AD  ASTRA
T h e   W o r l d   o f   S t a r l i g h t 
THE ASTRAL WORLD (the High Umbra)
        The Astral World has been detailed in various White Wolf supplements, such as MAGE: the Ascension, 2nd Edition and Beyond the barriers: Book of Worlds; and astral travel has been detailed in Vampire: the Masquerade (pg.) and Vampire Players Guide (pg.), as well as Hunters Hunted (pg.).  This section is meant to elucidate and summarize the basic concepts laid out in those supplements, in a format common to that used to describe all the Otherworlds, so as to allow comparison and contrast, and more holistic comprehension.  
 

  


 COSMOLOGY
S K I P   T O :
The ASTRAL WORLD (the High Umbra)
The Dreaming -- the Dreamscape Border
The PRIMAL WORLD (the Middle Umbra)
Faerie -- the Twilight Border
The UNDERWORLD (the Low Umbra)
Briah -- theoretically, our Shade Realm
 

THE ASTRAL GAUNTLET
        The Gauntlet is the thin, metaphysical barrier created by the Technocratic Union to separate the Otherworlds from the physical reality.  It's strength, or thickness", varies according to location; for the most part, the Gauntlet is strongest in areas controlled by the Technocratic Paradigm -- such as large cities, factories, universities, etc, and is weakest in wilderness areas.  This is especially true for the Middle World and the two Border Worlds (The Dreaming and Faerie).  But the Astral World, also called the High Umbra, is different from these realms in that it is a world of mental existance, abstractions and highly complex patterns.  In Garou mythology and terms, it is a Spirit-world permeated with Weaver energies (resonance), rather than the primal and Wyld energies that flower in the Middle Umbra.  Therefore, the Astral Gauntlet functions somewhat differently; in any place with high mental activity and structured thought, the Astral Gauntlet is lower, while in areas with very little intellectual activity the Astral Gauntlet would be high.  A University or Library, for example, might have a low Astral Gauntlet (depending on the University), while that same wilderness glade that the Garou speak to spirits in might have a high Astral Gauntlet indeed.  Incidentally, the Astral World is very nearly as oppressed by Technocratic dominion as the Umbral World; this oppression by warped reason takes many forms, including discouragement of clear or relevant thought, encouragement of academia and rhetoric, or simple crude mind-dulling with television and fast-food.  Most areas in most Universities, for example, will have a low Dimensional Science Gauntlet, while both the Astral and Umbral Gauntlets are thick and nearly impenetrable.
 

ASTRAL PROJECTION
        A mage can project her "subtle body" or Astral Self directly into the Astra (that portion known as the Vulgate) by using the Mind Sphere rank 3.  This provides only limited time and range in the Astral World; the seeker can spend two rounds there, with every success gained on the Arete roll (after the first) doubling that time, and cannot ascend the Spires.  The Silver Cord is attached to the seeker at all times, and must be guarded as always; this is a true Astral Walking.  Think of it as flying a kite; eventually the winds become too chaotic, and the kite must be reeled in and returned to the source.  A seeker using Mind 3 can, instead of returning to his body, choose to spend a point of Quintessence and roll her Arete once more, at difficulty 8; in this case, three successes will allow an additional round in the Astral World.  This can be repeated, the difficulty raising by one at each repetition.  But this extra time is bought at high risk... if this roll is failed, the Silver Cord is jerked hard, and if the seeker fails a Willpower roll (at the same difficulty as the Arete roll that he failed), then her Silver Cord is snapped and she tumbles into the silvery skies that are known as the Upper Planes, or the Spires.
        Mind 4 allows greater control and more time in the Astral World.  The seeker can now ascend the Spires at will, and enter into the many Astral Courts, abstract Realms, Heavens, and Hells.  There is no time limit, aside from that required in proper care for the empty body that is left on earth.  Remember that when projecting, Social and Mental Traits replace physical ones; Wits replaces Dexterity, Manipulation replaces Strength, and Intelligence replaces Stamina.  Damage is subtracted from Willpower instead of Health Levels, and when Willpower reaches zero, the silver cord snaps, and the character flies upward into the epiphamies.   (rules from Mind Sphere, M2 pg.)
        If a mage has little or no skill with the Mind Sphere, but still wants to enter the Astral World, there is one course open to him, provided he has rank 3 in the Spirit Sphere (or some other way of entering the Penumbra).  This method of entry works best if the mage attempting it is of an intellectual orientation -- a ceremonialist, transcendentalist, or Pattern essence, perhaps.  Very few Primals can access the Astral World this way.  In any case, while physically in the Penumbra, one can find certain passages that lead to highly patterned areas -- abstract reflections of the world instead of primal ones.  These are Vulgate Portals, and they lead (surprise grande!) into the Vulgate, that portion of the Astral World nearest to the physical reality, where the Spires begin.  However, the primary drawback of entering physically (or "Crudely," as many Astral seekers put it) is that of clumsiness; your whole material body has been transformed into primal ephemera, and then into Astral ephemera, and this mass of spirit-matter is far less easy a vehicle to navigate through the abstract and subtle paths of the Astral World than the "subtle body", a vessel of pure thought.  All "physical" activities while Crudely immersed are at +2 difficulty, and ascending the Spires is strenuous and difficult, at best.  It is rare for a Crudely immersed seeker to travel higher than the lowest reaches of the Spires.
        Other supernaturals can enter the Astral World, too.  Some psychics and hedge mages can use the Clairvoyance Numina (rules from HH pg., and ARH pg.).  Vampires using the Auspex Discipline at level 5 can enter what is called the Near Astral, being limited to the lower levels of the Spires by the Lunar Barrier... they are unable to go beyond the moon's orbit (rules from V:tM 2nd Ed. pg.160-161).  Werewolves can use the Astral Mind gift, common to the Stargazers and some Theurges, (rules from W:tA 2nd Ed. pg.).
        Other names for the Astral Body or "subtle self" include the ba (Egyptian, usually a bird with a human head), the doppleganger (Germanic), the vardger (Norwegian), the tselem in Yetsirah (Hebrew), the taslach (Scottish), and the fetch (Old English).
 

THE VULGATE
        Essentially, the only difference between the Vulgate and the Penumbra is the Walker's state of mind.  One can mentally project into the Penumbra, concentrate on more abstract planes of thought, and be in the Vulgate; one can also enter physically and project mentally into the Vulgate.  It's just that the easiest, least complex way of physically entering is through the Vulgate Portals that lie here and there in the Penumbra.

GEOGRAPHY OF THE VULGATE IN RELATION TO THE WORLD
 

THE SPIRES
        "To travel beyond the Vulgate , the seeker must concentrate on changing her level of being.  As she does so, her body becomes a shimmering mass of colros and shapes, weaving patterns which grow more complex as she enters higher states.  From there, she sends her body up the Spires -- metaphysical symbols for higher consciousness that appear like towers, mountains, or stairs (this is done by rolling Perception + Occult, with difficulties rising from 6-10 as the character ascends the Spires).  Reaching the Epiphamies, the highest portions of the Spires, demands a mental shift (Intelligence + Occult, difficulty 9).  The highest Epiphamies are beyond mortal thought."  (BoW pg.)
 

THE ASTRAL COURTS
        There are many so-called "Courts" in the Astral World -- settings for political machinations and intrigues, venues for the enactment of living legends.  The Seven Great Courts are together called the Court of Shadows, or the Umbral Court.  Some have believed the Shards or the Earths to be part of the Court of Shadows, but this is generally considered inaccurate; however, they are included here because of their apparent ties to many of the individual Courts.  The Court of Shadows does not involve itself in the magewars that warp the earth, preferring to tend to their own Realm-domains; when they do take part in the affairs of earth, it is as part of an intricate system of debt and manipulation.  It is believed that some of the Lords of the Courts might have once been human mages, but since they have existed beyond the reach of human memory, none can be sure.  While the powerful Lords are often aloof and uninterested in mortal affairs, the lesser courtiers and minions are more considerate and sympathetic, implying some connection to humanity beyond mere interest.  This connection is
 

 
THE EPIPHAMIES
        These are realms of pure Mind, and no other form of magick, Gift, or Discipline will work here at all.  Mind magick is at -2 difficulty, and are always considered coincidental.  A character should have ratings of 4 in all her Mental traits to even consider coming here
 

HORIZON
 
 

QLIPPOTH
        There is also a shadow-side of the Astral World.  Many ceremonialists speak of the Tree of Life as being the framework over which the Astral World is spread, and the Qlippoth is its dark reflection.  This dark realm is more dangerous and disturbing than the commonly-known side, being the distorted and nightmarish mirror of the Astral World's clarity and order.  There are Qlippothic Shard and Shade Realms, and perhaps dark reflections of other Astral Realms as well.  Some say that the Infernos are the dark reflections of the Paradises.  It is certain that the Infernos all lie within the Qlippoth, though they can also be reached through certain routes in the Underworld and the Primal World.
        The mages who are most familiar with the Qlippoth are the so-called Nephandi, which has led many other mages, especially the Celestial Chorus, to believe that the Qlippoth is inherently evil.
 
 
 
 
 
 


ASTRAL TRAVEL
       Int + Cosmology, difficulty determined by destination and familiarity with the route. For every success less than five, there is an encounter.
  1. ASTRAL WIND: The mage is suddenly buffeted by a powerful Astral Wind.  The mage is blown off track and is now headed to a different area in the Astral Plane. If this will hinder the story, scare the mage with the fury of the storm (have the mage roll a soak roll, but don't inflict any damage).  It is possible, however, for a strong enough Astral Wind to snap a traveler's Silver Cord.
  2. VISTA: A Vista unfolds before the characters, following them if necessary until it has finished its scene.
  3. DEMONICS: The twisted and barbed form of a demonic spirit, one who wars against Heaven and it's angels, lurches across the Astral Planes near the characters.  If it notices them (6 in 10 chance, more likely if any in the group have Spirit 3 or higher), it may choose to approach them to guage their power and intent, to mock them and spread its misery, to attack, or to try to get them to do something for it.  Demons and angels attack each other on sight, and generally battle until one or the other is completely destroyed, though demons are more likely to retreat than angels.  
  4. ALLIES: The characters happen upon spirits or other beings who are allied at least somewhat with one or more of the characters.  This could include other Astral Projectors (common ones are Akashics, Hermetics, church-mages), or spirits and thoughtforms that get along with the character to whom they are allied.
  5. ANGELICS: The characters have come to a "crossroads domain" inhabited by beautiful beings known as Angelics. They are Thrones, the servants among the angels, and say little. Other Astral Wanderers may be here.  Most magi may rest and recuperate here, or change paths; Primal witches and any who deal with demons are generally unwelcome.
  6. DARKMYST: The silvery mists tarnish to black, and causes the characters to lose their path. Per + Enigmas, diff.7, is needed to get back on track. On a botch, the Darkmyst leads to the Abyss.
  7. MINI-REALM:
  8. The NAMELESS: Without true form, without sanity, gibbering in alien and incomprehensible tongues, these warped mages of Chaos are the enemies of all that is static and stable.  They are dynamism in its raw form, only barely maintaining a human form when they do manage to do that at all.  The subtle selves of the Nameless usually appear in the Astral as shifting, warping shapes with various colors and flashes.  Some say that by gazing into the subtle self of a mad mage, one can learn something of the particular type of madness under which the Nameless One labors... others say that this is a good way to join the marauder in that madness.
  9. NEPHANDI: The characters cross paths either with a mage who serves the Terrors of the Abyss (unlikely, 2 in 10), or one who is allied with the demonic beings of the Inferno (8 in 10).  The former are gibbering and purely destructive terrors distorting and  rending all in their path; the latter, though often assumed to be evil and terrible, are often quite civil and charismatic.  Infernalist mages are not usually of innocent intent, however, and will almost always try to coerce the characters into helping with some goal or another, or at least try to get them to let slip some bit of information while chatting.
  10. TECHNOCRACY: Void Engineers, or the rare Syndicator
 
 
 
 
Back to PATHS...
To my WoD COMPILATION
To WoD: ANGELS
To WoD: NEPHILLIM
To FAERIE: THE LOST KINGDOMS