The TLDR on this is that there is a great concept behind the Ahl-i-Batin that perhaps assumed more background knowledge of Islamic thought and philosophical discourse needed to contextualize the different aspects of this Tradition. This is an attempt to provide some of that context so that these characters or NPCs can be portrayed as more than two dimensional "mysterious assassins."
I liked the Ahl-i-Batin since they were introduced, but I never really got them or felt I knew how to play them. I could not understand what they were trying to build or what their motives and goals were.
Specifically my questions were:
Some disclaimers:
The ideas are typically from non-mainstream, non-orthodox Islamic teachings.
I am not an expert or even well versed. This is based on a weekend with Google and YouTube.
If you feel i am misinterpreting or just wrong about any of the philosophies please feel free to correct me.
This exercise was meant to try to understand what I think the authors had in mind for this group of mages from their inception. It is not meant to be a re-write of the Ahl-i-Batin.
There is a bit of Homebrew at the end for fun as well on how I think a group of mages would handle this paradigm over the centuries.
Historical Context
The Doctrine of Unity refers to Muslim belief that there is one God and God is one. This is known as tawhid, and seems simple, but is a direct refutation of ideas such as the Catholic Trinity, the existence of a Gnostic Demiurge, or dualism found in Zoroastrianism. The Doctrine of Unity also refers to the idea that God is all of creation and that creation is both infinite and eternal. This is also referenced in the "Eternal moment of Creation" discussion as to whether God, as a perfect being, enacted an imperfect creation, since we all experience change and evolution. It answers that Creation is a single moment, but one so vast that we can only comprehend it in parts. "Change" is just a product of our own limited ability to experience the moment in its entirety.
Al Batin means "the hidden." This comes from the belief held by the Isma'ili (and some others) that the Qu'ran was not dictated directly to Mohammad in Arabic, as is current mainstream or Orthodox belief, but rather was given in a pure form (often light). Only a pure being, such as the Prophet, could comprehend this message. Mohammad, according to this belief, attempted to convey the pure ideas in the text we know as the Qu'ran. However, aside from the external text and its meaning, there are hidden or esoteric meanings - batin meanings - that can only be perceived and understood by a pure being, typically an Imam. For this reason the Isma'ili were often called the Batiniyya, or "people of batin."
Skip forward to Sufism, in 922 CE a Sufi named Mansur al-Hallj ran through town crying "I am truth!" Which was associated with one of the 99 names of God. He was killed for claiming to be God in mad hubris. However, some Sufis argue that the man had actually succeeded in removing his sense of self, which was separating him from God, in an act of enlightenment and humility. By removing his identity, he had conquered the jihad al nafs - the battle against the self. The Sufis claim that the nafs is a veil that separates us from God. So, in defeating the self, the nafs, he had removed this veil (fana) and by not being, was able to see what was hidden - batin - and become one with God. Fana, or annihilation of the veil, is typically achieved through achieving a state in remembrance of God by forgetting the self, either through long repetitions dance or prayer. Or meditations walking a labyrinth.
Ahl-i-Batin in the Game
Aside from explaining some of the terms and ideas used, it gives us motives and purpose for this group of mages. In my head canon, the WoD is not completely Post-Modern. Mages can and do change and define Reality, but they did not invent it and the Tellurian existed for a long time before humanity, let alone mages. A mage cannot invent a Celestial, but can, over time, impact profoundly how humanity and a Celestine relate to each other mundanely and metaphysically in the Tellurian. So, when asked, "Can you roll more successes than God?" mages often respond, "No, but I do think I can roll more successes than those people throwing his name carelessly about. Hold my beer."
This is precisely what I think the Ahl-i-Batin seek to do.
The Doctrine of Unity means that the Tellurian is one creation, whole and eternal. It is not the fragmented One that the Celestials claim it to be. Nor can it be spiraling to destruction as the Nephandi claim. Nor any of the other claims to reality. These ideas are impossible. Knowing this, the Batini seek to create and expand the Web of Faith. This is not just a convenience for travel or sharing Quintessence. It is a way to show Sleepers the truth about the universe - that we are all part of the whole. To think that there is separation or decay in Creation is to have the misconception that Creation is imperfect. For a Batini, Creation is complete and completed and Eternal. To that end, Entropy is not real, it is an illusion based on our limited perceptions. The Sphere of Correspondence and the Web of Faith are part of bringing this to the awareness of humanity.
Further, for a Batini to truly see Creation he must remove the veil of nafs by removing himself. This is represented by the extreme Arcane ratings, where the Batini seeks to remove himself from reality so that he can see it clearly. In this way, he can guide reality to truths that he understands as others cannot.
Perhaps, the Batini use their Arcane to manipulate events more than we think.
Perhaps, having been defeated by the Virtual Adepts, the Batini guided and followed their learning of Mount Qaf, so that they would change their focus from communication to connection to data.
Perhaps they guided them away from the Technocracy, so they would form a connection between the physical world and the unseen through their "Virtual Reality," bringing others closer to the fana that removes the nafs. The anonymity of the Internet experience may be an effect of this.
Perhaps, having brought the Traditions together, they left, only to seek out more disparate mages to form new alliances of Unity.
Perhaps similar stories are true for all the mage organizations and chantries.
Even if someone discovered this, would they remember? How much of our history is actually Ahl-i-Batin history?
Possible Game Applications
Dealing with Entropy
Without Entropy, it would seem that a Batini would not be able to predict events or prevent or cause the decay or deterioration of things or concepts. How, then, can they impact this part of the human experience?
Most mages use and manipulate Entropic forces to bolster, deteriorate, or predict reality. The Batini paradigm and Doctrine of Unity assert that it is impossible to change reality. Reality is an Eternal Creation that is complete and completed. This precludes Entropy as anything other than a misconception. However, they also understand that our ability to experience that Creation is limited and therefore the experience can be altered for an individual, group or even society using Correspondence. To do this, the mage must have a higher understanding of reality. Using higher level insights to Creation and God’s plan, a mage is able to change the relationship, or Correspondence between things in a way that would seem Entropic. This insight is dependent on the Batini’s removal of their nafs to see creation properly, though. For every two dots of Arcane rounded down, they are able to duplicate a dot effect of Entropy, up to their level of Correspondence.
Example: a Batini with Arete 5, Correspondence 4 with Arcane 3 could use Correspondence to produce what would seem like a one dot Entropy Effect. If the character’s Arcane were raised to 6, they would be able to duplicate Effects up to 3 dots of Entropy. With an Arcane of 10, they would still be limited to 4 dots, because their Correspondence rating is 4.
Manipulate Arcane
Batini with Prime can link Effects to the world, even at high levels of Arcane. For each dot of Prime, the mage can temporarily mitigate a dot of Arcane for one scene. This Effect is vulgar, with or without witnesses. Difficulty is Arcane rating minus Prime rating. Increased successes extend the length of the mitigation or lasting impact the mage can have. Botch can cause a temporary increase in Arcane’s negative qualities, or even a temporary decrease in Arcane (where the mage is suddenly noticed, sets off alarms, etc.) at Storyteller’s discretion.
At Storyteller’s discretion, this could also be used to lower the Arcane rating of others or to lower occlusion barriers set on a place or object. Prior study of such would be needed (no guessing or phishing). Initial role would be Occult or Investigation with a difficulty of 6 plus target’s Arcane with successes equal to target’s Arcane to lower it one point.
Paradox Effects
A Batini mage with Arcane 6 or higher may incorporate Correspondence 3, Prime 2 into their rotes to perform successful Effects at one Paradox level lower. Vulgar with Witness becomes Vulgar without Witness and Vulgar without Witness becomes Coincidental. Successful rolls thus incur Paradox at one level lower than normal. However, botched rolls incur Paradox as usual and failed rolls always incur 1 point of Paradox, as the Batini mage finds she has misjudged her understanding of Creation.
I liked the Ahl-i-Batin since they were introduced, but I never really got them or felt I knew how to play them. I could not understand what they were trying to build or what their motives and goals were.
Specifically my questions were:
- Ahl-i-Batin: What is the name?
- What is the doctrine of Unity?
- What is the Web of Faith?
- Why the emphasis on Arcane?
- Why the omission of Entropy?
- What are they trying to do other than be mysterious assassins?
Some disclaimers:
The ideas are typically from non-mainstream, non-orthodox Islamic teachings.
I am not an expert or even well versed. This is based on a weekend with Google and YouTube.
If you feel i am misinterpreting or just wrong about any of the philosophies please feel free to correct me.
This exercise was meant to try to understand what I think the authors had in mind for this group of mages from their inception. It is not meant to be a re-write of the Ahl-i-Batin.
There is a bit of Homebrew at the end for fun as well on how I think a group of mages would handle this paradigm over the centuries.
Historical Context
The Doctrine of Unity refers to Muslim belief that there is one God and God is one. This is known as tawhid, and seems simple, but is a direct refutation of ideas such as the Catholic Trinity, the existence of a Gnostic Demiurge, or dualism found in Zoroastrianism. The Doctrine of Unity also refers to the idea that God is all of creation and that creation is both infinite and eternal. This is also referenced in the "Eternal moment of Creation" discussion as to whether God, as a perfect being, enacted an imperfect creation, since we all experience change and evolution. It answers that Creation is a single moment, but one so vast that we can only comprehend it in parts. "Change" is just a product of our own limited ability to experience the moment in its entirety.
Al Batin means "the hidden." This comes from the belief held by the Isma'ili (and some others) that the Qu'ran was not dictated directly to Mohammad in Arabic, as is current mainstream or Orthodox belief, but rather was given in a pure form (often light). Only a pure being, such as the Prophet, could comprehend this message. Mohammad, according to this belief, attempted to convey the pure ideas in the text we know as the Qu'ran. However, aside from the external text and its meaning, there are hidden or esoteric meanings - batin meanings - that can only be perceived and understood by a pure being, typically an Imam. For this reason the Isma'ili were often called the Batiniyya, or "people of batin."
Skip forward to Sufism, in 922 CE a Sufi named Mansur al-Hallj ran through town crying "I am truth!" Which was associated with one of the 99 names of God. He was killed for claiming to be God in mad hubris. However, some Sufis argue that the man had actually succeeded in removing his sense of self, which was separating him from God, in an act of enlightenment and humility. By removing his identity, he had conquered the jihad al nafs - the battle against the self. The Sufis claim that the nafs is a veil that separates us from God. So, in defeating the self, the nafs, he had removed this veil (fana) and by not being, was able to see what was hidden - batin - and become one with God. Fana, or annihilation of the veil, is typically achieved through achieving a state in remembrance of God by forgetting the self, either through long repetitions dance or prayer. Or meditations walking a labyrinth.
Ahl-i-Batin in the Game
Aside from explaining some of the terms and ideas used, it gives us motives and purpose for this group of mages. In my head canon, the WoD is not completely Post-Modern. Mages can and do change and define Reality, but they did not invent it and the Tellurian existed for a long time before humanity, let alone mages. A mage cannot invent a Celestial, but can, over time, impact profoundly how humanity and a Celestine relate to each other mundanely and metaphysically in the Tellurian. So, when asked, "Can you roll more successes than God?" mages often respond, "No, but I do think I can roll more successes than those people throwing his name carelessly about. Hold my beer."
This is precisely what I think the Ahl-i-Batin seek to do.
The Doctrine of Unity means that the Tellurian is one creation, whole and eternal. It is not the fragmented One that the Celestials claim it to be. Nor can it be spiraling to destruction as the Nephandi claim. Nor any of the other claims to reality. These ideas are impossible. Knowing this, the Batini seek to create and expand the Web of Faith. This is not just a convenience for travel or sharing Quintessence. It is a way to show Sleepers the truth about the universe - that we are all part of the whole. To think that there is separation or decay in Creation is to have the misconception that Creation is imperfect. For a Batini, Creation is complete and completed and Eternal. To that end, Entropy is not real, it is an illusion based on our limited perceptions. The Sphere of Correspondence and the Web of Faith are part of bringing this to the awareness of humanity.
Further, for a Batini to truly see Creation he must remove the veil of nafs by removing himself. This is represented by the extreme Arcane ratings, where the Batini seeks to remove himself from reality so that he can see it clearly. In this way, he can guide reality to truths that he understands as others cannot.
Perhaps, the Batini use their Arcane to manipulate events more than we think.
Perhaps, having been defeated by the Virtual Adepts, the Batini guided and followed their learning of Mount Qaf, so that they would change their focus from communication to connection to data.
Perhaps they guided them away from the Technocracy, so they would form a connection between the physical world and the unseen through their "Virtual Reality," bringing others closer to the fana that removes the nafs. The anonymity of the Internet experience may be an effect of this.
Perhaps, having brought the Traditions together, they left, only to seek out more disparate mages to form new alliances of Unity.
Perhaps similar stories are true for all the mage organizations and chantries.
Even if someone discovered this, would they remember? How much of our history is actually Ahl-i-Batin history?
Possible Game Applications
Dealing with Entropy
Without Entropy, it would seem that a Batini would not be able to predict events or prevent or cause the decay or deterioration of things or concepts. How, then, can they impact this part of the human experience?
Most mages use and manipulate Entropic forces to bolster, deteriorate, or predict reality. The Batini paradigm and Doctrine of Unity assert that it is impossible to change reality. Reality is an Eternal Creation that is complete and completed. This precludes Entropy as anything other than a misconception. However, they also understand that our ability to experience that Creation is limited and therefore the experience can be altered for an individual, group or even society using Correspondence. To do this, the mage must have a higher understanding of reality. Using higher level insights to Creation and God’s plan, a mage is able to change the relationship, or Correspondence between things in a way that would seem Entropic. This insight is dependent on the Batini’s removal of their nafs to see creation properly, though. For every two dots of Arcane rounded down, they are able to duplicate a dot effect of Entropy, up to their level of Correspondence.
Example: a Batini with Arete 5, Correspondence 4 with Arcane 3 could use Correspondence to produce what would seem like a one dot Entropy Effect. If the character’s Arcane were raised to 6, they would be able to duplicate Effects up to 3 dots of Entropy. With an Arcane of 10, they would still be limited to 4 dots, because their Correspondence rating is 4.
Manipulate Arcane
Batini with Prime can link Effects to the world, even at high levels of Arcane. For each dot of Prime, the mage can temporarily mitigate a dot of Arcane for one scene. This Effect is vulgar, with or without witnesses. Difficulty is Arcane rating minus Prime rating. Increased successes extend the length of the mitigation or lasting impact the mage can have. Botch can cause a temporary increase in Arcane’s negative qualities, or even a temporary decrease in Arcane (where the mage is suddenly noticed, sets off alarms, etc.) at Storyteller’s discretion.
At Storyteller’s discretion, this could also be used to lower the Arcane rating of others or to lower occlusion barriers set on a place or object. Prior study of such would be needed (no guessing or phishing). Initial role would be Occult or Investigation with a difficulty of 6 plus target’s Arcane with successes equal to target’s Arcane to lower it one point.
Paradox Effects
A Batini mage with Arcane 6 or higher may incorporate Correspondence 3, Prime 2 into their rotes to perform successful Effects at one Paradox level lower. Vulgar with Witness becomes Vulgar without Witness and Vulgar without Witness becomes Coincidental. Successful rolls thus incur Paradox at one level lower than normal. However, botched rolls incur Paradox as usual and failed rolls always incur 1 point of Paradox, as the Batini mage finds she has misjudged her understanding of Creation.
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