Classification: Union // Open

Places

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A Garou Creation MythUmbral RealmWerewolfW20
Airts and Moon PathsUmbral RealmMageM20
Alamut (near Tehran, Iran)DomainVampireV20C
ALLIANCE?CaernWerewolfRAtW
Alsart OasisUmbral RealmWerewolfUVS
Ancestral RescueUmbral RealmWerewolfUVS
Arcadian GatewayUmbral RealmWerewolfW20
Archa TorchCaernWerewolfRAtW
Arkwasiye ThundereggCaernWerewolfRAtW
Astral AssaultUmbral RealmWerewolfUVS
Astral DoorwaysUmbral RealmMageM20
Astral TravelUmbral RealmMageM20
Atrocity RealmUmbral RealmWerewolfUVS, W20
Atrocity RealmUmbral RealmWerewolfUVS
BattlegroundUmbral RealmWerewolfUVS, W20
Before HaranoUmbral RealmWerewolfUVS
Big Joe Magarac, City Father of PittsburghCaernWerewolfRAtW
Bird of ParadiseCaernWerewolfRAtW
Black FuriesUmbral RealmWerewolfUVS
Black Spiral DancersUmbral RealmWerewolfUVS
Blighted MenCaernWerewolfRAtW
Block Arcade (Melbourne, Australia)DomainVampireV20C
Bone GnawersUmbral RealmWerewolfUVS
Briar PatchUmbral RealmWerewolfUVS
BunyipUmbral RealmWerewolfUVS
Bunyip Caern WardsCaernWerewolfRAtW
C-SectorsUmbral RealmMageM20
Caller of the Wyld (Sept Standing •)CaernWerewolfRAtW
Catacombes de Paris (Paris, France)DomainVampireV20C
Catedral da Sé (São Paulo, Brazil)DomainVampireV20C
Celestial Park (Dallas, Texas)DomainVampireV20C
CelestinesUmbral RealmWerewolfUVS, W20
Chernobyl Nuclear Power Plant: The power plantCaernWerewolfRAtW
Children of GaiaUmbral RealmWerewolfUVS
ChimeraCaernWerewolfRAtW
City Father/MotherCaernWerewolfRAtW
City Fathers Before There Were City FathersCaernWerewolfRAtW
Clashing Boom-BoomCaernWerewolfRAtW
Clayton City ParkUmbral RealmWerewolfUVS
ClimbingUmbral RealmWerewolfUVS
Close to HomeCaernWerewolfRAtW
CockroachCaernWerewolfRAtW
Compostela Scallop ShellCaernWerewolfRAtW
Conceptual SpiritsUmbral RealmWerewolfUVS
CoraxUmbral RealmWerewolfUVS
CroatanUmbral RealmWerewolfUVS
CyberRealmUmbral RealmWerewolfUVS, W20
Dark MysteriesUmbral RealmMageM20
Deidra “Bone-Cracker”CaernWerewolfRAtW
Delusions of the DamnedUmbral RealmWerewolfW20
Demesnes: Your Personal Dream KingdomUmbral RealmMageM20
Digital Death: The De-RezUmbral RealmMageM20
Dimensional PortalUmbral RealmWerewolfUVS
Disconnection in the HomelandsUmbral RealmWerewolfUVS
Disease BaneCaernWerewolfRAtW
Disembodiment and Void AdaptationUmbral RealmMageM20
DogCaernWerewolfRAtW
Domains and the Dream ZoneUmbral RealmWerewolfUVS
Domains: Glens and BlightsUmbral RealmMageM20
DowntownUmbral RealmWerewolfUVS
Dream ZoneUmbral RealmWerewolfUVS
Dying to Cross OverUmbral RealmMageM20
Earthly FoundationsReality ZoneMageM20
Elder (Sept Standing •••••)CaernWerewolfRAtW
Entering and LeavingUmbral RealmMageM20
ErebusUmbral RealmWerewolfUVS, W20
Etherites and EngineersUmbral RealmMageM20
EXPERIENCED CHARACTERSCaernWerewolfRAtW
Expressing ConceptsUmbral RealmWerewolfUVS
FalconCaernWerewolfRAtW
Farther Travels: Moonlit AirtsUmbral RealmWerewolfW20
Festival Market TownUmbral RealmWerewolfUVS
FiannaUmbral RealmWerewolfUVS
FlatlandsUmbral RealmMageM20
Flipping ZonesReality ZoneMageM20
FluxUmbral RealmWerewolfW20
FlyingUmbral RealmWerewolfUVS
Forms of the WeaverUmbral RealmWerewolfW20
Forms of the WyldUmbral RealmWerewolfW20
Forms of the WyrmUmbral RealmWerewolfW20
FoxCaernWerewolfRAtW
Free FlowingCaernWerewolfRAtW
GafflingsUmbral RealmWerewolfW20
Gaia and the TellurianUmbral RealmWerewolfW20
Gamla Stan (Stockholm, Sweden)DomainVampireV20C
Gaslamp (San Diego, California)DomainVampireV20C
Gatekeeper (Sept Standing •)CaernWerewolfRAtW
Get of FenrisUmbral RealmWerewolfUVS
Ghost RealmsUmbral RealmMageM20
Glass WalkersUmbral RealmWerewolfUVS
GNOSIS AS FOODUmbral RealmWerewolfUVS
Grandfather ThunderCaernWerewolfRAtW
Greed BaneCaernWerewolfRAtW
GridsUmbral RealmMageM20
Guardian (Sept Standing •)CaernWerewolfRAtW
Haunted WebUmbral RealmMageM20
Hidden GladeCaernWerewolfRAtW
Highgate Cemetery (London, England)DomainVampireV20C
History of La Bête NoireCaernWerewolfBotW
Honey BadgerCaernWerewolfRAtW
Hunedoara Castle (Transylvania, Romania)DomainVampireV20C
Icon-ogasmUmbral RealmMageM20
Impressions of Our ShadowUmbral RealmMageM20
In-A-Flash DriveCaernWerewolfRAtW
IncarnaeUmbral RealmWerewolfW20
InhabitantsUmbral RealmWerewolfUVS
Into the MistsUmbral RealmMageM20
JagglingsUmbral RealmWerewolfW20
Jonathan “Shallow-Tracks” RossiniCaernWerewolfRAtW
Kaymakli (Cappadocia, Turkey)DomainVampireV20C
Keeper (Sept Standing •)CaernWerewolfRAtW
Keeper of the Land (Sept Standing ••)CaernWerewolfRAtW
KeysUmbral RealmWerewolfUVS
Lasting Realms and Dreaming GodsUmbral RealmMageM20
Legendary RealmUmbral RealmWerewolfW20
LionCaernWerewolfRAtW
LIQUID ASSETSUmbral RealmWerewolfUVS
Living HistoryUmbral RealmWerewolfUVS
Living LupusCaernWerewolfRAtW
Lobo del Lago LunarCaernWerewolfRAtW
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Classification: Union // Open Ref mage/location/umbral_realm/resident-aliens

Resident Aliens

Umbral Realm · Mage

Mage

Most of the entities you’ll meet in the spirit realm are just that: spirits. They sometimes resemble us, but they’re not quite like us. These beings are embodiments of concepts and consciousness – the literal minds and souls of our world. Technomancers think of them as extra-dimensional aliens, and that’s a fair assessment too. By the standards of our mortal world, such entities are implacably alien.

Trying to describe them in detail is a pointless task. Hermetic tomes and exhaustive demonologies contain the names and ranks of thousands of such entities, and any shaman worth that title can rattle off a bunch of names you’d never find in any of those books. There are idea spirits, animal spirits, embodiments of archetypes, and creatures who don’t seem tied to any human idea at all. The awkward term Umbrood often gets used to describe such entities, but it’s worth noting that many spirit beings find that term insulting. As God is reputed to have said, “I am as I am,” and it’s as good a way as any to think of these entities. They are what they are – Otherworldly Popeyes who must be honored on their own terms.

Remember that word, because it’s important: HONOR. Spirit entities demand respect, and they often have the power to squeeze it out of you. Titles and greetings, offerings and acknowledgements are vital when you’re dealing with the

• the Deep Umbra: Everything past the Horizon.

Access

• the Periphery: Basic spiritual Awareness.

• Node: A place of power.

• Domain: An area of profound spiritual influence.

• Shallowing: A natural hole in the Gauntlet.

• Stepping sideways: Transforming body into spirit-stuff.

• Portal: A gateway to another realm or Realm.

The Worlds Beyond

• Pericarp: The Gauntlet bordering a Realm.

The Horizon and Beyond

spirit world. In the Umbra, a bunny-sized ball of cuteness can become a hurricane, so always – ALWAYS – be on your guard and best behavior. Although wizards and werewolves tend to order such entities around, that’s a pretty unhealthy habit unless you can back up your arrogance with power.

The Three Worlds tend to feature related types of entities:

• The High Umbra hosts angels and demons, archetypes and godlings, personified ideas, and self-willed geometric shapes. You’ll spot naked astral travelers bound by vital silver cords; magnificent fractals in coruscating clouds; and creatures out of nightmares, mythologies, and dreams, most of which wear a dazzling array of faces and forms.

• The Middle Umbra features spirits of Nature, ideal, and corruption – werewolves, totem beasts, majestic animals,

and malignant puddles of spiritual ooze. More than any other realm, this world features mortal humans too… some of whom are centuries old, having crossed over long ago and entered an ageless state of grace.

• The Lower Umbra is the realm of ghosts – the Restless Dead whose lives were cut off before they’d been resolved. Such entities can be pathetic videos of people who got stuck in a single moment of time, self-willed phantoms with agendas of their own, the horrific spectres that come from a person’s worst attributes, and the strange monsters that haunt this shadow of the living realm.

In all cases, remember this: in the Umbra, they’re home and you’re visiting. Be a respectful guest, not an obnoxious pest, and you’ll go farther and live longer in those worlds.

Mages, for better and worse, tend to spend lots of time in our heads. It’s natural, then, that the High Umbra –a.k.a. the Astral Reaches – becomes a typical first stop for our kind. Whether or not they travel by astral projection or step sideways into the High Penumbra, Awakened travelers often gravitate toward this realm of ideas. Peering through the Vidare Astral, you’ll perceive the strands of Creation weaving together in sublime patterns of energy. A sense of magnificent clarity prevails: sharp sensations, vivid perceptions, a feeling of constant epiphany. A friend of mine calls this “the ‘Of Course’ Factor.” It’s like putting on a new pair of glasses or having that light bulb over your head suddenly replaced by a halogen lamp. And although you eventually get used to that extra level of clarity, it never really goes away while

you’re there… and once you leave, the rest of the world feels suddenly duller, as if those fresh new glasses had been replaced by scratched and dirty lenses. That’s a common problem, actually, among astral visitors: upon returning to the mortal realm, that real world never feels quite as real again.

See also 4

Abilities & Attributes

Bestiary

Places

Spheres

  • Spirit mage/power/sphere/spirit
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