Illuminati: The Conspiracy By Stephen Esdale With a plethoria of information and assistance and information provided by Anders Sandberg Chapter 1: Introduction We are prisoners in our own World. Since the dawn of time we sleepers...mortals...humans have been the pawns of greater powers. To them we were nothing; used as tools and exploited for their enjoyment. The first to become our "masters" were those horrible creatures society would label Werewolves. These things that call themselves Garou subjected us to the harsh tyranny called the Impergium. For millennia they culled our numbers, stopped us from growing, and stole our world from us. We all have a legacy from it. For to look upon one of the beasts still causes madness and overriding fear; a racial memory of undying intensity. No one remembers those dark days...no one but us. Vampires sought to continue the cycle of dominance. These creatures exist in a limbo between life and death. They have great mystic power and have the will to use it. Many of our most talented, famous, and infamous people have been taken over to their side. Our greatest resources have been stolen from us, the collected treasures of humanity have been raped by abominations! They walk among us, unseen by most. They control mortals from the darkness, unknown by most. They are a danger to all of us, incomprehensible by most. We are not like most people. We see, know, and comprehend. Magic exists all around us. Those of us have master magic in some form are called Hedge Wizards. This moniker was bestowed by those of Supernatural origin; our magic cannot compare to that of the Vampire's Thaumaturgy and those of the immortal Mummy. Mummies, like their magic, are potent but not a threat. They seek the destruction of Vampires, and that could be the key to bringing them over to our side. There is another magic so potent in this world, that its source defies logic. Only these people deserve to be called Magi. Once they were like us and are still very much mortal. I have been told they have seen the true nature of reality, and are bestowed with the power to shape it to their will. I have also been informed by those of their kind that they have only limited control, lest powers beyond their scope crush them underfoot. We would have called these Magi brothers, but they have continually attempted to control humanity. They have herded them into an alien philosophy they call Ascension. Of all of these, those who call themselves the Technomancers are the worst. Bastions of technology, they have enslaved humanity under a dogma of science and logic. We allowed them to start the Age of Reason, for it subverted the other supernaturals and forced them into hiding. Their technological advancements have given us new weapons against our age-old enemies. Yet the time for allowing the Technomages free reign has long passed. Their Empire will be crushed in The Conspiracy. Ah yes, The Conspiracy. That is the name for the plans we have created to finally free Humanity from the yoke of Supernatural influence. Yet its more than that, for we want humanity under our guidance. For too long have they wandered like sheep, allowing the Vampire, Magi, and Werewolf to control them. They need a Shepherd; a leader to show them the way to world dominance. We, the Illuminati, are that force. The Secret Societies that we call the Illuminati are a diverse lot. Some of us have existed since before the Egyptians, some only very recently. Some, like my Society, want political power; others wish to control the flow of information or money. Others just want power of a different kind, like magic or knowledge! Our secrecy has been guaranteed by our unorthodox methods. A web of intrigue, control and influence make it nearly impossible for those seeking the truth to find it. And if they do get close? We drop the name Illuminati in the laps. Those Vampire fools of Clan Tremere call their information network by the same name we do. The odds are in our favour that those seeking us out will attribute our...deeds to the Tremere. No wonder those undead Warlocks are so mistrusted! No. We should have never given our name to the Sheep, nor to the Supernatural forces that control them. Because of it, our secrecy could be threatened. A Tremere Warlock called Corvus Beltane has learned some of our secrets and has taken his knowledge underground. Though our forces have waged a successful campaign of disinformation, our fear is that others will listen to his words and actually believe him. That Vampire and his "Shamans of Beltane" must die! The Courts will send their Cadres, independent troubleshooters charged with protecting the phantom veneer we hide behind. There are many powers in the world which are beyond even our ability to fathom. We must be diligent, or they will crush us like the ants we truly are. Now that you heard this, you have no other option but to become a member of our side. You will now swear your loyalty to the Society of the Global Elite. If the lie detector detects deception, you will be filled with enough volts light up a small town. Now repeat after me... Introduction Welcome to my pet project, something I have always wanted to add in the World of Darkness. However, before you read any further I want to lay out what this supplement is all about. For one thing, Illuminati: The Conspiracy is not meant to redefine anything in the World of Darkness. Everything you have heard in the other Storyteller games in NOT changed by this supplement. What I have done is added a hidden element into the Goth-Punk world, along with enough rumours and ideas to allow the Storyteller to pick-and-choose what elements are suitable for his or her own campaign. In the end, this supplement is an aid for Storytellers to spice up their campaign world. No one should tell you how to run Illuminati; not even its writer. This is a supplement of mundane secret societies, run by extraordinary but still mundane humans. For those who want nifty new supernatural creatures with wondrous powers and vicious natural weapons, you will be sadly disappointed. Its strictly a roleplaying tool. Though they Societies have nifty gadgets at their disposal, Mages and other supernatural creatures would eat a conventional Knight (an Illuminati Agent) for breakfast. Only by careful planning and scheming can these forces remain undetected in this dark and strange land. Illuminati is a work filled with mystery, suspense, and irony. Irony? Yes, for the World of Darkness is filled with dramatic irony. The Vampire Sabbat, though the Arch-enemy of the Camarilla, may be the Kindred's only hope against the Antediluvians. Werewolves, by their Impergium, may have driven humanity into the Weaver's influence to escape Garou tyranny. Finally, Mage's, by their actions in the Mythic Age, may have contributed to the rise of the Technocracy (though, in the case of the latter, we give an alternate theory). In Illuminati: The Conspiracy it is very ironic that this influential and powerful organization isn't controlled by supernatural monstrosities or powerful wizard's chantry. It is mundane humans, though some blessed with extraordinary Numina, that are the self-appointed puppet-masters of Humanity. It is also very Paradoxical that though the Secret Societies are against Supernatural Influence in the world, their great power comes from the Vampire, Werewolf, and Mage pawns at their disposal. Though they want a world free from arcane authority, they need them to maintain their grip on humanity. Another element that is very important is paranoia. Plots behind plots, ulterior motives, and secret agendas are everywhere. Working for an mysterious organization, often facing an enemy that a total unknown. Your never sure whether your teammates are trusted friends, or spies. You could be the spy! The only person you cannot distrust is your boss and he's brainwashed you. As you are reading this, you will immediately draw comparisons between this and Steve Jackson's Illuminati (both the GURPS supplement and the card game). I must admit that the game was the catalyst for writing this supplement, as well as inspiration for the major societies in the game (Gnomes of Zurich = Shadow Bank, Bavarian Illuminati = Global Elite). Yet the bulk of the work remains generally my own (along with more than generous help from Anders Sandberg and a non-listmember, Carl Gutbrod). I have undoubtedly used a lot of copyrights and trademarks here, and did so without permission. I am getting no revenue from this and have very little money myself. Don't sue me; you won't get much.