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 WESTERN COURT is the home of the well-known Greco-Roman deities, such as Zeus, Apollo, Hades, and Aphrodite. The Order of Hermes is most familiar with this Court, though they have not been quick to understand the changes that have come over the court in the last millennia; as the Celestine Yahweh grew in power, a shadow fell over the Western Court, and now the trivial politics and detailed beauracracy covers up a deeper rift among the gods of the Great Mountain: some, such as Apollo and Aries, have turned demonically dark and vengeful, and have become eager to adapt to the modern ways of the world in order to regain their lost power and prestige. Others, such as Aphrodite and old Cronos, insist that the ancient gods must follow the old laws, and suffer what indignities follow rather than break the laws of Olympus. The power of the Western gods still waxes and wanes with the movements of the planets across the Aetherial Reaches of the Heavens, but even at theeir strongest conjuntions, the old gods have diminished greatly in power. The Faerie Courts sometimes send ambassadors to the Western Courts, from their mysterious Realm that doesn't seem to exist anywhere.
The EASTERN COURT
The EGYPTIAN COURTS are even more aloof and distant from present-day affairs of humankind than the Western and Eastern Courts. Its members are the animal-headed gods of ancient Egypt -- cat-headed Bast, falcon-headed Horus, jackal-headed Anubis... Anders' works on the Egyptian gods is here.
The LODGE of the SKY is the most distant of all the Courts, seeming much disgusted by humanity ... It does not recognize the other Courts, and considers them intruders into its Realms. The members of the Lodge resemble the gods and goddesses of many "primitive" religions, from pre-Columbian North America, to the Polynesian Isles.
The PARADISES, though vast in number and not necessarily seeing themselves as one group, are considered one of the Seven Courts -- as are their dark reflections, the Infernos. The most powerful of the Paradises, known as the Seven Heavens, will hardly acknowledge that there are any other Courts, declaring instead that all other Courts are only cleverly-disguised Infernos. This blind assertion would be almost comical within the Court were it not for the fact that the Seven Heavens have grown massively in power over the last millennia, usuriping much of the other Courts' power. The Seven Heavens are described in more detail on the Outer Realms page, since they exist quite high on the Spires, and the Court of the Celestine Yahweh is described in more detail in my WoD: Angels document.
The INFERNOS are the darkness' answer to the lofty paradises. The most terrible of the hells, called the Nine Pits, took form in response to the creation of the Seven Heavens. Also positioned quite high on the Astral Spires, the Infernos are seen as being lower, as if nested in "negative spires" that descend downward into the Abyss; this "negative Astral World" is known as the Qlippoth. The Qlippoth has many connections to the Underworld. All those beings who hate the Seven Heavens and seek their destruction are welcome in the Nine Pits. Many of the darker gods of the other courts come here occasionally, and since the Seven Heavens see them as Demons anyway...
BARDO is a shadow-realm between death and rebirth, well-known by the Tibetan Buddhists. It is inhabited by bird-headed men, messengers of the divine ones.
The SHARDS are the Astral Realms that correspond to the planetes, the Wanderers of the Solar System. The Shards have close ties with the Western and Egyptian Courts, and many of the deities of those Courts have domains on one of the Shards -- for example, Ares has a fortress on Shard Mars, while Osiris has a palace on Shard Mercury.
The EARTHS are believed by some to be alternate realities, orperhaps earth's different stages in the timestream. There are Eight
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.