. Once passed, every trace of the mountain disappears, as if in a dream... but is this reality or illusion? Now the courageous heroines (or foolhardy heroes!) who ventured in Hod shall face their own fears as their darkest enemy. Down a narrow path, a small but deep room reveals itself, enclosed within four walls. The four walls form a perfect square barely long enough to raise both arms; its roof rises four cubits over the head while its floor lies five cubits lower, covered in sand. Openings pierce the barren stone walls, barely large enough to hold a hand. A strange, full-sized sphinx-like idol (apparently of Semitic manufacture) rests upon the stone floor. Despite its innocent outlook, the sphinx represents both death and liberation for the initiates through Hod. Calm, control, and surrender shall be a tremendous toll upon the dazzled initiates, conditions close to deadly if there should be a male among them, having trespassed what was forbidden to them. As the courageous of heart descend upon the floor, pressure makes a massive block of stone roll over the entrance, entombing all inside. There is no apparent escape, save perhaps for the strange shining idol. The nature of Hod makes it that hostility and sorcery are of no use to escape; only by surrendering to the powers of nature can salvation be found. Slowly, a sandy dust flows from the openings, gradually filling the whole cavity with a light yet definitively compact substance. As it does not seem to stop by itself, it should not be long before our company realises that pressure, if not suffocation, shall sooner or later cause their deaths. Caressing the idol in any way unleashes an even greater menace. From the wound-like openings, riding upon the sand, fall small, dark scorpions, seeking refuge from death under the victim's clothing... Even worse, they seem, for some reason, really averse to pheromones emitted by males, menacingly assaulting them with their tiny yet painful stings. Scorpions are not aggressive towards females unless provoked or assaulted. There exists a way out for anyone wise enough to understand the true nature of Hod. As always, the writings upon the threshold present the key: a kind (or sadistic?) soul has inscribed them upon the sphinx's plinth, written in ancient Hebrew. Only by submitting to death can heroines triumph over it. Males, unless they exert an extreme effort of will and accept the scorpions' wounds, have no chance of surviving. Furthermore, they risk their female companions' lives by their mere presence. Salvation appears when dust has risen above the initiates' heads and suffocation becomes a real danger. As long as any movement troubles the sanctity of the temple's dust, no opening shall be revealed. If complete immobility, despite the scorpions' harassment and the impossibility to breathe, should reign in the sanctuary for five minutes after this moment, valves in the floor would open and allow the dust to disperse. Simultaneously, the sphinx (representing female mysteries) will slide to the left and allow for passage into Tiferet. If protest and desperation drive the heroines into fits of madness, suffocation or pressure shall take their lives. Netzah Upon the golden threshold of Netzah have these words been inscribed, in Hebrew: Beyond Me Lies Ye Right Arm of Ye Universe Where Generosity is Ye Light and Progress Ye Way Here Ye Pious Male Triumphs His Will Here He is Offered the Gift of Splendour Most certainly, death awaits any female to cross this door. The trial of Netzah is one of faith and hope, as the heroes shall be faced with their greatest fear yet: the fear of failure. There is fear of pain, of death, of their soul's annihilation. Yet the danger is very real, and from this fear it gets its sustenance. As the gates leading to Netzah have been crossed, a long, dark tunnel is revealed amidst the enveloping darkness. Too high to be touched, its upper part is shrouded in a strange mist while its lower part bathes in a strange, oily humidity, smelling of both incense and ether. Far beyond shine small, flickering lights, as if fires were lit leagues further. Seven steps after the entrance, floor carvings in Hebrew reveal the following words: There is Also A Mixture Coming from Ye Demons, Ye Souls of Ye Guilty that are Ye True Demons of Ye World. There is Finally a Mixture Made of Incubi, of Evildoing Breaths and Nightly Spectres and All are Mixed with Israel. But Among these Mixtures There is None as Cursed as Amalek, Ye Evil Serpent, Ye Other God, Ye Unveiling of All the World's Nudity. He is Ye Assassin whose Companion is Ye Poison of Death, Idolatry. All Ye Mixtures Originate from Samael, but There is Samael and Samael, and All do Not Have Ye Same Gravity. Nevertheless Amalek, this Aspect of Ye Serpent, is Cursed Among All. (Zohar I, 29a) These words praise caution against the dangers to come, dangers linked to proud triumph and the vain pursuit of idolatry. In this test the heroes must not only vanquish the dark Serpent, symbol of worldly glory, but vanquish the Serpent within themselves, their greed and need for recognition. The lights flickering beyond the tunnel lead to a vast pyramid-shaped room, twelve cubits high and wide by eighteen tall. Walls are made of solid basalt, each of the three pierced by an alcove in its centre. A sword hangs in each one of these alcoves: one made of pure gold, one made of glittering iron, one made of crystal. The gold one has been hand-crafted by an extraordinary artist, its blade chiselled with glimmering jewels. The words "Ruler of Worlds" have been carved on its hilt, in ancient Hebrew. The iron sword is bright and sharp, but nothing as intricate as the first. Without any fanciful ornaments, its hilt has been carved with the words "Ruler of Blood". The third and last sword, finally, is but a grossly sculpted piece of crystal, fragile in the extreme and looking as if it would break simply from lifting it. In no way does it appear to be more than an ornamental strangeness, even less a decent weapon. The words "Ruler of the Self" have been written on its handle. The three swords' materials make it impossible for women to wield them, as they burn like fire upon women's skin. Even getting near one is uncomfortable. Without the swords, though, heroes are doomed to lose their lives and souls in Netzah. Three steps from the walls, a pit opens to reveal a monstrous three-headed snake, its twenty cubits long triple tail obscenely caressing the threshold of three luminous gateways. One head is crowned, the other bears scars and tattoos reminiscent of ancient warrior orders, the last is blasphemous, bloody religious writings extremely offensive to any pious person appearing on it. The first head represents the Unjust King, the second one the Murderous Warrior, the third one the Unholy Priest. The malevolent entity slitters and hisses as heroes gaze over its horrid form, six cubits below. The beast appears wholly unfriendly and surely would not let anyone get near the gates without a fight. On each gateway appears an opening into which, apparently, a sword must be deposited. The Serpent represents our hero's fear and pride, and it feeds from both of them. Danger awaits one who with foolhardy harshness engages warfare with the beast, for its form is not of this world's substance, but shaped of ether from the Qelipoth, the impure wastes that set themselves apart from the harmony of YHWH's creation. In truth, its essence, mind, and ferocity comes from the heroes' own, and its defeat depends upon their triumph over themselves. As the heroes descend toward the pit, the monster hisses vehemently and spits its burning poison at those who profane its rest. A different kinds of spittle comes from each of the three heads. The Unjust King spits burning, liquid gold; the Murderous Warrior spits poisonous blood; the Unholy Priest spits acidic faecal refuse. Painful and deadly, these three spittle menace the heroes' survival as they must pass the gates to enter Tiferet. As they fight, the three heads menace and insult each hero by his own name, making ridicule of his material pursuits and treasures (the King), calling him a kin slayer and blood-tainted murderer (the Warrior), and insulting his faith and doctrine or, if the case be, mocking the stupidity of his unbelief (the Priest). Only the alcoves' swords can harm the beast in any way, though using two among these three is as dangerous as the horror itself. Fighting the beast with the golden sword brings forth flows of molten gold from the beast's wounds. The more the beast is wounded, the more gold sprays, bathing the hero in the creature's impurity, and yet the more it bleeds, the more the beast loses its colours, appearing weak and feeble. When the final blow sets the beast to rest, the creature's body shrinks and retracts monstrously to mimic the hero's own. Facing in terror the death of his own soul, the hero's gold covered body changes shape to become, in form, mind and soul, the Serpent itself. Despite what the hero thought was his material victory, he became what he most despised, dying in riches as he lived in riches, becoming the Serpent himself. Cursed by his own folly, the hero's soul is damned. "But among these mixtures there is none as cursed as Amalek, ye evil Serpent..." Fighting the beast with the iron sword brings forth putrid, dark burning blood from the creature's wounds. The more blood that spills, the more that fury invades the hero as he tears away at the creature's scales, shredding its skin to pieces as the beast slowly looses its hold on its blasphemous life. As the fight goes on, the hero's shape alters more and more to become more feral and vicious, loosing its grip on sentience as the blows become stronger and bloodier. His hairy form, scarred by the beast's demonic blood, howls like a beast when the Serpent's final breath is drawn. Though he vanquished, he is now no more than a feral animal, having lost his sentience. As he triumphed from blood, he lusts on more and ferociously assaults any other hero invading his territory. Though this one's mortal existence is lost, there exists a hope for salvation. If touched, with love and forgiveness in intent, by the crystal sword, his bestiality is stripped from him as he slumbers into a deep sleep. His form disappears, mysteriously brought back at the labyrinth's entrance. For a month shall he sleep, peacefully and soundly, but the experience's trauma shall have its toll on his personality: no longer can this one witness any act of violence, let alone act aggressively, without feeling his feral instincts turning over, progressively turning him back into the monster he once was. This time, the change has no remedy. Should he not be restrained from his own impulses, his degeneration into monstrosity shall be unstoppable. Fighting the beast with the crystal sword is of no use, as the weapon would break under the strain. This blade's properties are very different from the two others. It amplifies emotions felt by the wielder and hence can be both used for hatred and love. As the beast itself is nothing but condensed hatred and impurity, fighting it with hatred makes it stronger, more feral and deadly. A hero inclined toward such an attitude would face certain death. On the other hand, should one rather use the sword to pacify the beast, peace at his heart and hand, the Serpent shall become more insulting and aggressive than ever, yet be incapable of harming the wielder. As its strength dissipates, the beast slowly shrinks and withers to become a feeble old man, crying and whimpering. This poor fellow was once a popular and proud Rabbi who started the journey into the labyrinth many hundreds of years ago to prove his own worth. Though he was smart enough to face Malkuth and Yesod, the Serpent triumphed over him and enslaved him ever since in this monstrous state. Thanking the heroes profusely for his deliverance, his physical form slowly disappears to enter the Other world, where divine judgement awaits his repentant soul. Should it be the case, the heroes would also see their fallen comrade, unreal as vapour, smile peacefully as he also disappears for the dead's lands. To open any threshold a sword must be inlaid in it. As the three doors are made of gold, iron and crystal, determining which sword must go where should not pose a problem. Of course, anyone not strangled by gross naivete would open the crystal door: the two others lead to a hundred hells of suffering and pain, too gloomy and sinister to be described here. Let us hope no hero would make the mistake of crossing them! Beyond the correct door, Tiferet lies. --