The Union of Revelation The Union of Revelation is a fairly recent group of mages, a group which traces its roots back to the Order of Hermes and the Marauders. The Technocracy considers this group an assembly of malcontents and troublemakers who should be stomped out, but the Traditions see this group as an interesting approach to Ascension, if a flawed one. Dedicated to Awakening Sleepers by the use of vulgar magick, the Union is often misunderstood, or even worse, misidentified as Marauders. According to the heads of the Union, this semi-Tradition began when several Mad Ones and members of the Order of Hermes were forced to work together in a contracted period of time, trying to save themselves from the persecution of the Technocracy. Over time, the members of the Order noticed how the vulgar magick used by the Mad Ones tended to at least start Sleepers down the path to Awakening, if not actively pushing them over the edge. After the Mad Ones departed, the members of the Order decided to carefully review the concepts they had seen at work. They would not submit to the madness of the Marauders - they had determined that. But the magick the Mad Ones used was very difficult to disbelieve after a while. Indeed, they began to think that perhaps the true path towards the world's Ascension was in the wild vulgar maicks - in showing the Sleepers things that they could not deny. Granted, it was dangerous. Paradox would no doubt quickly catch up to most of them. But success could slowly, bit by bit, Awaken more and more of the sleeper population, as well as make such vulgar magick more within the boundaries of static reality. These view were none too popular with the heads of the Order at the time, and so the dissidents left the Order and began the Union. Membership was slow at first - very few Awakened wanted to consistently risk Paradox erupting down upon them. But with time, the Union gained new members, ones who wished to Awaken Sleepers at any costs. Bit by bit, they worked their Art, trying to help put people on the path towards Ascension. Unfortunately, the other mages were right to be worried about Paradox - continual performances of vulgar magick attracted more than enough attention of Paradox to take several mages (including most of the Union's founders) out of comission permanently. Worse yet, the Technocracy practically wet its pants with terror at the sight of these mages. HIT Marks, Men in Black, and other such agents were quickly dispatched to start taking down members of the Union. But despite these setbacks, their plan was working - more people seemed to be Awakening than before, although the price was high. Indeed, the Union earned the nickname "The Kamikaze Brotherhood" by several mages who scorned the self-destructive methods of the Union. Despite everything, the Union continues to survive. It has always been a candle held against a hurricane, and although it cannot grow too much in strength, it refuses to give up and let itself be extinguished. Certain Marauders have been recruited by the Union at times, to avoid having some of the more powerful Union members be consumed by Paradox. But Paradox continues to tear the Union down, and the Technocracy (which is thoroughly befuddled as to how this group has managed to SURVIVE, let alone thrive) has continued to crack down on these mages whenever they can. Still, the Union attracts new members, and they continue to work their flamboyant (and dangerous) magick. One thing that the Union is noted for is a special sub- section of its doctrine devoted entirely to dealing with such conditions as Paradox Flaws, Quiet, Paradox Spirits, and other such aspects. They emphasize that their art is dangerous - no practitioner of it has ever died of even remotely natural causes. They do not preach long life or any such benefits. Rather, they emphasize doing as much as they can before their actions catch up with them. Staving off this effect is the crux of this training. This portion of their doctrine is notoriously effective - many younger mages, eager to practice the more vulgar forms of true magick, seek out masters of the Union (since few live long enough to become Masters of a Sphere, masters are usually the members of the Union that have been around the longest) to try and learn methods to deal with Paradox. This training, however, is not a quick and easy resistance guide - mages of the Union still fall victim to Paradox, and even they can't stand for the effects forever. It merely helps teach them what to do when confronted by Paradox spirits, psychological techniques to handle Quiet and Paradox Realms, ways to try and minimize the effects of Paradox Flaws, and so forth. Union mages are every bit as scared of Paradox as mages of other Traditions - perhaps even more so, as their techniques tend to bring them into conflict with Paradox far more often than the other Traditions. While the Technocracy cannot stand these mages at all, the Traditions generally agree that the Union has a very effective approach, although dangerous. This is not to say that the other Traditions all like the Union - merely that they all acknowledge the effectiveness of the Union's methods. The Union is not technically considered a Tradition, but is more of a Tradition then the Hollow Ones are. It has never asked for membership in the council, however, and has never been offered. Such a Tradition could be a serious threat to the Council, as it would attract much attention from the Technocracy. Unlike most of the Traditions, this one has no historical roots. Its practitioners come from an ensemble background, with no definite ties. The Union only began in 1985, so it has not had time to pull itself coherently together. However, its doctrine does draw somewhat on that of the Order of Hermes, which is not surprising considering that its founders came from the Order. There are occasionally mages from other Traditions (usually the Sons of Ether, Virtual Adepts, or the Order of Hermes) that leave their Tradition and join the Union, but this is uncommon and generally frowned upon by both the Union and the Council. PHILOSOPHY: Being static is deadly, but so is being passive. If the world is to Ascend, they need to know where they're coming from and going to. Coincidental magick can't do that. Vulgar magick can. By showing them the whole picture, they will eventually have to awaken. You can deny seeing one man fly. You can deny seeing one man call lightning from the sky, or turn an apple into a dove, or turning a swarm of gnats into solid gold. But there comes a point when you've seen too much to deny it any more, and you Awaken. You won't live forever. It's a fact. If Paradox doesn't get you eventually, then the Technocracy will. But you have to try to do as much as you can before that happens. They can silence one voice, but they can't silence a thousand voices, not at once, not without doing our job for us. They can't lie to a million people who've just seen the kid from down the street shoot light from his fingertips. After that, no matter what, the people know. And they'll believe. Because they can't deny what they see. STYLE: The Union uses vulgar magick in hopes of Awakening the masses. Coincidental magick is used occasionally, when the mage doesn't need to Awaken someone or when they are trying to save their biggest burst of magick for later, but for the most part vulgar magick is embraced. This can be anything from simple light shows to elaborate transformations to loosing fireballs like someone out of a swords & sorcery novel - but it is always vulgar. Combat is not nessecarily frowned upon - since the Union does not care about the consequences of vulgar magick (or is at least prepared to deal with them), they can use lethally effective methods that most other Traditions would balk at. The style of a Union mage is flamboyant, and their career is usually correspondingly brief. SPHERE: Forces. This Sphere is chosen for two reasons - it is the easiest sphere with which to perform unquestionably vulgar magick (often with quite showy results) and it's a holdover from the Union's founders, who were Hermetic. Prime is also learned, usually brought to Rank 2 as fast as possible, so that the Union Mages can create energy from thin air instead of simply manipulating the ambient energy. Life and Matter are also usually learned in order to affect shapechanging and transmutation. One of the preferred (and more spectacular) uses of vulgar magick is creating an apple (or some similar object) out of thin air, then tossing it forward and transforming it into a lightning bolt, fireball, or similar effect. COMMON FOCI: The Union's magic is eclectic, much like that of the Hollow Ones. However, power words are often used for the sphere of Forces and the sphere of Prime. Hermetic foci are also sometimes encouraged, as another holdover from the Tradition that originally "birthed" this one. Hand gestures are another popular form of foci. Computers and technological devices are frowned upon - they can make the magick easier to explain for the Sleepers, which holds them back from Awakening. Foci are encouraged to be small, quick, and portable, but good for show. ORGINIZATION: A somewhat odd structure, the Union mages are given rank depending on how long they have managed to survive, escaping Paradox and the Technocracy. However, this rank is arranged to Hermetic pattern, which leads to a structure that is very rigid when observed, but is actually quite merucurial and can change with a moment's notice - a single mage leaving the Union, for whatever reason, can completely rearrange the social hiearchy. The fracturization of the Order of Hermes is not present in the Union of Revelation, although having a good Hermetic name does attract a fair bit of notice. INITIATION: Prospective candidates are either those foolhardy enough to cast vulgar magick without thinking about it, or those who care so deeply about the nature of the Ascension and helping others Awaken that they are willing to sacrifice themselves. Martyrs are often attracted to this Tradition. A prospective candidate is taken aside by a higher-ranked member of the Union, who explains the whole of the Union's philosophy and practices - and possibly even what Paradox can do to a mage of the Union. Once initiated, it is a while before the new recruit will be taken seriously - only when he starts to work more vulgar and spectacular magick will he begin to be listened to, and only when he has Awakened some Sleepers will he be respected at all. Until then, he is considered nothing. ACOLYTES: Frequently, Acolytes of the Union are those who the Union Awakened, and who have a desire to carry on the work of the person who Awakened them. Other potential Acolytes are "New Agers" who want to spread glory to others, reckless individuals with a taste for the dramatic, and investigators who want to find out the whole truth about the Union - and magick in general. CONCEPTS: Misssionary, actor, wanderer QUOTE: "I am willing to risk Paradox. I am willing to face the Technocracy. I am not a Mad One - I am a person who will not let the Sleepers ignore the truth." STEREOTYPES: Akashic Brotherhood: They spend too much time lost in their own comtemplation, and not enough showing others the ways. They are more concerned with themselves than worldwide Ascension. ("These mages go against the Way. Where one should be silent, they are loud, and they seem to think that this noise will enlighten. But it will only disturb and confuse.") Celestial Chorus: They help people find their faith, and for that they should be respected, but they are too set in their ways to realize that Awakening helps others more. ("They hope that singing a different tune will teach others to sing as well, but they do not realize that it may also disrupt the harmony of those already singing.") Cult of Ecstacy: If these mages were as open with their magick as with their heonistic pleasures, they could go far. ("They've got some of the same ideals - Awakening by breaking the rules and boundaries - but they're too dangerous and reckless with their magick, and it will catch up to them.") Dreamspeakers: They are a folly - relics of the past, who make magick look simple, unrefined, and false. They hurt us all. ("Instead of following their Dream, they force their Dream on others.") Euthanatos: Dangerous and sadistic. They assume superiority and destroy life before it can Awaken. Who makes them the judge? We are united only against the Technocracy. ("They, too, wish for the Seekers to Awaken, but they try to push the Wheel too fast or stop it from moving at all, and end up breaking the arrangement.") Order of Hermes: Our forefathers and good allies. They merely have a more contracted view of who should and should not Awaken. ("They allow too many unrefined minds to touch our craft, and they are frighteningly flamboyant... but they are still deeply rooted within us, and are excellent and capable mages.") Sons of Ether: They are wise, but their technology makes magick seem more sterile and false, and our job more difficult. ("They are inspired and imaginative, and possess a very fresh and unique view of magick. Unfortunately, they, like the Order, are caught up in the past.") Verbena: A disgrace. They are not mages, but gardeners. Like the Dreamspeakers, they demean magick as a whole. ("Choosing to endure suffering is one thing - forcing it on someone is another. They've sold their soul for flashiness and useless dynamism.") Virtual Adepts: Intelligent and promising, but too closely tied to the Technocracy. Like the Sons, they rely too much on technology. ("They have good ideas, but they don't seem ready to accept that computers and the ilk have a place in the Ascension.") Hollow Ones: An insult, the greatest one, made so by its casual nature. They care not about Ascension, only themselves. ("Gee, flashy, pretty, ooh, ah. Big deal. A light show doesn't mean shit, pal - go work for Industrial Light & Magic.") TRADITIONAL ROTES Thunderstone (Forces 3, Matter 2, Prime 2) This rote has two parts. First, the mage uses Prime and Matter to create a rock out of thin air (appearence does not matter, although it is sometimes made in the shape of a thunderbolt or a spearhead). Then, the mage hurls the rock forward, and uses Forces and Matter to transmute it into energy. Although somewhat minor, it is very flashy, and hard to deny seeing. If used offensively, it deals damage normally, adding one to the number of successes counted for damage (remember, the Forces portion of the rote deals the damage). Aurora Awaken (Forces 3, Prime 2) This rote makes the mage suddenly burst out in a shining, shimmering cascade of light. Although it does not deal damage, it is extremely impressive and often leads Sleepers to Awaken. The initial flash of this rote has been known to blind people - if you score more than three successes, all watching you must roll Stamina + Alertness or be blinded. The blindness will wear off - it lasts one hour per success scored. Overlapping (Correspondence 3, Mind 2) A simple rote, this rote involves the mage using co- locality perception to view multiple locations, then extend this vision to another via Mind. Note that, since this rote has no visible effects, and all those observing see nothing unusual unless the mage extends the perception to them, it is considered to be coincidental magick. Butterflies of Light (Forces 3, Life 3, Mind 3, Prime 2) This rote is somewhat difficult to perform, and it has very few applications outside of Awakening Sleepers, but it is an excellent, showy piece of magick that alters what reality we take for granted. Using Forces and Prime, the mage shoots a beam of light from their hand, then, using Life and Forces, the mage changes the beam into a butterfly, using Mind to imbue it with a simple conciousness. Certain mages have taken it one step further, changing the butterfly back into a beam of light, but these mages are rare. Crystalized Light (Forces 3, Matter 2) Actually a useful rote for avoiding detection, the mage pulls all of the light in a given area into a single spot, then transmutes it into a quartz crystal. As no more ambient light exists, the area will become completely dark, and the crystal will continue to pull in light in any given area with about the same dimensions as where it was first used. For example, if it was first created in an elevator, and the mage left the elevator, it would continue to draw in all ambient light in an elevator-sized space. This spell only has a limited duration - at the end, the crystal shatters, and the light is released. Combined with the Forces effect Darksight, this can be used to darken a large area and prevent anyone from seeing but the mage and possibly his companions. Wither (Entropy 4, Life 2) This rote, often used more for drama than anything else, uses entropic energies to accelerate the natural decay of a plant, making it wither, dry up, and die. This effect can be countered, however - by use of Time 3, the area around the plant can be slowed down, effectively cancelling the effects. This rote is vulgar unless the mage does something beforehand to give reason for the plant to die (i.e. sprinkling a bottle of water labeled "Cyanide" into the soil would make this coincidental). Tea of Cup (Forces 3, Matter 2) An odd rote, with this, the mage takes some drink in a container (usually a cup of tea, hence the name), and use Matter to transmute the container into the liquid inside, and the liquid inside into the material of the container. The cup becomes tea, and the tea inside becomes a lump of china. Normally, this would mean that the whole thing falls and leaves a nasty mess, but by using Forces, the whole ensemble is held in place and prevented from spilling. This rote is, obviously, quite vulgar.