Disneyworld By Night

By: Rick Jones


A man in a white lab coat yawns, and takes a long sip from his mug of hot coffee. "Hi Frank."

"Hi, Clay. How's things in Development?" Another man, hunched over a control console looks up.

"I'm blocked, so I thought I'd bug you for a while." Clay smiled.

"Oh, gee, thanks. Not like I have enough to do." Frank leaned back in his chair and slowly rotated his neck, popping the vertebrae.

"What's up? Any 'special' guests tonight?" Clay sat down on Frank's desk, and looked over at the wall of screens.

"Nope. The May Queens left yesterday, thank the Voice. Geez, you think they'd understand a few simple rules. The Boss had to do some real fast talking to get back the 'souvineer' they wanted to keep." He shook his head. "Fae!"

"But think of all the loot, pal," said Clay.

"Like _I_ get to spend it. It all goes to R&D. Support staff could use-"

Clay held up his hands, "Hey, I'm not a bean-counter. I know you guys do the real work."

Frank looked up at the monitors. "Aw, crap."

Clay looked over as well. One of the screens flickered, and the picture expanded over the rack of screens to fill all of them. Two leather clad men and one woman walked through a crowd of people like they owned the place. Their images were highlighted in red. "Tsk. Some Lost Boys, eh? Where?"

Frank smirked. "Fantasy Land." He flipped a switch and pulled a microphone closer to him. "Okay, people. We've got an Incursion. Three Lost Boys. Fantasy Land. Images are being sent to the Heads." He smirked. "Want to watch the fireworks, pal? Should be quite a show."

"Nah, I've got to get back to work. Have fun."

* * *

Rake turned to Donna and laughed. "Goshgollygee, sis. A million flavors and I just can't decide." The pale man looked around at the milling crowds.

The woman laughed, "Yeah, Chinese food might be nice."

"But then I'll be hungry ten minutes later," retorted Rake. He looked around, "Where the hell did Michael go?"

"He said something about going to get some ears." Donna looked around as well. "Mexican food?"

"Gives me gas." Rake looked at a family of tourists, sitting down on a bench. The children were hopping around anxious to go to the next ride. The parents looked tired, but still happy. The father took off his baseball cap, and fanned his face with it. "You, Donna, old chum, sometimes, good old fashioned American food is the way to go."

"As always, my friend, you are right. But where's Michael?"

* * *

"Hello, little boy," said the skinny man. "My name's Micha-, Mickey. Would you like to ride Space Mountain?"

The little boy looked up at the man. Momma said don't talk to strangers, but this was The Place. Everyone was so nice and friendly. Surely, she didn't mean here. Momma was just over there getting more film.

'Mickey' grabbed the boy's hand and started shepherding him off, when he got a tap on the shoulder. The boy jumped up and down for joy.

Mickey said, "Boy, you really are goofy." The costumed man put his hand to his mouth in an exaggerated gesture of embarrassment. Mickey hissed, now get out of here, pal, me 'n' the kid are going to ride Space Mountain." The costumed man stepped back a step and opened his arms wide. The plastic head looked on with it's goofy grin. He kneeled in front of the child, who ran up and gave the man a hug. Mickey looked on impatiently, when he got another tap on the back. Another costumed man, looked at Mickey. "Take a walk, rat." sneered Mickey. The man in the costume reached forward, and hugged Mickey. "Hey, hands off, rat. Get your- GLURK" He looked down and saw a stake, topped with a familar face, plunging into his chest. He felt his body collapse under him.

The little boy, now released from his hug, turned back and saw his not unconscious 'friend.' He looked up and the Mouse holding Mickey and said, "What's the matter with him?"

A young woman dressed in a park uniform handed the little boy a balloon. "He's not feeling well, so we're going to take him to a doctor. Now, let's go find your parents."

* * *

"Screw Michael, he's gone off again. Kook!" cursed Rake. "Let's eat." Donna consulted the map. "Pirates of the Carribean is nearby." "Ahh, seafood," said Rake.

* * *

"Come into my parlor," said Frank. He flipped a switch. "Okay, people. They're heading for Pirates. Get the 'trons in place. And, Goofy, take that one to Lab #7 for quint harvest."

* * *

Rake and Donna patiently waited in line, looking expectantly at the families in front and behind them. Rake licked his lips in anticipation.

"Geez, can't you think of something other than food," griped Donna. "Hey," protested Rake, "I'm a growing boy." He smirked and looked at the family ahead of them. The little boy was clutching his mother's leg. "It's not going to be scary, is it?" said the child cautiously.

The attendant helped the family in, then gestured from Rake and Donna to get in the row behind them. The safety bar rocked back and clicked into place. "Enjoy the ride," said the attendant.

"Mommy, I'm scared," said the child.

"Hey, kid. What are you scared of?" demanded Rake, as the boat slowy rolled forwards. The child turned around and looked at Rake. "Pirates!"

"Well, kid, there are worse things to be scared of."

"Like what?" said the little boy hesitantly.

"Vampires."

"There's no such thing as vampires!" said the child confidantly.

"Is that a fact." Rake grabbed the safety bar and shoved forward. "Dammit." He concentrated, and shoved again. Donna joined him.

"Hey mister, are you all right?" asked the little boy.

Rake snarled, and redoubled his efforts. "Just a damn minute, me-eeaaaaaayyaaahh!"

The boat suddenly turned ninety degrees to the left and zipped through a seemingly solid wall at incredible speed.

"Oh shit!" cursed Donna. The boat then dropped down below the waves. Starting to panic, the two vampires struggled to get free. The little boy waved at the two of them, oblivious to the water. A jolt of electricity passed through the bar into the vampires, rendering them unconscious.

* * *

"Where am I?" wondered Donna. The video camera stared back at her. She was floating in a thick, syrupy liquid. She tried to swim to the top (or to the bottom, her equilibrium was shot), but couldn't appear to make any progress.

"You are in... Dungeon Land," said a mocking voice that echoed strangely in the fluid. "You can speak. In fact, you will speak, or things will go badly for you."

"Go to hell," she countered. It was hard to talk, but she managed.

"Your mortal name was Donna Alessi. You disappeared five years ago after leaving the Club Noir in New York City. Since then, you have been a member of the Sabbat. You were part of the Seige of Chicago. Please, stop me if I make a mistake..... But that's unlikely."

* * *

Donna's curses echoed through the speakers. Frank looked over at his consoles. He pulled the microphone closer. "Donna, your friends are already dead."

"And you're next, you prick."

Frank sighed. "I doubt that. Now, tell me, Donna. Were you ordered here, or did you just come here of your own will?"

There was a short pause. "Yeah, man. We're coming, and you guys are all toast."

Frank looked down at his console. A dial named "Voice Stress Analyzer" was pegged. "That was a lie, Donna. Thanks." He closed the mike, and started typing at his console.

DIS> harvest quint from tank1

Frank was about to press "Enter," when a hand grasped his shoulder. "Cancel that. I think we need to make a point with this one." The hand grabbed the microphone. "Hello, Donna. You're very fortunate. We were about to cut you up for spare parts and use your skelleton for the Pirates Ride. However, I want you to take a message to your superiors. Tell them.... tell them... 'Stay Away.' Next time, we kill everyone and then go hunting for those who sent you." He started to put the mike away, when he pulled it back. "And we hope you enjoyed your stay at Walt Disney World."

Frank ran a charge through the tank, shocking Donna into unconsciousness. "What do you want done with her, sir?"

"Tag her with a spybug. After she tells her story, roast her."

Frank gulped. "Yes sir, Mister Disney."

Disney walked off, humming to himself. "It's a small world, after all."

* * *

History:

Part I: The Mouse
Walt Disney was actually the creation of two mages, Jennifer Walt of the Sons of Ether, and Michael Disney of the Order of Hermes. Jennifer Walt had seen the emergence of the animated motion picture industry as a possible tool for preparing Sleepers for Awakening. However, she needed resources and influence, so she broached her idea with Michael Disney, a powerful Hermetic Mage. He agreed to the idea, and the two of them began their foray into animated films.

The stories, designed for children, we designed to remind them of magic and bringing classic fairy tales to life in a way that was previously impossible. Their films told little children that wooden puppets could come to life, if you wish upon a star, or that if you belive strongly enough, even an elephant can fly. That was their first (and highly profitable step). Michael Disney became Walt Disney, and in honor of his familar, Mickey Mouse became their symbol. Jennifer Walt stayed behind the scenes, working of phase 2, the Park.

Part II: The House
Walt Disney World was specificaly chosen for it's location. Centered on a powerful Node, Walt and Disney (now with a group of colleagues and apprentices) began construction of a place where children (and adults) could have their immaginations sparked and people could, for a time, believe in magic, even if it was "only" special effects.

By the time the park was ready to open, two important events had occured. First was the marriage of Walt and Disney (soon to be followed by the birth of their son, Donald). Second was Walt's crowning invention, the Anamatrons. Not to be confused with the slow moving, obviously fake robots that fill the Hall of Presidents, The Real Anamatrons are the life size versions of Mickey Mouse and the rest of that crowd that daily wander the park, posing for pictures with children. Eventually, Anamatrons will take their place in the other attractions, as soon as the Chantry feels that unveiling them will not attract the attention of the Technocracy.

The park's main purpose is to instill the sense of wonder and magic that can lead to the awakening of a child's avatar.

Part III: The Future
In its attempt to remain current, and adapt to modern times, the Park is adopting technology. But the technology advocated by EPCOT is not the sterile science of the Technocracy, but science that advances the human spirit. The Science in EPCOT is fun and playful, not dark and forboding. The Chantry has adopted a large number of Virtual Adepts and is currently at the forefront of wooing the Void Engineers away from the Technocracy.

The Cover of Magick:

Thanks to the efforts of Virtual Adepts, the park's security monitors can keep track of those whose Avatars have been sparked, and they are carefully monitored for eventual recruitment. The monitors also help maintain park security, to make sure the occasional vampire or werewolf do not cause trouble in the park. Goofy, the Malkavian Prince of Orlando has decreed that no Kindred shall visit the park without first alerting him, ad that feeding on the tourists is immediate grounds for a Blood Hunt. [Goofy passes the list on to the Park Staff, in return for free entry for eternity.] Garou who come to the park usually just come for the rides and shows. A few [mostly Ragabash and Children of Gaia] have been recruited for park staff and security. Additionally, Disney has put a powerful coincidental enchantment over the park that curbs violent tendencies. However, it's not perfect, which is when the security staff comes into play. Apprentice mages, anamatrons, and well-trained consors manage to keep the peace with amazing regularity. They are aided by the park 'covering' the event with a plausable 'excuse' that allows the use of vulgar magick but kept hidden from Sleepers. For instance, an attack on the park by a pack of Umbrod was stopped by the Security Staff using Forces and Spirit attacks under the 'cover' of a 'Ghostbusters Laser Light Show.' Under such circumstances, Vulgar Magick is concidered Vulgar without Witnesses.

The Magick Kingdom:

The actual Node is centered in Cinderella's Castle in the Magic(k) Kingdom. Apprentices work and live in the park, studying magick while helping out with the rides and the shows. There are three main Cabals that share the Chantry.

Sons of Ether are the largest Cabal in the Park. When DisneyWorld expanded with EPCOT, most of the Sons (and Daughters) of Ether and the Virutal Adepts moved there, as the quarters under Disneyworld were getting cramped. They now live inside the huge geodesic sphere, where they have room to work and experiment. Additionally, they have subsidiary labs under the park. Jennifer Walt still keeps an eye on things with the Sons of Ether, but her assistant, Huey Lang does most of the administrative work and teaching.

The second largest Cabal is the Order of Hermes. They work in Cinderella's Castle. Michael Disney, and his son Donald are in charge there. Most Hermetic Mages would find Disney's Cabal somewhat unruly and wild, and find the idea of students doubling as clowns offensive. However, even they cannot deny Disney's success.

The third Cabal (which is growing in size to rival the Hemetics) is composed mainly of Virtual Adepts. Thanks to their allies in the film industry, they swung a deal with their California contacts to get the MGM movie theme park. Along with the Sons of Ether, they've created cutting edge software and hardware that runs the rides. They also excell at providing holographic special effects for the rides, and are starting to come up with expert systems to speed up the animation process. Disney's Hermetics prefer the old fashioned pen and ink drawings, but no one can deny how much faster the new movies are. Most Friday nights, the Virtual Adepts host movie nights, where mages can enter the movies, acting out the different parts via virtual reality setups. The head of the Virtual Adept Cabal is "F/X".

The Disneyworld Chantry has a large (and ever growing) Horizon Realm in the Umbra called (what else) 'Never-Neverland.' It also provides portals to Disneyland in California, and Euro-Disney. In Never-Neverland, the 'toons (spirits who have adopted familiar forms) have come off the screen and inhabit a place of joyous fun. Many children (and promising adults) are taken of special tours to Never-Neverland, where they meet Tinkerbell and see the wondrous possibilities.

Disneyworld And the Other Traditions:

The Akashic Brotherhood: "Their games for children are merely games. Discipline is required, not frivolity." -Ko

Akashics are not discouraged from joining the Chantry, it's just that most of them find the idea silly. A few rare ones have either joined or studied there for a time.

The Celestial Chorus: "It is a small world, after all." -Sister Joan

The Celestial Chorus supports Disneyworld, and many of their Acolytes and beginner Mages work there for a short time, especially those who enjoy working with Children.

Cult of Ecstasy: "It's a kid's game, man. Nice place to visit, but I damn sure ain't gonna live there." -Yellow Elvis

The main reason there aren't more Cultists there is that Disney and Walt have firm beliefs about exposing children to the Vices that Cultists indulge in. Disney had firm ideas about keeping children 'pure' and discouraged Cultists from joining for fear they might be a bad influence. Most Cultists who come by come for a visit, and then move on.

Dreamspeakers: "They seeks the Awakening through children. A noble cause, but must it be done with Technomancer toys and tricks?" -Sky-Fire

Every once and a while a Dreamspeaker comes to Disneyworld. Usually, they leave after the crowds get to them. They visit, and find Never-Neverland a comforting place to rest, but soon leave again. Disneyworld invites them to stay, but they rarely do.

Euthanatos: "Hey, the kid fell. Honest." -Fun Land

Euthanatos are highly discouraged from coming, and those that do are watched more closely than vampires in a blood bank. The rule about leaving the guests of the Park alone keeps Euthanatos mages from giving out the good death. However, they have had some recent luck in Miami, getting to tourists before they reach the park.

Hollow Ones: "Sorry pal, I'm not going without a tub of insulin. Gag." -Trish "Trash" Wheeler

Hollow Ones think Disneyworld's too sappy for words. Disneyworld doesn't mind them not coming, though a few think they are a tragic waste. Other Orphans are recruited heavily, and many an Orphan's vacation trip turns into much more.

Order of Hermes: "While Disney's methods are non-traditional, there's no denying his success." -Treficius

The rest of the Order finds Disneyworld to be somewhat frivolous, but applaud his success. They do shake their heads in dismay at his somewhat undisciplined students.

Sons of Ether: "Wow! Can I stay longer? Can I? Can I?" -Dr E. Brown

They love it. Most Sons of Ether come by at least once every couple of years, and Euro-Disney is a pet project of the Paris Chantry. They are dismayed at it's lack of success.

Virtual Adepts: "Nice F/X. Betcha we can make it a little better." -9jack9

Virtual Adepts are a recent addition to the Disneyworld fold, but they are fitting in well. Many of them come to EPCOT [and laugh hysterically through the 'backstage' tour] but stay for a while to play with the amazing hardware the Sons and Adepts have cobbled together.

Disneyworld And The Bad Guys:

The Disneyworld chantries are the Tradition's greatest secret. Such a large and visible target would be ripe pickings for the Conventions. However, by managing to hide in plain sight, and with a lot of luck, the Technocracy had managed to avoid noticing its magickal backing.

Every once and a while, the Nephandi (via their agent in Pentex) have tried to engage in hostile takeover of Disneyworld, but have, as yet been unsuccessful. They have, however, bought up lots of prime real estate surrounding it, and run many hotels and other attractions nearby. They too see Disney as merely a ripe apple waiting to be consumed and thrown away. Were they to learn of Disney's magickal powers, they would increase their efforts.

Marauders did attack once, but were repelled. The nightly fireworks shows were started soon after to cover the tracks. They are biding their time. --
 
 

Return to Drifting Paradigms, Etheric Musings or The Library...