Stephen Alzis

Legs of a cat,
Head of a man,
eyes on the camera,
shaking everyone's hand.

Vultures circle,
and smack their lips,
the sky goes black,
as the lightning rips.

Stars are new,
born without pity,
as waves of blood,
roll over the city.

It's not a rehearsal,
or special effects.
It's the end of a story,
it's what happens next?

If I say, and I say,
It's coming in a second.
If I say, and I say,
in the blink of an eye.
And I say, and I say,
With a bang and a whimper.
And I say it's OK,
if you never say goodbye.
Son of a child,
son of a beast,
as it slouches and slithers,
it's way from east.

I dreamt a dream,
but what can it mean?
Angels and more,
devoured the queen.

All the people danced,
and tore at their clothes.
The sky caught fire,
and the oceans froze.

It wasn't a fable,
it wasn't a hoax.
The servants and the devil,
keep making up jokes.

And I say, and I say,
it's coming in a second.
And I say, and I say,
in the blink of an eye.
And I say, and I say,
With a bang and a whimper.
And I say it's OK,
if you never say goodbye.

I saw a chapel,
lain of God.
The light was so blue,
and the air was so cold.

It sounded high,
on a microphone,
as the rats kept rhythm,
on a chicken bone.

People wept,
and swallowed their jewels,
Entered like soldiers,
departed as fools.

It isn't a sentence,
it's not a reward.
It's a black parachute,
with a noose for a cord.

And I say, and I say,
it's coming in a second.
And I say, and I say,
in the blink of an eye.
And I say, and I say,
With a bang and a whimper.
And I say it's OK,
if you never say goodbye.

-P.M. Dawn - "If You Never Say Goodbye"


History
     Among a select few it is known that Stephen Alzis was born Sofian Abd-al-Aziz in Cordoba, in the 8th Century. The son of a wealthy merchant, Sofian was educated, and introduced to an occult world.
     He had access to some portions and translations of the Necronomicon and other texts. More importantly, his family was involved in cult dealings. His uncle was a skilled alchemist, and Sofian often helped in his uncle's work. When an accident killed Sofian, his uncle, broken by grief, acted against Allah and nature.
     Sofian was resurrected at the age of 17, his mind miraculously intact from the ordeal. From then on, things were different. His uncle lost his dedication to the occult, and became distracted, soon lapsing into illness. Sofian had found new strength from his ordeal, and fed eagerly on the knowledge his family had gathered.
     Sofian then went through a period of wandering about Europe and the Middle East. He was interested in the native magics of various regions. At an early point, he decided that worship of the Outer Gods and their servants was ultimately a doomed game. Instead, he would play the more dangerous game of seeking knowledge while avoiding direct contact with the Mythos.
     Since he had been raised up from his essence and was vulnerable to those who knew the reversed spell, he was particularly interested in amending this state. Like most mages, he was after the Great Work, the transcending of mortality. At the same time, he did not wish to become a servant of another, or warped into only the semblance of a man.
     It took him less than a century to notice the existence of the Fair Folk, beings with only the appearance of human kind. His examination of the Fair Folk almost cost him his life on a number of occasions, but over time he learned a good deal. Eventually, he was able to settle in a region in northern Italy and play the local Fair Folk against one another. Through a series of maneuvers, he was able to discover crucial secrets of their nature.
     The gifts of the Fair Folk, spiritual powers to travel without a body and to take mortal form, became the foundation of his Great Work. He was now able to transcend mortality and, with time and care, create new forms. There were more abilities to learn, but he now had a path to take.
     Over the many centuries, Sofian carefully set up and maneuvered groups of humans and others to do his will.

Recent Events
     In the 1700s, Sofian, now known as Sephan Al-Aziz, made a crucial decision. Over the centuries, he'd often lost resources and, occasionally, had to cut and run because of forces from Beyond. The worshippers of the Great Mother, the followers of the Black Man of the Witches, and other agencies often infected and corrupted those he considered 'his'. Having attained power over life and death, Sephan began to contemplate other options.
     Since the 1700s, Sephan has been gathering information, material, and resources. His intention is nothing less than replacing Nyarlathotep as chief mover of the cosmos. In a universe filled with horror, he has decided to be the hero, to be the icon of humanity, playing Zeus against the universe's Kronos.
     He's moved his pieces into play, one by one. Analyzed the future, seen the shape of the Endtimes, and what lies beyond. He plays humanity toward a far goal, of ascending and becoming the body of his godhood. But he always worries, behind his smile, that his actions are shaped by the will of another, one infinitely more clever than himself.

Personality
     Alzis is, from one point of view, a 'good guy'. He wants humanity to 'win' over the Outer Gods. He wants humanity to remain human, or at least not become food for some other order of being.
     To that end, he will manipulate, torture, kill, and corrupt any number of people. His morality is on the millenial scale, and his plans will take tens of thousands of years to mature. The only thing that he fears is being absorbed by the Others, and he has taken many steps, over a thousand years, to prevent that from happening.
     He is functionally 0 SAN. The primary effect of this is a tendency to disturb people. Though a consummate liar and actor, he has long since lost any humanity. He believes that he, raised to godhood, represents a triumph of humanity over the Outer Gods. This is, at the least, of questionable sanity.

Plot ideas
     In a game, it is a good idea to decide what goal Alzis ultimately has for the party. This could shift over time, as their abilities shift or the composition of the party changes. Alzis' primary need is for people that can monitor a variety of activities, to spread his influence, and to shelter his actions from the notice of others.

     Alzis might need the party for some single task, one which is unlikely to result in the survival of the party. In this case, Alzis would offer some tokens, some 'candy', before setting the party up. He might even tell the party exactly what their chances are, if the end is noble enough, and if telling the party will encourage their success.
     This isn't a great option, as it'll tick off the players. The Keeper could, however, set up forces or events Alzis hasn't adequately considered, allowing the outcome to change. An alternative, equally bad, is that Alzis wants to turn the party into a more useful resource. Something like, say, mind-blasted zombies.

     Alzis could choose the party to perform unpleasant tasks. Alzis can either use a bait or a threat, or some combination of the two. Strengthening a party can make them more useful, but the primary goal is to make the party dependent on Alzis. Ideally, the party will need select information or actions by Alzis, but not so much so that Alzis has to 'pay out' more than the party's actions are worth. Punishing the party can remind them who's boss, particularly if they don't appreciate the gravity of the situation. Beating them down too much can make them useless, however.
     This is a good choice for typical parties. Alzis can come up more or less frequently, as the Keeper likes. It is important for the party not to become reliant on him, however. It is also important to avoid having every event and game revolve around Alzis. From time to time, events should come up that overturn Alzis' goals, or make them irrelevant. Alzis can be wrong, though the party will probably debate whether this is true or a more subtle manipulation.

     Alzis can perform as a mysterious benefactor. Occasionally, Alzis shows up and makes great deals for the players, for little cost. This can work as an excellent mind game. Everyone else's fear of Alzis can seem rather confusing, given his kindly actions. The players may start suspecting the ultimate goals of Alzis. In truth, Alzis is subtly manipulating the party, making them strong/useful and then positioning them in places where they can serve his interests. To make it more seductive, of course, he frames things so that they can feel like heroes. Ultimately, inquisitive characters may discover that their actions, at least occasionally, have horrific consequences.
     This is another fun choice, but requires care. Keepers should not make Alzis too useful, no matter how much players plead. Players like free goodies. Think through what Alzis' goals are, and what specific help he can give the characters to achieve them. Make sure at least some of the goals are nasty, particularly as the game progresses. Alzis will take steps to prevent players from realizing they are duped, at least to some degree. The Keeper should make sure that the usefulness and actions of the players are worth Alzis' time and effort. Alzis may simply need agents to perform his will, of particular caliber and thinking. In any case, characters should still need to work hard toward goals. It is their intelligence and/or fortitude that should make them useful.

     Alzis can be played as the big enigma. With occasional appearances and incrutable motives, his help can have mixed or uncertain value. The Keeper needs to set events that hint at other events. Any layer that is revealed leaves more mysteries beyond. This is a good method if the Keeper wishes a minor role of Alzis in the game.

     Alzis can be a symbol of sacrifice. Unpleasant choices lead the players to rely on help from him. This can be a human face on a larger campaign theme, of difficult choices. Characters might have the opportunity to fight their last stand, snubbing the inhuman or corrupting influences, going out in a blaze of glory. Or perhaps they will try to play the sides against the middle, sacrificing their hope and sanity to save a few. Some will abandon their lives, sacrifice themselves to see what more they can gain or become.

     Alzis can be a gateway to a shift in game focus. The politics of the those 'in the know', between Fate, Fair Folk, other immortals and beings, can change aspects of the game. For Keepers desiring it, there is the opportunity to shift the game to a different focus. Perhaps a game of immortals fighting against corruption.