By Shelby Babb
Jan. 1996
Editor's Note: The section on Classifications has been condensed to improve readability and reduce inconsistencies. Reading about the Mad Ones isn't supposed to drive the reader mad.
Some Thoughts on Marauders
Many mages don't study the Mad Ones, finding the amount of knowledge that would be gained not worth the time, effort or risk. However, some groups (most notably the Order of Hermes, New World Order, Virtual Adepts and even the Nephandi) have achieved some success.
The Order of Hermes has some of the oldest and most comprehensive information on the Mad Ones. It is the hope of many Hermetics to be able to somehow duplicate the Paradox immunity of Marauders, giving them the power to openly display their vulgar magicks to the Sleepers (forcing them to accept the Hermetic paradigm to a greater extent) or at least allow them to reduce the effects of Paradox.
The Virtual Adepts are also interested in the Paradox immunity of the Marauders, seeking a "cure" to Paradox just like the Hermetics. The primary interest of the Adepts, however, is a simple one. They want information. Unable to resist the challenge of an unsolved mystery, several Adepts have started enormous quests for the (possibly unattainable) information. In their quest, the Adepts have raided both Hermetic chantries and New World Order Constructs (and even a few Nephandi Labyrinths), combining limited amounts of information from both factions to create a complete (but still very small) picture of the Mad Ones.
Many Nephandi also crave knowledge of the Marauders, hoping to master the Paradox immunity and also discover some way to convert the Mad Ones to the Wyrm. So far all attempts at both have failed, leaving trails of broken and shattered Fomori, demons and Fallen Ones as well. These researchers among the Fallen Ones have turned to preying upon Outsiders and K'llasshaa (see Outsiders and K'llasshaa below) for much of their knowledge, creating even greater conflicts among the Nephandi.
While the Order of Hermes has the most information on Marauders, the New World Order has had the most effect. With their knowledge of psychology and Mind magick, they have had limited success in changing captured Tradition mages into Marauders. The reverse procedure has met with failure so far, but the New World Order has faith in their eventual success. The New World Order has gathered vast amounts of experimental knowledge but their greatest triumph is their structuring of static reality with the Diagnostic and Statistical Manual of Mental Disorders, or the DSM.
The DSM is used by Sleeper psychologists and others to help evaluate mental disorders and possible treatments. By continuously revising and clarifying the DSM, Sleepers are filled with the assurance that all mental disorders will someday be understood. Also, by describing, explaining and treating mental disorders the New World Order further defines the mental states of Marauders (and other magi in general) as being symptomatic of some psychological illness or another, and not the internal thinking of one able to change reality. The New World Order sees this as a matter of creating a "net" with which to catch the Marauders. Once the Mad Ones are caught, they will be cured or destroyed. Either way, the New World Order can not allow them to exist within static reality.
It is also rumored that the lost Tradition of the Ahl-i-Batin gathered knowledge about the Marauders during their ancient battles with the Mad Ones and their Djinn allies. These records are believed to be stored in the legendary Mount Qaf, and Virtual Adepts struggle relentlessly to find the lost wisdom.
Derangements, Quiet & Marauders
Before one can truly study the Marauders, a set of distinctions must be made. Derangements are any mental disturbance an individual may possess, usually caused by some traumatic experience or mental attack. All Marauders that have been encountered have displayed one or more severe Derangements, but not all mages with Derangements are Marauders (a fact that gives many great relief).
Quiet, at first glance, is very similar to Derangements but is in fact very different. Quiet is caused by numerous forces. Paradox, Mind magick, warped sensory perceptions and other factors can force a mage into Quiet. However, Quiet is unique because of its ability to alter and warp not only the mage's perceptions of reality, but also warp reality itself. Many Marauders exist in deep states of Quiet, reality warping and twisting from their very presence. But, of course, every mage who enters Quiet does not turn into a Marauder.
The very power of a mage to change reality is derived from the Wyld. Whether the mage is a Progenitor making fire breathing kittens, or a Nephandi using magick to turn a human fetus into a ball of tendrils, or a Son of Ether building a teleportation booth, all mages tap into the Wyld to make their will into reality. However, while a normal mage uses the power of the Wyld, it has been theorized that the reverse is possible, and when the Wyld tries to use a mage a Marauder is created. But this is still only conjecture.
Marauders are distinguishable from normal mages by two things: madness and Paradox immunity. It has already been explained that not all insane mages are Marauders, but so far all mages immune to Paradox have been Marauders. How Marauders have managed this is, for the most part, unknown. Some appear to have wrapped themselves in realities of Quiet, using their madness induced realities as a shield. The stronger the Quiet, the more they are protected from Paradox (see Book of Madness for more details). Unfortunately, this only explains a small fraction of this most diversive of mage factions.
Classifications
Despite all of their differences, the Order of Hermes and the New World Order are very alike. When studying Marauders, both groups independently try to label them within a series of groups, each group growing more and more specific until finally the Marauder is adequately labeled and categorized. Because of the difficulty in tracking down Marauders and the risk once they're found, observations are often incomplete. However, this doesn't discourage attempts at classification. What follows is the New World Order terminology, the (grudgingly) accepted standard even among Hermetics and Virtual Adepts. The Nephandi are believed to use some other form of labeling based solely on the amount and strength of the madness within the Marauder.
The first label is when the Marauder's madness manifests, followed by how or why the Marauder was created and then what faction the Marauder leans most towards (if any). Mad Ones are then analyzed to see how they manage to avoid Paradox. Finally, the researcher will, if possible, try to determine the extent of the Marauder's magickal abilities and knowledge, as well as the potency of his madness.
Time of Awakening
The mind shattering effect that creates a Mad One can happen before or after Awakening. Pre-Awakened Marauders suffered from insanity before they Awakened. After becoming Marauders they did not study magick but altered the world around them subconsciously. When possible, the New World Order retrieves these individuals from the institutions where they manifest. Too often, their newfound abilities allow them to escape or they somehow attract the attention of other Marauders who come for them.
Incidental Marauders become insane during their Awakening. Researchers in Awakened society would give much to know how frequently this occurs.
Post-Awakened Marauders are mages who became a Mad One. So little is known about the causes and circumstances needed to push an Awakened willworker into Marauderdom that many feel every Tradition, Convention, faction and Chantry is vulnerable. Leaders in Awakened society like Chantry heads look carefully for signs of danger among their charges. Post-Awakened Marauders tend to know that they are shapers of reality and are therefor more dangerous.
Causes of Marauder State
The next consideration in the classifying of Marauders is the cause. Although it is very rare indeed to find reliable information on the cause of Marauderdom, two main causes are listed and another, somewhat controversial, cause is found in some literature. Quiet Marauders are believed to be the most numerous. These Marauders result from a mage that has fallen too deeply into Quiet and lost all hope of recovery. Many mages suffer from bouts of Quiet and recover in their own time. Mages with a more traditional mindset allow their fellows to work out their own bouts of Quiet (after being securely boarded up so they don't hurt others). The increased fear of Marauders in recent years has lead to more concern for mages in a Chantry or Cabal who show signs of Quiet. Chantries among the Council of Nine these days are quicker to call for specialists who can enter a mage's Quiet and rescue them. Insane Sleepers who Awaken into Marauders are placed in this group.
Forced Marauders are mages who were pushed into becoming Marauders by an outside force or Sleepers who were pressed into a tainted Awakening. Invasive and damaging Mind effects, although rare, are accepted as causes of this phenomenon. Mages of any faction (other than, possibly, Nephandi) who cause a Marauder are dealt with quickly and severely. The only exception to this rule is New World Order researchers who do this as part of their research. These Scientists perform such experiments sparingly and in secure Constructs. Even they come under scrutiny from their superiors. Written accounts are occasionally found where mysticks of years past claim powerful outside beings cause Marauders for their own purposes. The Order of Hermes has several documents describing umbrood Lords or similar entities who force unholy realizations upon mages that forever shatter their sanity. Why this is done can only be guessed. Most mages do not like to dwell too long on this possibility.
The final cause of the creation of Marauders is debated in all circles that study the Mad Ones. Actualized Marauders, according to the theory, are individuals (Sleepers or mages) who gain insight into the workings of the Tellurian that is so arcane and so profound that it unhinges their minds permanently. The strength of their breakthrough pushes their mind into a place where Paradox no longer has its regular hold upon them. It is believed that an understanding of reality of a magnitude great enough to escape Paradox is too much for the human mind to contain. Skeptics point to the lack of evidence for this theory. Why were no notes left behind that could lead others to "dangerous" insights? Supporters of the theory claim when the insights come the individuals are too unhinged to sit down and record neat documents for the benefit of others. As far-fetched as this theory seems, there are too many supporters for it to be abandoned.
Factions
Despite their origins in the Wyld (and the belief of many mages), not all Mad Ones seek to further the cause of the Wyld. Marauders have been found supporting every faction and every cause. This level of classification groups Marauders into rogue, Technocracy, Traditions, Nephandi and disparates.
The largest group is the rogues. These are Mad Ones who operate independently or form groups that don't wittingly support an established faction of Awakened society such as the Technocracy or Council of Nine. Information on rogue Cabals of Marauders is scarce. This is due to almost all rogue Cabals either dissolving or going into hiding soon after discovery.
Marauders of the Technocratic persuasion are understandably rare. Most are eliminated or driven out upon discovery. For whatever reason, some Marauders are enticed by the Technocratic Union's neat and orderly outlook. They try to find places for themselves with Amalgams in the field or in Constructs to persue the Union's vision of a clean, orderly and predictable world. Some researchers ensconced in umbral Constructs exhibit odd tendencies that cannot be ignored. These individuals are monitored closely and tolerated as long as their research produces positive results. Otherwise, they are removed.
Although Council mages don't readily admit it, Marauders who quietly find places for themselves alongside Tradition mages take longer to discover than those in the Technocracy. Despite this, Marauders who continue to live among Tradition mages are few. Their incompatible view of the world and erratic natures make it difficult to remain under cover. The fact that they appear to be doing nothing to work against the goals of the Tradition they've adopted encourage researchers to adopt this classification. Marauders who work to sabotage the group they're hiding in aren't considered Tradition Marauders.
Nephandi Marauders gravitate towards the fellowship of the Fallen Ones. Because Nephandi groups are so well hidden from other mages little is known about how well Marauders blend in or how often they are discovered. Factions within the Nephandi like Outsiders and the K'llasshaa are believed to contain the highest numbers of Marauders or even be mostly made up of Mad Ones. Again, little is known. Some say there are groups of Marauders within the Nephandi held together by regular Nephandi who keep a tight leash on their mad charges. The possibility is frightening but might explain some well-timed attacks in the Ascension War.
Lastly, Disparate Marauders are those who identify with the goals or outlook of a disparate faction of mages so strongly that they wish to live among them. Most Disparate factions are smaller and more isolated than Tradition groups and have a harder time dealing with their unbalanced new associate.
Paradox Immunity
Researchers who study Marauders try to determine the nature of the Marauders' immunity to Paradox long after they cease studying any other factor. So far, researchers have theorized that the immunity of Mad Ones stems directly from the cause of their altered state. Quiet Marauders are believed to have the greatest immunity to Paradox although those who believe in Actualized Marauders claim they exhibit the greatest immunity to reality's whip.
Knowledge and Magick
Researchers next try to understand how a Marauder views the universe, and how that effects the workings of his magick. How does the Marauder come to "know" that cars are actually communicating in secret messages, and what kind of information can a Marauder learn from this? Trying to understand such factors has driven many researchers into the depths of madness they were once trying to study.
Potency of Madness
The nature and depth of a Marauder's madness is the final factor to be studied. Is the Mad one suffering from incessant hallucinations and unable to speak coherently, or is he merely seeing a pink elephant on occasion? Does the nature of the madness cause the Mad One to become violent? Self-destructive? Glow with the heat of the sun? These factors are studied throughout the process of research, but in this final stage the researchers try to categorize and quantify the madness itself. It is also at this stage that the New World Order will try to "correct" the Marauder's sorry state using knowledge gained from insane Sleepers and (when believed to be needed and safe to the Technocracy's goals) by altering the static paradigm itself (as evidenced by the DSM).
Mythic Beasts, Consors & Other Allies
Many Wyld-allied Marauders use fantastic creatures from the Mythic Age to damage the Technocratic paradigm (as well as others). Some Marauders actively try to recruit such creatures, offering them power, massive feasts, a chance to crush those who forced them to leave or the simple promise of a return home. Other Marauders just seem to attract beasts who find the Marauders a safe haven as they venture into Gaia. Of course, other Marauders despise mythic beasts. Some Mad Ones simply don't believe in fire-breathing dragons, others turn to more Infernal allies, while others find mundane companions are go it alone.
Oracles
Marauder Oracles exist. There are more than sane mages realize. It may even be possible that the mentality of the Oracles is so far removed from normal humanity that they may look favorably on Marauders.
Final Notes
Again, it can not be stressed enough that Marauders are the personification of the Wyld itself. There are not any fixed rules with Marauders. There can not be any fixed rules with the Mad Ones. Just when researchers think they understand the Marauders they encounter more who defy their hard-found truths.
Also, when playing and creating Marauders, a Storyteller (or player) must avoid stereotypes. He must avoid happy clowns and Joker wanna-be's (a reference to the villain from Batman comic books). Both kinds of Mad Ones exist, but they should not be overused.
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