The Umbra

 

The universe is larger than just the Earth; much larger.  There are worlds upon worlds out there, spirit realms with infinite possibility and infinite danger.  A Mage must be skilled, brave, and a little foolhardy to make any extended voyage into the spirit realms of the Umbra.

 

Entering the Penumbra from Horizon requires at least Spirit 3.  Horizon is technically already in the Umbra, but being inhabited for over 500 years has created it’s own Penumbral ‘shell.’  A Mage could potentially shift out of the Umbra and into real space while in Horizon, but he would find himself in hard vacuum, several hundred thousand miles from Earth.

 

For Our Game:

            The Umbra has many parts, but there is only one part of the Umbra that matters, the Penumbra.  The rest of the information on this page is unnecessary, unless we’re doing a special adventure in the Umbra.

            Horizon is anchored to the physical world, so Mages may still shift into the Penumbra while in Horizon, as long as they know the Rotes to do so.  A player should hold one hand in front of their chest or face, bisecting their body (imagine a monk meditating) to signify that they’re in the Umbra.  While in the spirit world, the Mage cannot be seen (unless someone else uses Spirit to look into the Umbra), but they cannot see the material world (unless they use another Spirit Rote to look back across the Gauntlet).  Other senses are similarly muted.  A Mage in the Penumbra perceives people in the material world as hazy clouds of emotion, and speech is an unintelligible whisper of ideas.  When in the Penumbra, the Mage is invisible and immaterial, and cannot be hit by weapons.  He passes through doors and walls with no difficulty, unless they are magically warded.  No Rotes can affect the Mage unless they use Spirit or Prime to affect his spiritual essence.

            Two Mages within the Umbra may interact normally, see each other and speak to each other, and use Rotes on each other normally.  While in the Umbra, the Mage floats and moves at his normal walking pace, although he may also float upwards slowly, to a limit of approximately a mile above the planet’s surface.  Similarly, a Mage takes no damage from Umbral falls, as his body has no more mass than a passing thought.  A Mage may not sink down beneath the surface of Horizon.

 

 

Further Descriptions of the Umbra

            Mages have identified many, many different worlds within the Umbra.  It’s not necessary for you to know any of these, but if you want to be able to ‘speak the lingo,’ here’s some more information on what you can expect to find in the spirit world.

 

The Gauntlet

            This is a term for the barrier between the human world and the world of spirits.  It keeps humans from just stumbling into the Umbra – and it keeps many of the dark creatures of the Umbra out of our world.  A Gauntlet also exists around Horizon, protecting it from the random spirits of the Umbra.

 

The Penumbra

            The nearest realm of the Umbra is surprisingly like the one we know.  This realm is a reflection of the world’s physical form, accentuated by the power of belief.  For example, an old, decaying house where a kind woman lives might be a pristine cottage with beautiful roses in the Penumbra.  A corporate building that controls the city would literally loom overhead, blocking out the feeble rays of the sun.  The Penumbra is the almost-Earth that exists just out of sight but is always in the heart.

            This is the world where everything has a spirit, where you can (with enough Spirit) talk to trees, bribe cars, or gamble against a poker chip.  Mages with Spirit 2 are limited to the Penumbra.

 

The Near Umbra

            After passing through the Penumbra, the Mage may proceed to one of the three levels of the Near Umbra – the Astral Umbra above it, the Dark Umbra below it, and the Spirit Wilds around it.

            Entering these worlds requires fully extending yourself physically or spiritually across the Gauntlet, and thus Spirit 3.

 

The Astral Umbra (High Penumbra)

            One step away from the Penumbra is the Astral Umbra, or High Umbra.  As the Penumbra reflects the emotions of humanity, the Astral Umbra amplifies thought and rationality.  Anything that one could want to know about the universe can theoretically be found here…assuming that there ever is a truth to the question.  The Astral Umbra is where masters of Mind go when they astrally project.  The most commonly visited part of the Astral Umbra is the Vulgate, where it intersects with the Penumbra, and the beliefs of humanity exert their strongest effect.

            Above the Vulgate are the Epiphamies, realms embodying a concept, thought, or enlightenment.  Visiting one is almost always a life-changing event, although not always for the better.

 

The Dark Umbra (Low Penumbra)

            The Dark Umbra, the Underworld, the Deadlands.  This is where the recently deceased end up before they move on to oblivion or up to reincarnation, a realm of entropy and universal decay.  If the Penumbra is what people feel and the Astral Umbra is what they think, the Dark Umbra is what they dread.  Cities are crumbling mounds of decay, and everything is on the brink of destruction.  The dead envy the life of a visiting Mage, and will do their best to snuff it out.  The Dark Umbra is not a place you go to casually, and you’d better be capable if you expect to come back.

 

The Spirit Wilds (Middle Penumbra)

            The hard-to-find middle ground between the High and Low Umbra is the Spirit Wilds, reflecting different facets of the animistic world.  Primal forces work openly there, as vast hierarchies of spirits serve the Earth Mother who rules those realms.  These realms are patrolled by her guardians, and they are extremely dangerous places for unwanted intruders.

 

Domains and Realms

            In a world of infinite possibility, there are plenty of things that don’t fall into general categories.  There are Paradox Realms, where reality forces a Mage to atone for his magical sins.  There are sub-Realms created by masters, which may be their utopia or their vision of destruction.  There are Realms representing concepts, influential people, ideas.  Truly, anything you want can be found – just ask a Storyteller.

 

The First Horizon

            Everything mentioned before is called the ‘Near Umbra’.  This world extends as far as Earth’s atmosphere, but to go further – where the influence of humanity is not felt – requires crossing the First Horizon.

 

The True Horizon

            This isn’t as much of a barrier than the First Horizon, simply a grand and dangerous realm where no man has gone before.  This is where the Sons of Ether propose their ‘etherspace’ exists, and it extends from the atmosphere of earth to the asteroid belt.

 

Horizon Realms

            These realms were once easily accessed from Earth, but are now cut off and dying, adrift in the Horizon.  Finding one requires extensive searching, the equivalent of finding a ping-pong ball adrift in the Atlantic Ocean.  Still, these realms can give a glimpse into the hopes and dreams of the Masters who created them, and the horrors of what has happened to them now.

 

The Deep Umbra

            The Near Umbra is a realm of infinite possibility, but still ruled by the reflections of the Sleepers of Earth.  Beyond the Umbra, there is no such limitation.  Impossible creatures.  Deadly forces.  Realms which exemplify each Sphere, and each concept of magic; a twisted magical utopia.  Alternate Earths.  Things mankind was not meant to know.  The universe is infinite…too infinite to be safe for exploration or even sanity.  The Traditions lose many Masters of Spirit that way, brave Mages who think they can handle anything that’s out there.  They generally don’t come back.

 

The Far Horizon

            The asteroid belt has a reflection in Umbra space – a shifting, swirling barrier, where masses of Umbral rock swerve and smash unwitting Mages.  It takes a supreme amount of planning to proceed past the Far Horizon, and the rewards aren’t great – but some Mages still try, seeking the Shard Realms, or something else in the Void.

 

The Void

            The Void is cold, deep, and deadly, and stretches from the Far Horizon to infinity.  In Umbral space, the Void is the home of ancient entities, grand monsters who predate mankind.  For the moment, the Far Horizon keeps us safe…but Nephandi, Technocrats, and Traditionalists are constantly making contact with beasts from the Void, bringing them a little bit closer to Earth.

 

The Shard Realms

            In the Umbra, each planet (and the Sun) casts a reflection of itself in the Umbra, where one of the nine Spheres reigns supreme.  However, these realms tend to be instantly deadly to the unprepared.  How would you survive a planet of pure force?  What about one where time follows no rules, and a step forward can age you to dust?

            Sun                  Prime

            Mercury           Correspondence

            Venus               Life

            Earth                The Nine Spheres, in Balance

            Mars                Forces

            Jupiter  Matter

            Saturn              Time

            Uranus Spirit

            Neptune           Mind

            Pluto                Entropy