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.
-
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).
-
VISTA:
A Vista unfolds before the characters, following them if necessary until
it has finished its scene.
-
BANES:
-
ALLIES:
-
ANGELICS:
-
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.
-
MINI-REALM:
-
MARAUDERS:
-
NEPHANDI:
-
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