AD  ASTRA
T h e   W o r l d   o f   S t a r l i g h t 

 
 
 
 

  


 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 PRIMAL WORLD (the Middle Umbra)
        Called Tirn Aill ("the other world") by the Celts, and called many other names besides, the Primal Umbra is conceived of as the middle of the Three Worlds.  It is detailed splendidly in such White Wolf supplements as Umbra: the Velvet Shadow, Beyond the Barrier: Book of Worlds, and the basic 2nd Edition Hardbacks for Mage and Werewolf.  I really have little or nothing to add to White Wolf's conception of the Primal Umbra, and so...  have at it....

THE GAUNTLET & STEPPING SIDEWAYS
        Means of "stepping sideways" include innate powers or Gifts (as with many shapeshifters), Spirit magick, or Dimensional Science.  What the travelers see when they get there depends on their mindset; their bodies, however, stand in the Penumbra, along with anything you brought with you.  Stepping Sideways is easier when you are wearing and carrying nothing, though (Mage p.217).

THE PENUMBRA
        After stepping sideways, travel involves simply walking.  The Penumbra is

THE NEAR UMBRA
        Only the more primal mages -- such as the shamans, the witches, some death-mages, and most ecstatics -- are "in touch" enough to travel far beyond the Penumbra.  Most of the paths that lead outside the Penumbra, however, are guarded by hostile spirits, blocked by pattern-webbing, or shift and move of their own accord.  The easiest routes are Moon-Paths, glowing roads that link the Near Realms and are guarded by Lunes.  Other roads, called Airts, mark where the spirits commonly travel, and though they are much harder to find, they also link all the Realms.  The Pattern Webs link the Realms too, but are terribly complicated to navigate and are swarmed with pattern-spirits.  Navigating the Near Umbra requires Perception + Enigmas for shapeshifters; for all other travelers, it requires Wits + Cosmology.  Difficulties are tied to the phases of the moon, making travel easier when the moon is full, and its light is strong.  When the blazing moon has not yet risen in the Penumbral Sky, there are no moon-paths at all.

HORIZON

THE DEEP UMBRA
 
 
 
 
 
 
 

 


UMBRAL TRAVEL
       Per + Primal Urge or Intuition, difficulty determined by destination and familiarity with the route. For every success less than five, there is an encounter.
  1. UMBRAL WIND: The mage is suddenly buffeted by a powerful Umbral Wind. The mage is blown off track and is now headed to a different area in the Umbra. 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).
  2. VISTA: A Vista unfolds before the characters, following them if necessary until it has finished its scene.
  3. BANES:
  4. ALLIES:
  5. ANGELICS:
  6. DARKMYST: The moonpaths grow shadowed, and cause 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. MARAUDERS:
  9. NEPHANDI:
  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