Wednesday, November 5, 2008

What Is This Song That Counts Down From 10 9 8 7

wod of Cosmology: The Near Umbra

The Near Umbra
It 's easy for a puppy to be fascinated by his quick trips in Umbria, the wonders and dangers Penumbra certainly contains enough to keep the attention of a pack (and keep occpuato). However, there is more of what Umbria, werewolves and many of higher rank are looking for: knowledge rarest things that can not be found in the shadow of Terra.Per most of shapeshifting, the Umbra is Nigh 'Umbra. Yes, I know that there is more in the spiritual world of the Near Umbra itself and everything it contains - but the Dark Umbra and Umbra deep just are not places where you fight the war on Gaia. Even the most ambitious known to throw Ahroun Umbria deep hoping to "kill the Wyrm into his hole" is an action not only suicidal, but also virtually impossible. Similarly, the Dark Umbra is the place of the dead and the dead humans to come - when a shapeshifting dies, his spirit is freed so that he can return in Umbria close, so he can stay there and serve future generations , or even to be born nuovo.No, the Near Umbra is what matters most to the Garou and the other Fera. A battle here can have a major impact through all the worlds. All the pain of the world can be found here, somewhere, perhaps in the Realms Neighbours or just floating between spots of most concepts materializzati.La Nearby is generally part of Umbria formless resembles the primordial void or chaos, according to many myths, gave birth to the Earth. The spiritual raw material changes and changes to adapt to the realms or areas that are closer; blocks of rusted metal, floating aimlessly in the vicinity of the scar, while the spiritual world of the mansion near a Helios is full of bright sunlight. There is an "up" and a "down" fixed, although the wolves who walk a path or climb a Web Pattern may perceive such concepts in a relative sense. For example, everyone knows that when you approach the Abyss, you can feel the gravity of the place that pulls things "down" towards it. Not surprisingly, the Realms Neighbors are the best points of reference you might want in the changing structure of the world spirituale.Potete if you like, envision the Realms Neighbours as a taut rope of beads around the Earth, like a glittering necklace pearls. E 'inaccurate analogy, but an analogy that allows the human mind not to go crazy. Each of these realms has its own set of laws and rules, but each also has a degree of unpredictability. The laws that color the human perception of reality is not necessarily apply in the Realms Neighbours - instead, they are ruled by instinct, by the subconscious. Things have a different meaning in the Realms Vicini, where the phrase "just the way things are" is almost a physical law to himself stante.Ad example, the realm called Near Field of Battle is a place in constant warfare, never interrupted by a moment of peace. Certainly, humans and shapeshifters not pursue violence and revenge every minute of their lives - but the battlefield is different. The greatest battles of human history - and that of shapeshifting - are constantly replicated in Battlefield, always by the inflammatory effect of a new battle cry. Until someone, be he human or spirit, reminiscent of the battle - the battle will continue to fight it again and again. According to some, this makes no sense, but this is the way of Umbria - as long as the potential for war and spills blood exists in the hearts of mortals, the emanations of the Battlefield will never put the events into a realm armi.Gli neighbors have an effect, but only in a mythical or dramatic. Once a flock without its path along the battlefield to join a major battle, they will discover that back where they came from will be very difficult. They will fight to the grim conclusion. After the fight began, the only way out is to stay alive until the end. If a hero should die before then, you just wake up somewhere in between the Realms Neighbours and Penumbra. Strangely, it is much easier to regenerate the battlefield than in any other realm - strangely at least for those who do not ask why the existence of the battlefield. The werewolves heal fast on the battlefield since the war must go on. And the werewolves seek the battlefield to understand their ideals with regard to the heroic battles, for some, a bloody look like this reveals much more than would a simple meditation introspettiva.Per as this may not sound like a sequence event very "realistic," this is the "reality" of the battlefield. Countless heroes have accomplished up to this spiritual search Realm Close, reinforcing his own "rules." It 'possible that a bunch of visionaries can experience it in a totally new, forever altering the way it is perceived, but until then, the saga is told in the same way, again and again. Stranger things have happened, and often.
Forgotten Realms and Contaminated
The Wyrm and Weaver have already started to claim for himself some of the Realms Neighbors. The scar is a realm of different types. Both the Wyrm that Weaver is strong there, and hopelessness prevails. A city landscape of urban squalor and devastation stretches as far as the eye, trapping the spirits that live there in mindless routine of slavery and forced labor. The commuters shuffling to factories, corporate offices, retailers and hell, again and again. Some have completely forgotten to be spirits, and they are slowly deprived of their energia.I Garou raid that the scar should follow these same "laws," and often fall under their influence without meaning to. They may forget the object of their search. A patrol of spider-flagella could catch them, forcing them into slavery and drainage Gnosis, as do the spirits who normally hunt. They may forget their ideals, which will be replaced with material wealth (and very temporary). There are ways to awaken the spirits that are trapped in their turn, but these laws are peculiar to the scar. Failing to understand the Scar, a lupus Garou can understand why they fear the city, or at least he can train to fight the Wyrm and Weaver in the physical world, how often are the homid.Negli recent years has become more difficult to find some realms are older and less popular. For example, the Fianna have begun to notice fewer and fewer schools return from their search for the fabled Portal for Arcadia. Once trod the heroes of fairy creatures allowed to make the long and perilous journey to the shores of Arcadia, but many of these paths have been disrupted or destroyed. The stories of schools who have returned are becoming more desperate, and the cynics insist that, with the approach of Latter-day, all realms Neighbours might disappear. But others refuse to be so werewolves fatalistic. The mere passage of time can not destroy the Realms Neighbors, they say - only the failure to win the war.
Major Realms Neighbours
The epic tales of the Realms Neighbours Garou appoint more than any other destination, apart from the Penumbra. Perhaps telling of these realms again and again to keep them vigorous and healthy. Even if they are mentioned in the user base, but here are a brief description of each of the more familiar realms Neighbours Garou.
- Abyss: a gash in the fabric of creation, the Abyss is a gaping chasm that consumes all that is forgotten or abandoned. In its depths are both things that have gone by a lot, both things which fortunately have been forgotten. While the apocalypse is coming, its size is still increasing.
- Ethereal Realm: stretched over havens Umbria, portions of the Ethereal Realm extends through the barrier that divides the Earth and the Deep Umbra. Powerful Garou go in search of Ancorhead, the traveler will find places where they can cross the Earth's glove to reach new worlds, many of these distant realms are staunchly defended by Scrutastelle. The ethereal Totem have a strong influence on this realm - the "planetary embodies" Luna and Helios are among the most powerful.
- Arcadia Gateway : Here you can find a relic of days gone by, and perhaps the portents for the future. This realm is the manifestation of the fae nearby Umbria, a place where the emanations, imbued with energy fairy, interpret the roles of classical myths about the fae. However, the scourge that afflicts the fairy has also affected this realm; Winter Perennial moves slowly on land, destroying the ancient traditions. If the Garou seek the truth about the past of the Little People, will do better to venture into this realm as soon as possible.
- dell'Atrocità Realm: Thousands of years of suffering for all victims of the world have created dell'Atrocità Realm, a place where the worst cruelty and torture have been made immortal. No Garou search this site for the glory - Those who come do it to learn, no matter how hard it can be a lesson.
- Battlefield : A realm dedicated to war and conflict in all their forms, the battlefield will be strong until the people make war on each other. Spiritual echoes of the great battles of history survive: tribal conflicts during Impergium, Roman invasions, raids on the estates of the Lords of the Shadows of the Vampires, the two World Wars, and so on. Camps spirits, werewolves and shadows began to gather around a field called Vigard Plains, where it says that it will begin the battle for the Apocalypse.
- CyberRealm : The war against Weaver reached the skyscrapers of glass and steel CyberRealm. In the urban squalor of the streets below, the anarchists and idealists gather their forces. Well above, Weaver dominates a high-tech realm. "Corporate ladder" of canvas stretching for many miles vertically. Terminals scattered in the upper levels offer access to a sub-realm known as Computer Web
- Erebus: The rage of Gaia is made manifest in the caves below the Umbrian landscape, where the Garou who have failed to atone for their greatest sins. Sinister clutches of brutes Crinos blacks or silver impart the punishments against the werewolves. The Garou as instructed in a twitch river of molten silver. Visitors can keep going and learn from the mistakes of others ... or they can challenge the hatches to get their knowledge and their power. E 'Charyss to reign here, looking at everything from the parapets of a castle that is in the middle of a lake of silver.
- Flux: Anything is possible in this highly transitional realm. When the Wyld disappeared from Gaia, they say, he left his heart in depth in Umbria. Now Weaver has served in the Near and trapped in the Realm called Flux. Pure madness and enrgia reign here.
- Legendary Realm: Legends of the Garou survive. Flocks that experience can explore the legendary Realm the lives of their ancestors. Incorporating all the legends of the tribe, a mythical realm of fantasy was created, a place that never existed, but that will exist until the end of time. The Galliard provide strength in this realm reciting the tales of days gone by.
- Malfeas : Just like CyberRealm pulsates with the growing power of Weaver, Malfeas testifies to the power of the Wyrm sick. The same could be done Umbria Deep Wyrm his house, the most corrupt and demented of his servants were huddled here in the realm created by his most horrific dreams.
- Pangaea: A world's first civilization. A world first dell'Impergium. Pangaea is a spiritual memory of the primeval Earth, as it was and how it should be. King of dinosaurs and bronze-skinned tribe of humans still live, but as spirits, in Pangaea. We know of schools that have degenerated over time, ending up like their ancestors every day more and more.
- Scar : Created during the Industrial Revolution, this realm once reflected the idealistic efficiency of mechanical perfection. The Wyrm and Weaver have also claimed the kingdom for them, sacrificing the spirit captured contaminated by Wyrm to create fetishes. You get the nightmares of every worker's life. The horrors of the job, able to turn off the anime, proliferate in the scar.
- Summer Country: This is another realm that is slowly disappearing, getting lost in the depths of Umbria. It 's a world created by the love of Gaia, pure and uncorrupted, where she offers her bounty to anyone who wants to accept it. Some Garou debate by asking if this realm still exists.
- Wolfhome : Just come in Wolfhome, all the wolves take shape Lupus ... and can not leave her. To survive, you need to master the ways of the wolf. Here you can find vast expanses of wilderness, the answers to the primordial mysteries that the world has forgotten, and even urban maze in which animals are hunted and feared. Sometimes the homid are sent here when they provoked the wrath of an elderly lupus.
Aisling and Wheels Spiritual
really find the way to a realm near, or for any other destination, is already a success in itself. The Galliard and other writers often say that if you're looking for something in Umbria, and if it is your destiny to find it, sooner or later we'll get there. The quests are dramatic in Umbria, but also very strange. The Garou raccontrano amazing stories (and often epic) hero who leave the world behind and embark on a search for Umbria. The hero leaves everything he knows to face an unknown world. These trips are called Aisling, or "spiritual Cerha." The visionaries are a way to Penumbra overcome and reach other realms, and sometimes are driven only by a vague idea of \u200b\u200bwhat they are most common cercando.Una of quests that lead to Umbria and one for the totem of his flock. Garou I refer to this trip as a kind of Visionquest (although the Wendigo Vision Quest have their own very different). First, the heroes are ritually purified, then put some eyes with a mixture of mud and Artemisia (mugwort - Artemisia vulgaris). Then ceremoniously through the glove. Once their eyes open can see some evidence to show the closeness of their totem.Ogni tribe may face a different kind of footprints, clues or traces that lead to the spirit, whether they are tracks of legged victims slaughtered, a phone number on a matchbook ephemeral, or anything else. If the pack manages to solve the puzzles he encounters, or at least to destroy the evil spirits that block your path, eventually fail to meet his totem spirit and to be bound by it. The Visionquest is done once the pack is celebrating the Rite of the Totem, declaring their allegiance to it and its ideali.Molte spiritual quests follow the same sequence of events. The hero leaves behind the laws and the reality of his world, gets new understanding by studying a new and strange realm, and then return safe and sound to bring that wisdom to the "real world." Branchi more Known in seeking the most epic. There are few shortcuts to arrive at a near realm, for example. A pack that is looking for a travel in Penumbra until you find something that will guide you directly to that other dimensione.Alcune times, the path is straight. The spirits that have made this same trip again and again can leave the beaten track that the Garou are able to follow. These trails and "signs" are called AIRT, and can take many forms. Can be traced brilliant footsteps cryptic, unusual odors, fragments of lost memories, or just weird shit. Rosica A Bones could read the labels on milk cartons, emptied by a rat-thirsty spirit while directed toward the scar, while a Wendigo might read the entrails of an animal killed by a wolverine-spirit. The spirits, as you can easily guess, are particularly adept at reading these signs, often making use of the Charm: Feeling Airt.Molti lie between the lower realms and realms Penumbra Vicini, and often contain a bit 'of both. A Glass Walker might lead his flock to the scar along the sidewalks of a city, running over them at high speed. Rosica A Bones could dig under a giant spirit-immondizzia until they find a tunnel. Very soon the Glass Walker will start to see an endless series of the same streets and buildings where the cockroaches and spirit reveal the direction of using secret codes. The Rosica Bones, on the other hand, may find the existence of a mega-sewer rats in which legions of spirit-huddle to prepare for another raid against the scar. The journey is as important as the destination, and two alpha directly into the same realm Near never drive their flocks in the same way. The journey is never the same, even if taken twice.
Smell Umbria
The most common method for tracing the Spirit and follow the smell. Animals (including wolves) often use the smell in the physical plane to interpret the world in ways impossible to man. This trend is even stronger in the spirit world, as many distractions Natural minor has no more. Garou can pull Perception + Primal Urge Umbria to follow the smell of places, spirits, or even concepts (the difficulty depends on how exotic or "remote" the prey). No wonder that not all the smells involved have something in common with those on Earth; synaesthetic effects are absolutely possible. ("What smells?" "Blue") At the discretion of the Narrator, although recent events may leave an odor, even if describing an event by the sense of smell can be as difficult as overcoming the glove. The narrator also has the power to restrict this ability when needed, since nothing in the spiritual world have to be absolute. Another optional rule is to allow a Garou to use when pulling Primal Urge, a maximum number of dice equal to its value Riddles.
spiritual paths
Umbria for orientation is not always necessary to rely on the help of the totem (or your destiny). An essay Theurgist may be able to bargain with a spirit so that they guide him to a realm CONOS him, but some are ephemeral skilled enough to mislead an unwary traveler, or false information. The packs have the totems that help them, but sometimes a hero ventures into the spiritual world only by following a Visionquest. A Garou can be separated from the rest of the flock, or have traveled with a group of shapeshifters which was then betrayed. When all seems lost, there are ways to find your way. The geography of Umbria and the ephemeral set that can help a traveler paths are collectively called lunar spirituali.I bridges are perhaps the most popular form of spiritual path. The Garou open them to travel from one to another Caerna during their ceremonies. Maintain open each end of the bridge requires the presence of a lunar Pathstone in each, along with regular diplomacy between the two sects. The apex of the bridge passes through the lunar Ethereal Realm (mentioned above), and is kept sacred and safe from the Moon itself. Never in the history of the Nation Garou has never told anyone who tried to breach the walls of a moon bridge on the road, if anyone has done it, the revenge of the Moon against him must surely be sufficient to remove from history conosciuta.I lunar paths are paths that connect the Umbra moonlight at night. A Garou Moon following with great devotion may be rewarded with the vision of one of them. Make the trip involves some risk. The dangers of a lunar path often correspond to the current stage of the moon.
- During the full moon, hostile spirits can be drawn from the path, waiting to ambush travelers tendenre foolish or unwary.
- During gibbous moon, the spirits may block a path requiring a toll of songs and stories (even if the herd had to leave his way to find a song or story fits).
- The path of the half moon is torn between Wyrm, Weaver and Wyld, or even between courts of spirits. The pack may need to negotiate through shifting alliances and pacts.
- As the crescent moon is barely visible, guardian spirits and cunning adversaries require puzzle solving, mainly of riddles.
- When there is no moon, of course, the path is interrupted, or it could be barely visible, requiring travelers to be based on their insight to find the via.Per comparison, the spirits that travel along the same again and again AIRT leave traces the spiritual, physical trails that can be followed. Wyld spirits could leave behind a trail of renewed vigor and energy, while the spirits of the Wyrm could pollute and plunder their spiritual paths, impregnated with despair and misery. As written in the user base, the main difficulty when dealing with spiritual tracks is their temporary nature, a strong wind can easily delete one. Umbria spiritual portals are a very important discovery, because they bring an instant from one area to 'other. Unfortunately, many of them do not last for long. The portal, as we know, is longer existed, the transition between the Umbra and the mythical Arcadia, the earth's history lasted for centuries, and now may have closed for sempre.Oltre these four methods commonly known, there are other more unusual. Rosica I speak with reverence of the Subway Bones, a mysterious train cross-Umbra "which is used by their tribes. Some can be found only after epic poisoning, and this earned him the nickname "Night Train." Silent Strider I know that there is another means of transportation that passes through the land of the dead, a "Midnight Express" who attends all the places haunted by ghosts, werewolves and the coyotes Nuwisha plusibili not tell stories, and misleading on their spectral "Ghost Train." Geography of Umbria should not follow the laws of land, of course. The spiritual world is not limited to vast plains and landscapes. Flocks spiritual paths that travel may find themselves on the back of a sleeping giant, or to flow through tubes filled with viscous, floating on currents of cold air, or thrown into a downward spiral. Cubi-dimensional paintings (Tesseract) are carried out as flowers and musicians climb staves of musical notes. Plasticine porters with ties continanuo glasses to be based on clichés of hippies. The sky is no longer the limit.
The Spirits of Weaver and Web Pattern Pattern
The Web is another type of path spiritual, one that is used by the servants of principalmetne Weaver - but sometimes even by those who oppose it. As was the Mad Weaver to erect many of the gloves between the realms, domains and even Penumbrae, his spiritual servants can run virtually anywhere along the Web.La plot is so complex that it is virtually impossible to read without the Gift of Glass Walker (and Theurgist) Web Walker. Dominate or even evoke a spirit of Weaver can fit. Remember where it carries a certain path might take a roll of Intelligence + Enigmas (difficulty 7). These shortcuts are not without risks, the following are some dangers that are appropriate to travel along the web. (Note: The same hazards may be found everywhere Weaver is strong, such as the barriers that surround the realms, domains, sub domains and dimensions.)
- A large and powerful incarnation of the Weaver shows himself in all his glory and multifaceted insectoid . Not getting noticed may be the best option, but a negotiation conducted very well might be able, thanks to a twisted logic, to bring the spirit to reveal information or to perform a favor for the herd.
- Wyldlings attack the pack, swapping the wolves for the servants of Mad Weaver. Their hostility and alien nature is such that dealing with them is almost impossible. This is a good way to emphasize that no member of the triad, even The Wyld is "friendly" to the Garou.
- Several plots come together in a web connection, creating a domain dominated by Weaver. There may be a terminal leading to the Cyber \u200b\u200bComputer Web Reaml.
- Some sections of the Web are plague-stricken by the corruption of the Wyrm. The Wyrm corrupts the spiders of turning them into Blight-Weaver spiders, resulting in vast webs acid clouds of toxic gases and other dangers worse. The spirits of the Wyrm corrupted by Weaver are not required to ignore the Garou using the Gift Web Walker.
- calcified Objects can be found within the paintings; dying spirits, fetishes, down from power, shapeshifting into suspended animation, corpses decaying, and so on. A valiant Garou may have to overcome ambushes, sticky webs, or even held for victims to leave the short-lived. I tend Blight-spider traps around these objects, and the heroes may not realize the dangers until it's too late.
- Informational Geomids nodes are surrounded by information Geomids Attack. Many are ephemeral perfection of Platonic or multi-faceted, dealing with ruthless efficiency of the intruders. A witty traveler might be able to swap information, or an isolated Geomide could simply ask for information ("Information ..., information ...") to anyone who passes.
- Structural Geomids erect and planning for new areas of the Web, sometimes without having any logical order. The Pattern Spider assist them as servants. Flocks of Garou act as good and strong construction materials.
Myths and Legends
heroism played a big part in the spiritual world. While the puppies have reached the Penumbra for countless generations, many of the other realms are undefined and unknown. When the hero reaches a realm for the first time or try a task that would be impossible in the real world, "is risking big. This is part of what makes him a hero. It 'a pioneer, if successful, others will recognize the heroism seguiranno.I werewolves giving reputation, as part of this, the Galliard stories repeated again and again. Garou legends may well inspire Cliath and puppies to follow in their footsteps, they take the same trip to prove their heroism. Theoretically, this reinforces the structure of Umbria, always making the impossible possible. If a sufficient number of Garou visit a realm again and again, give him spiritual strength, making it important. If enough of the realm of Galliard said again and again, this reinforces the realm that describe, solidifying its "reality." In this way, the spiritual world reflects the ideals and aspirations of the Garou. Battlefield has been shaped by the heroes who have recreated the historical deeds of great courage, just as Scar and the Realm dell'Atrocità are expanded daily horrors humans. But when a hero tries a big deal for the first time - such as if-the-Joins Mile-High through the glove on board an airplane, or a Scrutastelle Klaital trying to descend into the Abyss - anything can happen. Heroes, myths and legends to help shape the Umbra. Their actions will resonate until the end of time.
Long, strange trip
The Umbra is as infinite as the imagination. Even the Near Umbra is too great to be able to draw a map. Galliard Garou and numerous others who are dedicated to finding Umbria have attempted to define its offshoots are further away, inventing new vocabulary to define the impossible. Some terms predominate, but as the Umbra new realms continually raises the short-lived, new descriptions and ideas often arise.

Domains Domains are places in Umbria supported by external spiritual energy, often that of supernatural beings. The tribal homelands are the best example. The spiritual forces from every tribe and its tribal totem create a realm where they can interact with the reflections of the great heroes Garou. Each of these domains is a dream of the highest ideals of the tribe. The dreams and the willpower of the various tribes create their spiritual matters. (Or maybe it's the Legendary Realm to lend strength and dreams to the Garou. Who knows?) To the explorers who need to define and classify, chimeras, the realms-den, the moon and all the realms described in this section are also domains. Domains that are held by the Wyrm, the Weaver or the Wyld domains are called the Triad. (I theurgists who constantly need to use these words are too precise instead called arrogant judgmental. For the visionaries who believe that the Umbra is transcendental, it is better to experience these places in person, and care of the definitions below.
Domains
The Blight of the Triad are realms that reflect the ideals of the most perverse and irreverent Wyrm, plans or static and dehumanizing of Weaver. Some are formed in the Penumbra, changing reality to suit the wishes of the spirits that control them. Others are grouped around the Hellholes or the Web (as described below). The werewolves can destroy a particular Blight healing environment on Earth, destroying a specific building in the scar, or killing a sufficient number of spirits in the Blight itself by weakening the energy to then recanalise. Blight with powerful, often requires all three cases, making the purification of a Blight better job for flocks of young Garou. Each recaptured Blight is a victory against the Wyrm or Weaver.Le Glen (valleys) are domains where the Wyld is supreme. Their reflections land are places of great beauty, while their shadows in Penumbra are ideal for meditation. The paths that extend from the lunar Glen are often spared the depredations of the Wyrm. Moltre AIRT and provide portals that lead to realms such as natural or Pangea Wolfhome.Gli Hellhole domains are enslaved by the Wyrm, desolate areas extensively corrupted by the pollution. Some spit fire in the Penumbra, shine with unwholesome or radiation or diseases. Their very presence may limit the use to which a Garou can make his or Gnosis of his gifts, but they provide Fury (usually 1-3 points) to Garou who see them for the first time. Their very presence is an insult, a blasphemy against Mother Earth, if only because they draw energy from the depths of the realms Malfeani. Flagella and I enjoy playing here. The simple act of entering into one of them can hurt a painfully Garou, in terms of play, such as radiation hazards and bonfires are often present in spiritual form. Many lead to Hellhole Malfeas.Le Web calcified in stasis by Weaver, maintained as representations of cities or urban realms, showing how they will be when the paintings of the Weaver will completely troublemakers. Many are "Blight" of Weaver and are found in the Penumbra shadows that correspond to physical locations on Earth. The Web is supported by the conformity and oppression present in their physical counterparts. The force the Wyld is mitigated here. (In game terms, the inconvenience of changing form, and those who rely on the Gifts Wyld, increase by 2.) You can often travel along the Web Draws (described above) from one of these places, but this road is often covered even by the servants of the Weaver. Many Web Realm Neighbours lead to scar and CyberRealm.Proprio like Glen can be found in the Penumbra, the Wylding Umbria are found both near and into the depths. Wyld and ephemeral spirits gather here in the form of eddies, swirls, clouds and other, more disturbing. The laws and structures of these places can change at any moment. Some Wylding Umbria Close Ancorhead that contain lead Deep Umbria, but can also disperse raw chaos and madness in their domain. You know you are mad that Garou simply logging into one of these places (slowly losing Willpower, Gnosis and sanity). Some believe that Wylding draw their strength from a realm called the Flow Near, but flow leads to a lot of strange places. Other Domains

The Chimeras are domains of individual dreams. Theurgists Some believe that every person has fallen asleep in a private domain where you play his dreams. If this is true, then the werewolves is that the spirits of the Wyrm can access and act on them and modified in subtle ways. The rare times when you run into a kimono, mists surrounding the shadowy outline of the penumbral sleeping person. These domains have their own particular risks, including the spirits and called Phragment Flagella of Dreams. It is said that some have of the legendary wizards and vampires Chimeras extremely powerful. Regardless of who created the chime, when he wakes up all those inside are thrown in the Dream Zone or in a different sub-realm outside the Penumbra. Chimeras All connect to the Dream Zone (detailed below). Realms-den in Penumbra are domains created by Bastet, the feline shapeshifter. Through a hole-realm, the cat and prevents Web Blight be formed in the Penumbra of the place. Even the other Fera (ie other shapeshifters) have problems enter into these realms, even though it says that Ratkin are able to create hatches to access it (a hot topic). The Bastet can challenge any Garou who travels the land surrounding the physical realm-den. It is said that other Fera are able to create their own versions of the realms-hole, especially Ananasi.I Moon Moon formed when the paths intersect, or gather around a point where bridges moon pass frequently. The Celestine Moon gives his spiritual immanence area. His spiritual servants, the Lune, aggregate there. A pack that is lucky one can rest and meditate in relative safety during a trip fraught with danger. The schools that are dedicated to the complexion Phoebe, in adopting as their totem, can earn gifts that can be used in these places. One of the rituals of Phoebe makes a bunch of her children to travel to an amusement to the moon itself.
Epiphs
The Epiph are realms of pure thought, often devoted to a single idea. Those who have never experienced them in person can not fully understand. A Epiph could be dedicated to a simple concept such as the blue color, the smell of ozone, or the number 4. Other more elaborate take on the appearance of an alternative history, or the celebration of an alternate identity, or dilemmas and intrigues worthy of the Twilight Zone. Prolonged exposure can lead to madness. An unwary traveler Umbria depth may enter a Epiph too easily. Out is much more difficult.
Mini-Realms
The mini-kingdoms are broader domains. Qualse Nobody knows the origin of the energy used to support a mini-kingdom. Some are close to failed attempts to build a moon bridge, or at ambitious spirits who want to trap the Garou to feed their Gnosis. Flocks sometimes categorized as a mini-realms realms and domains that are unable to comprendere.Ad example, one of the most infamous mini-kingdoms is the "Beast," a vast expanse that looks like the back of a giant mammal. In front of the Beast, the wolves are little more than fleas. Huge clumps fur stand for hundreds of miles in the air. All attempts to see the beast in its entirety, are doomed to fail. Flagella by the strange and terrible features insect feasting on the beast, sucking blood and Gnosis. Garou attack with renewed vigor, except that their prey is not able to dig into the skin and survive as a parasite. Sometimes the Beast changes shape, catapulting passengers Umbria below. Consequently, the Rosica Bones in particular, show a higher respect for their own pests and a renewed interest in hygiene.
Neighbours and Horizon Realms
Some witches and wizards traditions describe the membrane with the name of Horizon, the very limit of human possibilities, the Glass Walker often use the same term. According to the wisdom of Uktena, sorcerers and witches frightened by the problems of the physical world often took refuge in the small kingdoms which they called "Realms of the horizon." Very little shapeshifting have never seen the inside of one of these sub-realms, as their inhabitants were provided to defend them jealously. Many of these Realms Horizon were structured to be nothing more than an elaborate place to hide, an area where custom-made mages could do whatever they wanted to those who wore there, without having the various wars of peroccupare 'shadow that fought in World Tenebra.Sfortunatamente, in the World of Darkness, no one can hide for sempre.L 'dawn of Anthelios has had many effects on Umbria, and Horizon Realms are no exception. Many have fallen away so much from the fact that the paths connecting them to it are closed. Others have fallen into a more violent. Recent entries (among those who worry about shapeshifting such things as the occasional Corax or Nuwisha) describe scenes in the Horizon Realms fall because of internal wars, invasions of hostile spirits or animals, or even for direct intercession Incarnae. A particularly vivid story says that Rorg, the complexion of the Planetarium asteroid belt, has decided to use one of these rows as "target for practice" for an attack that will do in the future, and has thrown a handful of minor ephemeral against that prototype of Eden. The story sounds exaggerated, even plausible - but those who have met the Hunter from the many claws are a bit 'harder to doubt it.
Sub-Realms
The sub-realms are reflected in Umbria or Near Zone. Some exist between the Penumbra and the Realms Vicini, becoming stable enough to be visited repeatedly. They have enough spiritual energy to maintain themselves, at least until they are destroyed by the invasive power of the Wyrm, the Weaver and the Wyld. Some are taken and redefined in the same transition. Many "exist" between two realms Vicini, maybe taken in an area where the two "overlap." A sub-realm normally follows at least some of the rules of the realms from which nato.Ad example, there is a realm that lies between Pangea and Penumbra, known as the Land of the Dinosaurs. Lizard king of Mokolo walk the Earth in their form Crinos, enjoying a freedom that can not be found in the physical world. Exotic creatures from the dawn of time thrive here, including those that have become extinct long ago. The Garou Ahroun, particularly Fenrir, Red and Uktena of Claws, hunt here to demonstrate their skills. In this land, as in Pangea, the werewolves regenerate and regain Gnosis faster, and change shape more easily. On the other part, while the spirits of Pangea are governed only by the phases of the moon, here are the Lizard King to rule. All of them pay taxes, including small tribes of primitive humans who have established religions to worship their gods-diniosauri.I Rosica Ratkin bones and make pilgrimages to the realm of television, a sub-realm of CyberRealm. Some also say that lie next to a Epiph. Here, the spirits of all human television show is kept alive by nostalgia and memory. Umbral A traveler can easily find themselves in one of his favorite TV show. Many of the laws of CyberRealm continue to apply, but the "logic" of television. There is always a chance to escape at the end of each program, unless the hapless victim encounters the words "To Be Continued." Most werewolves think that the existence of this realm is a disgusting joke, proof that mankind is actually fall far outside of the grace of Gaia, if these are the most sublime concepts that humans are to worship.
Zone
Zones are an intrinsic part of Umbria, but have aspects that can not be accurately defined. They have strong connections with the rest of the Tellurian. Damage cause serious repercussions throughout the Tellurian, and may even attract the attention of Celestine. It is believed that many areas are part of Umbria Deep, yet some Garou to have met without going through a Ancorhead. Zones are described in more detail in Chapter Two of Umbra, Revised Zone are Edition.Quattro-recurring in epic tales of Garou. The Mirror Zone contains more reflections of the Earth, and sometimes traps Garou returning through the glove. A pack could spend weeks in the Mirror Zone to notice subtle differences that show how they never really returned to casa.La Null Zone is like a second glove, a "backdrop" to the reality, the space behind the Umbra. It acts as the area behind the scenes in a theater. The passage of time does not pass unless a non-Garou is watching the events. The space has no meaning in the Null Zone, is shorthand for everywhere, but also does not lead anywhere. Its white walls and bare, waiting to steal meaning from those who guardano.La Dream Zone is composed of the dreams of both humans and the Garou. In theory, the Chimeras are offshoots of the Dream Zone.
time zones
There are also stories about time zones, but all end in tragedy. Some people talk about Garou, and other supernatural creatures, who try to travel back in time, but none comes to pleasing results. For example, the Lords of Shadows tell the story of a sect of vampires who developed a method to travel back in time through a limited access to time zones - until one of them tried to return back in time to usurp power from the founder of their bloodline. Now none of them exist anymore, and are remembered only vagamente.Le unique stable time zones are those that reflect the places that once existed. It is believed that these areas are not able to change the past but can provide the knowledge of how things once were. For example, there is a strong temporal area that reflects the American West in the late nineteenth century. The kingdom is powerful enough to make some who were exploring the thought of having traveled in time. Some of those to whom the case is then accepted by the Mirror Zone that persuades them to actually be able to change history. As if they were hit by a "Temporal paradox," they deny the infinity of failing their attempt to change the past. Some are never seen again.
Werewolf: The Wyld West
Another popular example of Sub-Wyld Realm Thunder is the Wild West, a detailed and authentic replica of the American West. Visitors can enter with the intention of playing "Cowboys and Indians," but they often bring to light old rivalries between the tribes that make up the herd within a few hours. Fianna proud of their ancestors may change their minds when they face these attacks brought against the Puri, the Wendigo may find evidence of how some of the so-called "wyrmcomers" acted with surprising compassion and open-mindedness. The Glass Walker might have a chance to ride the railways, with the Iron Riders, the Uktena experience the Ghost Dance, and Garou of any kind and may die fighting shadowy echoes of the Storm Eater, a shadowy ferocious maelstrom of unparalleled rage. The Garou may not want to live in the Old West, but it would certainly be a spectacular trip. (In other words, if you bought that damn manual, there is no reason not to use it again, right?)
Views
views are realms where travelers can not take physical, but can still be observed. These images and ideas were thrown into the current drift of Umbria. Meet one is often dangerous, and may forever alter the perception of the reality of one person - or a shapeshifter. The views unfold in front of travelers Umbria, trapping them until they complete their image. Some explain them like pieces of dreams that float freely, ideas born out of Gaia, or reflections of past events trapped deep in Umbria. Garou one could see the source of Umbria, a worldview in the stasis of calcified Weaver, or even a foreshadowing of his own death.
Hazards of Travel Umbria
Even the safest tracks can not guarantee that a spiritual journey into the depths of Umbria is without dangers. Any person performing a search in the spiritual world should be prepared for the worst, or at least some of the most common problems. Obviously, since the spiritual realm is capricious and mischievous, the following hazards are just a list of examples - each worthy of the name Narrator alter, develop and expand this list depending on what you want to learn more.
- Twenty Umbria : Sometimes, the Garou Umbria feel as if they were breathing pure energy, fresh air or even ether luminescent. No matter what the medium, the force of the Wyld can mingle to form a maelstrom, or simply forcing the herd to follow a path in the air until an unexpected destination. The Garou can be blown away by the Their track, brought up on the thermal currents to other areas of the spiritual world, or simply terrified by the fury of the storm. The wind may not cause any real damage (although the narrator calls the shots for absorbency), tired badly, or actually hurt them. Imagine a scene where the bunch has to regenerate the wounds caused by a wind of Umbria ... just as it drops them in the middle of a battle with hostile spirits.
- Moon and Moon : Imagine a lunar path, which is following the herd, it intersects with another path of the moon. Spirits moon floating in the air like balls of pure light emitting moon, blocking their way. How could they behave very well depend on the current phase of the moon. May punish for not joining the herd to the wishes of the Moon, casting out fetishes or silver "insulting" to when the gang gives them a toll (paid or favors of any kind), or simply misleading the flock with cryptic and activities alien. Regardless of the protection it provides, however, Luna is the spirit of the mysteries, and her creations are no different.
- Weaver of Spirits: The Pattern Web can lead almost anywhere, so the spirits of the Weaver can intercede wherever required. A Glass Walker doing a bit 'too much reliance on high technology could attract their interest, or a Fury or Black Red claw full of energy might irritate them Wyld. If a flock has stolen a precious fetish to a realm, the servants of the Weaver may rush to retrieve it before it is used, thus re-order.
- Views: A scene unfolds in front of the pack, while it travels along a spiritual path (see the description of the view above). May portend a future event in the chronicle, Offir them a temptation (true or false) to make them swerve from their look, or even reveal the secrets of an enemy of the Garou. A hero might deal with a memory from his past or a key element of his destiny in the spiritual world.
- Allies or Rivals: The pack Lune meets, served as a totem spirit Jaggling, other species of shapeshifter, or even another pack of Garou. Newcomers might initially be friendly or neutral, but could soon prove to be tempting to use the herd for their own purposes. This meeting could test the dedication of the werewolves, their motivation or even their morality. Some have sought refuge in the Umbria shapeshifting permanently unable to return to the realm of the flesh. These creatures may well be hostile troublemakers or simply crazy.
- Flagella : The spirits of the Wyrm have contaminated the herd that a domain thought to be still healthy. The beauty and splendor have been perverted and corrupted. Now the flagella are reproduced here, and attack. Maybe one of the allies or rivals in the previous example was owned by a Scourge. Away from the physical realm, smell (or smell) would render useless the extraordinary gift Perceiving the Wyrm.
- Shadow of the Moon: A spiritual path could end up with no apparent region. Special skills (puzzles, Occult, Wisdom or cosmology, for example) may be required to perceive the place in which it takes, or how can we fix it. A brave lupus may groped to jump the chasm. A failure could plunge the flock to the Abyss.
- Victims Mostly : Travelers from a time gone appear on the spiritual path. There may be shadows of a bygone era, refugees from the Mirror Zone, deceiving spirits in disguise - or the genuine article.
- Wyldlings : Chaos is free! The weapons could melt, fetishes might freeze, while spirits issue psychedelic intoxication, dementia, delusions or hallucinations. The reality changes beyond the norm even for the spirit world.
Myth and Destiny
The Umbra. The Umbra was. The Umbra will be. The spirit world not only reflects the past, it also helps to shape the future. As the forces of the myths and legends to help shape the structure of the spiritual realms, the fate may play a role essential in a trip to Umbria. The Galliard said that if a hero for something vague in Umbria, in the end will find it. Each search can be done successfully, or at least simulated and recreated. If a hero can not get a result in the spiritual world, he gains a clearer revelation of how to recreate these tasks in the real world. "Rosica The Bones, for example, attacked the Scar many times to learn how to be saboteurs Weaver against the projects - in recent times, have joined their representatives from all tribes, even the Glass Walker. Would not do this unless they believed that their actions may have tipped in their favor the balance of power in the wars against the agents of Waver, if successful. The result could very well change their own destinies. If the herd really believe in this, their chances of success aumentano.Allo Similarly, the real heroes are often witnesses of prophecies and revelations in the spiritual world, whether through sight, Realms neighbors that evolve, or imaginary realms such as the Mirror Zone. If a hero goes in search of his destiny, will find it. If you see a tragic fate, will take time to prepare for it. Not surprisingly, a growing number of those who do quests Umbria noted visions of the Apocalypse. If a sufficient number of Garou begins to believe in any of these prophecies, the events are intended to be fulfilled.
Limits Umbria Umbria Close
Some scouts are speculating on the existence of other barriers between the three Penumbrae. They returned with stories that are passed through them to reach the Digital Web, the ethereal plane, the Shadowlands, fine or other destinations. Obviously there are signs that indicate these places. I repeat theurgists a hero in the spirit world is his destiny, then there is no certainty that a Garou who runs an Aisling will follow the same path. Those trips have occurred enough times, however, to ensure that such a theory has some credibility.
Realms Malfeani
The descent into the hell realms is long and winding. Bianchi's screamer found a shortcut for its depth but sacrificed the fate of their entire tribe in the process. Nadir Malfeas lies the realm of the Wyrm. Other demonic realms, and Malfeani hell around him. Heroes brave charge headlong into these depths of dreaming completely emptied the servants of the Wyrm. But back with nightmares, or do not return everything here learned of the Silent Strider speculate that it is possible to arrive at Shadowlands, ie, the Penumbra Dark, traveling through Malfeas. E 'unlikely that even the most powerful of the heroes will be able to fight through waves and waves of spirits of the Wyrm to get there, unless the poor unfortunate is not stato ingannato per attirarlo più in profondità. Alcuni Garou sul sentiero della corruzione, o destinati a percorrere il Labirinto della Spirale Neta, potrebbero venire accolti benevolmente. Anche così, se l'anima perduta non è in grado di trovare una via per giungere alle Shadowlands (magari perchè non ne esiste alcuna), potrebbe essere costretto a stringere patti degni di Faust per poter tornare indietro.Proprio come è più semplice raggiungere l'Umbra Vicina trovandosi in un potente caern, ci sono luoghi profani che portano direttamente a Malfeas. Gli occultisti Garou si riferiscono ad essi col nome di Hellhole (come abbiamo già visto). I Danzatori della Spirale Nera hanno reclamato molti dei più potenti, ma si dice che some wraiths and ghosts have established their haunt around some of these areas entropy. The Pattern
Web
Another enigma concerns the phenomenon called Web Pattern This spiritual path can take anywhere Weaver is powerful. Some Glass Walker told of having "climb" to reach places such as the Computer Web, cyberspace, space astral, or even remote realms that wizards can get through quiet meditation. More commonly, is used to arrive at CyberRealm. The theurgists of Glass Walker sometimes refer to it as a kind of "spiritual superhighway" for the spirits of the Weaver. As such, sometimes also assumes the existence of "barrier" or Glove that separates these realms, and perhaps even acting as the boundary that divides the Close of the Deep Umbra. Pattern climb the Web requires the Gift Web Walker. Profane and Sacred Sites
Blight
Just as the wolves used to draw the energy from Umbria Caerna Nigh, other supernatural creatures have other holy places (or profane). The glove may be weaker around these areas, but the consequences and the competition can be tough. Specifically at the discretion of the Narrator, a shot to pass the glove that is in a critical failure in one of these places can temporarily lock your faerie Penumbra.I flock to another using the freehold to gather the energies of the Wyld. It is said that a changeling do not ever get old if it remains in a freehold, but never let it end up crazy. Some Fianna claim to have seen this happen firsthand. It is also said that the fae have access to realms beyond the Near Umbra through the freehold, they travel through their personal type of Penumbra. Some Fianna undertook quests to find this "homeland" from which it is said that all they come fae, suspecting that the portal is far from Arcadia. Not surprisingly, the few who have returned have brought with them many wonderful stories and contraddittorie.Alcuni Silent Strider tried to reach the Shadowlands in a similar way, the haunt of the wraith. Go past the glove in a place frequented by the ghosts has its dangers. The Silent Strider already run the danger of attracting the attention of the Restless Dead when they can not successfully overcome the glove. The danger is even greater in a haunt.Una once believed that the Wizards could get their "Realms dell'Orizzone" more easily than their sacred sites. There is enough bad blood between the Garou and the magicians of jeopardizing such investigation. For one simple reason: the magicians often seek Gnosis, and the places where the glove is weak seem to be particularly appreciated. Powerful wizards have learned to Caerna drained by the werewolves, corrupting force. If the wolves are seen sniffing around the source of spiritual energy of a magician, it may choose to anticipate the payment of the Garou and respond accordingly.
Narrative Techniques: Flying Network
storytellers take note: the Umbra is undoubtedly a realm where the tone is predominant on the mechanics. Near each realm can have its own laws and rules, but the spiritual world should be broad and complex, not limited to graphs and tables. Strictly define every detail can kill the spirit of Umbria. To keep alive that spirit, we recommend that you rely on your imagination, rather than on the rules, whenever you want. The realm of the beyond should be a place of wild imagination, so do not just dice, rules and mechanics. The solution to a problem may come from a song, a story, unthinkable invention, an explosion of emotions, or (God forbid) from a simple game ruolo.Una Once you're comfortable with the tone of Umbria you may very well surprise yourself. If one of the rules that define the Realms bothers you, delete it completely. Invent. Sudden. Make the circles. Whoops. A clash with the Tec-9 in an alley should be peppered with a myriad of numbers and endless dice rolls, but the wild and stormy spiritual world it should not. If the experiment works, great, otherwise do not get down - the creativity always involves a certain amount of risk. On the other hand, the characters probably next week will change back in the real world. Remember: when you put aside the rules, the players give you lots of confidence. It also means that you believe in: jumps and flies.

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