UNCLE MIKEY’S WEIRDNESS

 

                This is a compilation of miscellaneous information for live-action Mage: the Ascension games using the Laws of Ascension rules.  Everything presented here is the author’s original work and permission is given for non-commercial use.  Enough information is provided to use each entry as is (though some details will often have to be added on the spot), but Storytellers are free to modify them according to the dictates of individual chronicles.  You may find that some entries are not appropriate for your chronicle.  That’s just fine – it’s not as if any of this stuff is mandatory.

 

Bygones                                Paradox Realms                   Umbral Realms                   Umbrood

 

                All of these entries have been reviewed by volunteer Storytellers from all over the world and are approved for play as is in the San Antonio Camarilla Domain TXD03.  Still, one can never have too much feedback (especially positive feedback…).  Comments and criticism are most welcome and can be directed to Uncle Mikey himself (that’s Mike Walton in real life) at thunderdog_sa@yahoo.com.  If you have ideas of your own that you’d like reviewed I’d be happy to look at them.  If you have suggestions for items to add to this document (as in, ideas that you can’t or don’t want to develop yourself), I’ll take those into consideration as well.  If you’re looking for Rotes and Wonders please refer to Uncle Mikey’s Rotes and Uncle Mikey’s Wonders, respectively – if this is on a web page somewhere, those other two documents are probably nearby.

 

BYGONES

                Most of these creatures are the author’s interpretations of beings from various sources.  Nothing here is meant to represent real-world religion, science or White Wolf canon; rather, they are attempts at interpreting the legends and lore of many lands into the World of Darkness.  The rest are the products of the author’s own twisted imagination.

 

Allghoi Khorkoi

                The Allghoi khorkhoi or Mongolian Death Worm is a fat, bright red animal that looks like a yard-long worm.  There is a bubble on the body halfway between the head and midpoint.  The creature gets its name from its resemblance to a cow's intestine; Allghoi khorkhoi means "intestine worm."  The death worm was found mainly in the Gobi Desert during the Mythic age and is still so feared by the people of the region that many consider the mere mention of it’s name bad luck.  They are currently found in the drier parts of the Summer Realm, the Shard Realm of Life and the Warren.

                The Allghoi khorkhoi has the ability to kill at a range of several feet.  The worm sprays an immensely lethal corrosive venom that stains the effected area bright yellow.  The death worm also secretes this venom from its skin.  The poison is potent enough to kill an animal as large as a camel in less than a minute.  Immunity to poison or some type of non-permeable covering are the only defenses against this attack.  The worm normally moves under the sand.  Its skin is covered with a transparent membrane that protects it from friction.  This membrane probably helps the animal conserve moisture as well; a worm would otherwise find a desert very uncomfortable.  When it’s ready to kill, it lifts half of its length out of the sand, inflates the bubble and squirts the poison.

                Death worms have no visible eyes but can somehow see; they are attracted to the color yellow.  They are known to have excellent senses of hearing and smell.  No one has ever observed the feeding or mating habits of the Allghoi khorkhoi (though the latter are presumably similar to those of mundane annelids).  It is thought that the creature is a thaumavore that feeds on the rush of Quintessence resulting from the death of a large animal.

 

Typical Death Worm

Physical Traits: 5 (Quick x 3, Resilient x 2)

Social Traits: 0 (immune to Social Challenges)

Mental Traits: 0 (has 8 generic Traits for the purpose of ranged attacks and perception-related Mental Challenges; otherwise immune to Mental Challenges)

Powers: venom does one Health Level of lethal damage per turn for 10 turns (poison control measures halt further damage); poison attack has the Spray Special Ability as per a shotgun.

Health Levels: 4 (it’s simple nervous system renders it immune to wound penalties)

Number Encountered: 1

 

Eurypterid

                The common name of these primitive crustaceans – “sea scorpions” – aptly describes their appearance.  They are found primarily in the Hollow Earth and the Shade Realm of Life.

                A eurypterid’s body has 12 segments with a rounded head and two large simple eyes.  There are 12 legs on the first body segment; a pair of grasping claws, four pairs of walking legs and a pair of swimming paddles.  The last body segment is a large spine or spine-bearing tail fin called a telson.  The most prominent feature is the densely armored exoskeleton.  Most eurypterid species are quite large for crustaceans (over 2 meters/6.6 feet long), but there are smaller varieties that get no more than finger length.

                Eurypterids are strictly aquatic; they can be found in both fresh and salt water but prefer brackish environments like estuaries and mangrove swamps.  They can swim quite well in shallow water but are too slow-moving to be effective as chase predators.  Sea scorpions usually survive by scavenging but will ambush unsuspecting prey if the opportunity presents itself.  They generally use their claws to grasp prey while they devour it alive.  Eurypterid claws are strong enough to penetrate the shells of their favorite prey – other crustaceans.  The telson is a self-defense weapon most often used to cover a retreat.  While not truly social, eurypterids monitor each other closely and rush to the scene whenever one of their number discovers food.  This swarming behavior makes them much more dangerous than their size and natural weaponry alone would.

 

Typical Eurypterid

Physical Traits: 8 (Ferocious x 4, Rugged x 4)

Social Traits: 0 (immune to Social Challenges)

Mental Traits: 0 (has 4 generic Traits for the purpose of perception-related Mental Challenges; otherwise immune to Mental Challenges)

Powers: claw attacks are Armor-piercing, all attacks do lethal damage.

Health Levels: Healthy x 4, Bruised x 1, Wounded x 1, Incapacitated x 1, Mortally Wounded x 1 (reflects the hardness of the shell and the fragility of the creature inside)

Number Encountered: 6-10

Comments: as crustaceans, eurypterids are good eating if properly prepared.

 

Hai Riyo

                The Hai Riyo is the only winged member of the Oriental dragon family.  A Hai Riyo has a brightly colored bird’s body topped with a dragon’s head.  The typical wingspan is about half the height of an average human adult.  Ancient specimens may be large enough for a man to ride.

                These chimerical creatures are frequently found as Companions of the Shen.  They prefer to live in mountains among the clouds but have adapted well to life in cities – they love skyscrapers.  Hai Riyo can speak (they are adept linguists) and are known for their impeccable manners.  They also have the ability to predict the weather.  Some people think that Hai Riyo can actually control weather.  Dragon-birds rarely deign to correct such ignorance.  A Hai Riyo is worth 3-Traits as a Companion.

 

Physical Traits: 6 (Graceful x 2, Quick x 2, Vigorous x 2)

Social Traits: 9 (Charming x 3, Dignified x 3, Persuasive x 3)

Mental Traits: 9 (Clever x 3, Disciplined x 3, Intuitive x 3)

Abilities: Dodge x 2, Etiquette x 3, Linguistics x 2 (any three languages; native language is Japanese or any Chinese language), Lore (Shen) x 2, Subterfuge x 3

Powers: Flight (150 feet/turn, 1 Glamour/hour), Soothsay (Omen; only used for weather prediction)

Glamour: 4

Willpower: 2

Health Levels: 6 (immune to wound penalties)

Banes: Warding (good manners; a Hai Riyo cannot attack someone who is being respectful and non-aggressive.  For the purpose of this Bane verbal abuse counts as attack.)

 

Indricotherium

                These impressive creatures are members of the rhinoceros family.  They weren’t common even during the Mythic Age and are no longer found on Earth.  Like many other prehistoric animals they are most often found in the Hollow Earth.

                Indricotheres are robust like all rhinoceroses but are more gracefully built; they have long legs and long necks.  This arrangement allows them to reach into treetops to eat leaves.  The most impressive feature of an indricotherium is its size.  A typical specimen stands 5.5 meters – about 18 feet – at the shoulder (compare this with an at-the-shoulder height of 4 meters/13 feet for an African elephant).  The neck adds an additional 2.5 meters/8 feet.  This immense size naturally gives the animals great strength.  An indricotherium’s hide is gray and leathery like that of a modern rhino.  They also have sharp senses of hearing and smell to compensate for their poor vision.

                Indricotheres are herbivores, but their dispositions are similar to those of their modern cousins.  They attack any unfamiliar moving object that gets too close.  An indricotherium won’t fight to the death if it attacks; the beast is happy if the intruder flees.  The animals usually travel alone, but one can see mated pairs or mothers with young during certain times of year.  Mothers with young are especially insistent on keeping their “personal space” inviolate.

 

Typical Indricotherium

Physical Traits: 18 (Brutal x 7, Robust x 7, Steady x 4)

Social Traits: 0 (has 10 generic Traits for the purpose of intimidation-related challenges; otherwise immune to Social Challenges)

Mental Traits: 3 (Alert x 3); has Acute Sense for hearing and smell and Weak Sense for vision

Powers: because of its size and strength an indricotherium gets a free retest on any contest of strength (this is equivalent to a Might retest) and does two Health Levels of lethal damage with its hooves.

Health Levels: Healthy x 3, Bruised x 4, Wounded x 2, Incapacitated x 2, Mortally Wounded x 1

Number Encountered: usually 1

Comments: the hide makes good strong leather when properly cured.  Some of the primitives in the Hollow Earth use the bones as structural members in ceremonial buildings.  Such bones are usually collected from the corpses of animals that die of natural causes.  The meat is edible but doesn’t taste very good.

 

Phororhacoid

                The most spectacular birds ever to walk the earth were the aptly-named Terror Birds.  These fierce predators were common during the Mythic Age but are now found almost exclusively in the grasslands of the Hollow Earth and the Totem Realm of Birds.

                Phororhacoids stand 1.5-2 meters (5-6.6 feet) tall.  Their long powerful legs make them incredibly fast runners in addition to bearing wickedly clawed feet.  A phororhacoid’s aquiline beak is large and strong enough to bite through a human skull.  Most species have boldly patterned crests that display the animal’s emotional state (males have larger crests than females).  A Terror Bird’s wings are much too small to allow flight; in most species they are used only for balance while in others they have atrophied away altogether.  The bird’s long neck lets it turn its head in a wide arc that extends the already impressive field of vision granted by its large eyes.

                Terror Birds hunt in much the same manner as lions.  They will stalk within a short distance of prey and then attack in a sudden rush.  With their great speed they can easily run most animals down over short distances.  Phororhacoids typically tackle prey with a two-footed flying kick.  They then pin the victim down with a claw and deliver a killing bite to the neck.  If the prey is too large to tackle they may use a claw to hamstring it instead.

 

Typical Phororhacoid

Physical Traits: 12 (Ferocious x 4, Quick x 4, Resilient x 4)

Social Traits: 0 (immune to Social Challenges)

Mental Traits: 5 (Alert x 2, Observant x 3); has Acute Sense for vision

Powers: attacks with claws and beak do lethal damage (two Health Levels with the beak, one Health Level with claws).  Their running speed is equivalent to Intermediate Celerity (Rapidity).

Health Levels: Healthy x 2, Bruised x 3, Wounded x 1, Incapacitated x 1, Mortally Wounded x 1

Number Encountered: 1-4 if wild, more if domesticated (see Comments below)

Comments: the meat of these birds is quite good to eat.  At least one pygmy tribe in the Hollow Earth has trained Terror Birds as war mounts.

 

Scribbles

                Sometimes an artist invests so much passion into his work that he leaves a bit of his Glamour in it.  When this happens the artwork can take on life in the Dreaming as a Scribble.  Scribbles are vibrant and active Chimerae.  They are also created quite often.  Only their transient nature prevents them from overrunning the Dreaming.  A Scribble dies when its creator forgets it unless someone else keeps it alive by infusing the original picture with Glamour.  The usual method is by admiring the artwork; many Scribbles thrive on refrigerator doors long after their youthful creators have moved on to other things.  Childling Kithain often have Scribbles as Companions while mundane children and artists may have Scribbles guarding their dreamscapes.

                Scribbles differ so widely from one another that no specific description is of any use in identifying them.  They look like whatever the artist drew.  The only reliable classification of them divides the breed into Primitive and Advanced types.  Primitive Scribbles arise from the drawings of children and those with little artistic talent – they can be stick figures, random doodles, simple line drawings, etc.  Advanced Scribbles are usually the work of adults or teenagers and always the work of talented artists.  These range in appearance from publication-quality comic book art to photo realistic paintings to 3D computer graphics.  The more realistic a Scribble appears the more it is bound by the physical laws of the material world.  Advanced Scribbles have the capabilities of whatever they resemble (a knight would have weapons and armor that functioned like the real articles, a dragon could breathe fire for aggravated damage, an anime mecha could shoot missiles, etc.).  Primitive Scribbles vary considerably in their abilities – they can do whatever the artist imagined they can do.  Primitive Scribbles also ignore the laws of physics in favor of “cartoon physics” – i.e. they run in straight lines for several seconds after going over cliffs, bounce back unharmed after being flattened by anvils and run into tunnels that are painted onto walls.  Primitive Scribbles can only do bashing damage with their attacks, but they can often do quite a bit of it (3-5 Health Levels with a single attack) as they aren’t bound by reason.  The powers of both types are limited by the artist’s understanding and, in the case of Scribbles drawn from fictional sources, the rules of the original source.  Primitive Scribbles tend to be fragile while Advanced Scribbles are more solid looking and more robust.  Drawing style isn’t the only factor, however.  A Scribble’s stability and number of Health Levels vary according to the degree to which the artist is emotionally invested in the work.  A Scribble dies if its picture is destroyed.  This is the only sure way to kill some of the nastier Primitive Scribbles.  Even if a Scribble is destroyed, it creator may be able to resurrect it by drawing it again.  This rarely happens, and even when it does the revived Chimera is never exactly the same as the original.

                Scribbles normally remain in the artworks that create them, but they can come to life while the artist is (day)dreaming.  They may also become active at the approach of Kithain or other Chimerae and will always animate during times of special mystical significance (i.e. the Feast of Samhain and certain astronomical events).  While the Scribble is active the appearance of the picture changes.  Mundane sight only shows a slight darkening or vague wrongness.  Anyone who can perceive Fae Miens will clearly see that the figure has stepped out of the picture.  Scribble-inhabited pictures can also serve as conduits into the Maya.  The Gauntlet in the immediate vicinity of the picture is 2 Traits lower than that of the surrounding area, and casting the Stepping Sideways Effect while concentrating on the picture always takes the caster into the Maya even if she could not normally get there (a PC requires Kithain Lore 3+, Greymayre 3+ or prior experience to know this).  Attempts at this may be thwarted by Scribble gatekeepers, however; they often mistake such travels for attempts to invade their creators’ dreams.

 

PARADOX REALMS

                The following Realms are identified according to the system used in the San Antonio Paradox Deck.  In the descriptions below the Sphere that generated the Paradox is referred to as the offending Sphere.  The offending Sphere for each Realm is listed in its heading.

·         Consonant Prison – the caster must use the offending Sphere to break out by force;

·         Consonant Puzzle – the caster must get out using ingenuity and the offending Sphere;

·         Dissonant Prison – the caster must break out by some means other than the offending Sphere;

·         Dissonant Puzzle – the caster must finesse her way out without using the offending Sphere;

·         Ego Horde Mindscape – the caster must defeat multiple minor Hobgoblins in a social contest;

·         Ego Nemesis Mindscape – the caster must defeat a major Hobgoblin in a social contest;

·         Id Horde Mindscape – the caster must defeat multiple minor Hobgoblins in a physical contest;

·         Id Nemesis Mindscape – the caster must defeat a major Hobgoblin in a physical contest;

·         Superego Horde Mindscape – the caster must defeat multiple minor Hobgoblins in a mental contest;

·         Superego Nemesis Mindscape – the caster must defeat a major Hobgoblin in a mental contest.

                The description of each Realm specifies how to get out, but the presiding Storyteller has discretion here.  Players who come up with solutions that are both creative and reasonable should be rewarded for their efforts.  In Realms where it is possible to accumulate further Paradox, all backlashes result in damage except where specified otherwise.

 

Allalonestone (Dissonant Prison, Correspondence)

                This Realm consists of a calm ocean under a monotonous gray sky.  Both extend indefinitely in every direction (including a sea of infinite depth and a sky of infinite altitude).  The weather never changes and the temperature is a constant 72 degrees Fahrenheit.  The only feature is a flat-topped bare rock about the size of a large walk-in closet.  There is no island beneath this rock; the stone floats in the endless sea.  No form of direction finding will work in this Realm, nor is there any way to leave the rock for long – swimming or flying away will always lead back to the stone within a few hours.  All Correspondence links lead back to the stone.  While trapped here the prisoner has no need of food or water.  This is a good thing considering that the prisoner is the only living thing in the entire Realm (only one person can be in this Realm at a time; it is not an appropriate Realm in which to trap ritual teams).

                The easiest way out of the Realm is to wait until somebody else enters (at which point the current occupant is ejected), but that could very well take centuries.  The fastest way out is to forge a link with another person.  Simply issuing a distress call isn’t enough; the prisoner must form a true emotional connection with another sapient being.  The key word here is form a connection; exploiting an existing connection won’t work.  Nor can the caster force a connection using Correspondence magic.

 

Blitzenveld (Consonant Prison, Forces)

                The only land in this Realm is a flat plain with low hills and sparse patches of tall grass.  A wind-tossed sea surrounds a central plain that is only a few dozen hectares in area, and the horizon seems visibly too close to eyes that are accustomed to earthly distances.  The sky is dark and full of clouds.  The air is never still; the constant wind ranges from a stiff breeze to a biting gale.  These are minor inconveniences next to the feature that gives the Realm its name – the storms.  Although there is no rain, thunderstorms rage often in Blitzenveld.  Hardly an hour goes by before some point on the plain is struck by lightning.  The animals that live here – strange legged fish whose eyes are ever wide with fear – retreat to the water whenever a storm begins… and a storm always begins when Paradox brings a Mage to this Realm.

                Any use of magic except for Forces doesn’t work in Blitzenveld while Forces magic that doesn’t involve electricity is always vulgar.  Paradox gained within the Realm strengthens the storm; when lightning is about to strike a character, the bolt has a number of Traits equal to the target’s Arete plus the total Paradox gained by the target during the scene (if the Mage accumulates more Paradox before the scene ends, it does increase the storm’s power).  Each bolt does two Health Levels of lethal damage.  Anyone who is incapacitated will be immune to further lightning strikes and will bleed off all Paradox gained up to that point.

                The only way to escape the lightning is to go into the water, but Magi who do that learn why the fish grew legs and came on land.  The sea is home to fearsome aquatic predators with habits and capabilities similar to those of sharks.  A Donnerhaifisch also has innate Forces powers; it can sense electrical fields and can generate short-range electrical blasts.  Donnerhaifische normally live exclusively on a diet of Beinefisch, but they welcome variety when they can get it.  A Mage who is in the water is safe from the storms but will register on the electrical sense of Donnerhaifische at a range equal to her Arete x total accumulated Paradox in miles.  The Storyteller should keep in mind that the entire Realm is less than 1,000 miles across.

                Getting out of Blitzenveld is simple, but simple does not mean easy.  A Mage caught here will eventually see a Beinefisch struck by lightning.  For most bolts this kills or severely wounds the animal.  If the bolt is especially large and powerful the fish disappears in a multicolored flash.  The very next stroke will deposit the fish somewhere else apparently unharmed.  This is the clue that allowing oneself to be struck by a large enough bolt is the way home.  The Mage can use Forces to intensify the lightning before it strikes him or can pile on the Paradox to invite a really big bolt.  The intensified bolt will also do increased damage (three lethal Health Levels) and render the target unconscious for several minutes.  The Mage returns to the real world several yards away from the spot that he disappeared from.

 

Beinefisch

Traits: Physical 4, Social 3, Mental 8 (perception only)

Abilities: Dodge x 3

Powers: running speed equal to First Intermediate Celerity

Health Levels: 5 (Healthy, Bruised, Wounded, Incapacitated, Mortally Wounded)

Number Encountered: 1-3

Comments: will try to flee immediately if attacked

 

Donnerhaifisch

Traits: Physical 10, Social 0 (immune to Social Challenges), Mental 6 (perception only)

Abilities: Brawl x 5 (specialty: Biting)

Powers: Electrical Sense (equal to the Apprentice Forces rote Darksight); Electrical Projection (ranged combat challenge; damage = 1 lethal, range = 5 yards); bite does two Health Levels of lethal damage, tail swat does one Health Level of bashing damage

Health Levels: 8 (Healthy, Healthy, Bruised, Bruised, Wounded, Wounded, Incapacitated, Mortally Wounded)

Number Encountered: 1 per PC

Comments: will try to flee if reduced to first Wounded Health Level

 

Chronometria (Dissonant Puzzle, Time)

                The entirety of this Realm is the interior of a skyscraper-sized clock.  The machine is divided into clearly defined levels.  The springs, levers and gears of the machine range in size from about a yard in diameter or length to roughly the size of a small room.  The entire contraption is incredibly complex.  The scenery also includes a few skeletons – the remains of previous occupants who failed to escape.  Sensory Entropy and Matter Effects are always coincidental here, but any attempt to use Time magic automatically fails.  Any other magic is always vulgar.  Paradox doesn’t backlash here, however; it manifests in another way (see below).

                When a Mage arrives here, the clock isn’t working.  The entire problem is due to a single faulty component.  Finding that component and getting the clock to run again is the only way out of the Realm.  The first obstacle is the sheer size of the clock; a systematic search could take weeks and still risk missing the problem.  The second problem is, ironically enough, time – the only food and water available are what the caster brings with her or can make (and making it is vulgar…).  The clue to the puzzle comes in the form of Entropy or Matter sensing.  If the Mage has the Locate Disorder and Weakness or Fragments of Dream rote active she will notice a “ping” when she sees a certain type of component (this indicates the kind of part that is broken).  Another “ping” will occur when she sees components of a certain size (this reveals the size of the broken component).  If the broken component is on a higher level than the Mage, she’ll only get “pings” from components that are above her.  If it’s on a lower level, only parts that are below her will register.  If the problem is on her current level, she’ll only “ping” on components at eye level.  A Mage who figures out this pattern can find the problem quickly.  Actually fixing the broken part requires a Static Mental Test versus 12 Traits (retest Repair or Technology) – this can’t be done with a magical Effect.  Once the problem is fixed the clock strikes 12.  When the echoes of the last gong die down the Mage will appear in the spot from which she left.  The sound of the bells will leave her deaf for the rest of the session, +1 day for each Trait of Paradox gained while in Chronometria.  Correcting this condition with magic is vulgar except in the caster’s Sanctum.

 

Parlor (Superego Nemesis Mindscape, Mind)

                The Parlor consists of a huge spider web – complete with huge spider.  Upon appearing here the Mage is completely wrapped in a web cocoon.  The spider proposes a simple riddle contest.  If the Mage wins, he goes free.  If the spider wins, it gets to feed on the Mage (it will use exactly those terms; the distinction is important).

                The exact victory condition depends on how the contest is run.  If it’s done simply with tests (Mental Challenges, retest Enigmas), the winner is the one who runs the other out of Enigmas or Mental Traits (player’s choice).  If both the player and the Storyteller actually tell riddles, it’s best three out of five.  Either party can get a hint by defeating the other in a Mental Challenge.  The Mage goes free unharmed if he wins the contest.  If he loses, the spider feeds on him but doesn’t kill him.  That’s because the spider consumes him mentally rather than physically; the Mage loses all Mental Traits as if he spent them (if the PC did in fact spend all of his Mental Traits he loses a Willpower Trait and a permanent Mental Trait instead) and gains a Derangement of the Storyteller’s choice.  The spider then ejects its finished meal from the Realm.

                If the Mage tries to fight his way out, the web has (Paradox Level + 3) Health Levels.  The cocoon instantly regenerates to full strength if all of its Health Levels aren’t destroyed in one turn.  The only benefit of being free is the privilege of holding onto the web on one’s own.  The spider will know immediately if its web is attacked and will respond with its venomous bite.  Attacking the spider directly destroys it in one attack.  Then a bigger spider takes its place.  This continues until the Mage agrees to the riddle contest.

 

Riddle Spider (Major Hobgoblin)

Willpower: equal to the Mage’s own

Abilities: Dodge x (Paradox Level), Enigmas x (Paradox Level)

Physical Traits: equal to the total Traits of Paradox

Social Traits: equal to the total Traits of Paradox

Mental Traits: equal to the total Traits of Paradox +2

Powers: Venom (inflicts the Negative Traits Lethargic and Oblivious for the rest of the scene)

Health Levels: 1

 

Vita Canis (Id Nemesis Mindscape, Life)

                This place looks like where dogs go when they dream.  The grass is green and thick and there are plenty of cool streams to drink from.  There are lots of cats and rabbits and they’re all fat and slow.  Every now and then a ball, stick or Frisbee flies out of nowhere for some lucky dog to catch.  The only animals here (other than the trapped Mage, of course) are dogs of all descriptions.  A few of the dogs are friendly and may allow a cautious Mage to pet them.  Most are suspicious, some are fearful and a very few are hostile.  The most disturbing are the ones who follow the Mage around, pleading for something inexpressible with eyes that shine a little too brightly with intelligence.

                Shortly after arriving here the Mage will be confronted by the undisputed ruler of Vita Canis, a huge canine that attacks any human that it finds.  The Order of Hermes has dubbed this monster Canis Maximus, but most Magi who know of this Realm call the monster by the name that the Hollow Ones gave it – Dogzilla.  The creature treats Magi like chew toys, but never plays with them too hard (won’t reduce the target’s Health Levels past Incapacitated).  Dogzilla even waits for the Mage to completely heal before playing with her again.  The true danger of Vita Canis lies in the long-term results of Dogzilla’s attention; the Mage gains a canine feature (black nose, floppy ears, etc.) after every encounter with the beast.  Eventually her incarnation within the Mindscape will look entirely like a dog and her body will fall into a coma.  If a character who has reached this point has one more encounter with Dogzilla she is lost, for the only doglike feature that she has left to gain is a dog’s mind.  If a Mage is turned completely into a dog her body dies.  Defeating Dogzilla in physical combat is the only way to avoid this fate.

                By now the astute reader has figured out that the too-intelligent dogs here are other Magi.  It is possible to restore one of these, but the others are forever lost.  Disciple Correspondence can form a leash with which to lead the dog-Mage out of the Mindscape.  Then the astral hound must be reunited with the dog-Mage’s body.  Successful use of this procedure is the source of most of the Traditions’ information on this Realm.

 

UMBRAL REALMS

                The description for each of these Realms includes its location in the Umbra and the Sphere combination necessary to get there according to the World Walking Rote listed in Uncle Mikey’s Rotes.  Except where otherwise noted magic is judged coincidental or vulgar in each Realm by the same criteria that apply to the material world.  When the Realm description mentions connecting Realms it usually means that there are Paths connecting the two Realms rather than a direct connection.

 

Banyan (Middle Umbra; Spirit)

                This Realm is one of many incarnations of the World Tree.  Banyan is an island about the size of Texas girded by a narrow ring of beach a few yards deep that trails off into smoke.  Stars are clearly visible beyond the edge.  A 300-foot-tall banyan tree takes up the rest of the land area – the Tree is a rain forest unto itself with an understory consisting of medium-sized fruit trees.  The normal small life that is found in a rain forest abounds here.  There are invertebrates of many varieties as well as the birds, reptiles and small mammals that feed on them.  Very little else is here.  Most travelers come here only to rest and commune with nature.  Some Dreamspeakers and Bata’a come to collect fallen leaves or branches from the Tree for use in Wonders.  Others come searching for the elusive Bygones said to inhabit the Realm.  Only those with the right information (Bata’a, Dreamspeaker or Spirit Lore x5) know that the Tree itself is self-aware and willing to commune with those who approach it with respect.  Most uses of Life magic are coincidental here, but any magic cast with the intent of harming the Tree – even if its only analysis to judge how the tree could be harmed – is vulgar with witnesses.

                Banyan connects to many other Realms.  Climbing to the end of a branch and jumping off can take the traveler to the Verbena Spring, Summer or Autumn Realm, Midworld, the Umbrood Courts, the Shard or Shade Realm of Life, the Elemental Domain of Wood or the Aetherian Reaches.  The Tree can tell a traveler which branch to leap from if she bothers to ask it.  Walking off the edge of the island earns a quick trip into Shenti.  All of these are direct connections, but they are strictly one-way.  Banyan can only be reached via a Path that leads there from the top of a tree in some other part of the Umbra or by means of World Walking if the caster has visited the Realm before.

 

Literaria (Zone; Spirit + Mind)

                Every story ever written makes its mark on the Umbra.  The Literaria is a complex Zone made up of countless small Realms.  Each Realm within the Literaria conforms to a literary “universe” of some kind.  This doesn’t necessarily mean an individual book – a series of books written in the same setting is one universe and thus only gets one Realm.  Realms based on multiple works tend to be larger and more detailed.  Short stories and even poems may generate smaller Realms.  A particular Literarium enjoys stability based on the popularity and longevity of the work on which it is based.  All Literary Realms are based on fiction; nonfiction is generally found in the Epiphamies.

                The Literaria is one of the easiest Zones to enter and is tangent to many other parts of the Umbra.  Because many great stories draw from mythological or religious sources some Realms have connections to the Afterworlds, Mythic Realms or Hy Brasil.  Science fiction often connects to the Inventium, Shard Realms or Shenti.  The existence of electronic literature (including e-books) and video game tie-ins provides paths between the Literaria and the Digital Web.  Travelers including mundanes often get there through dreams.  Literaria are normally based on published – or at least completed – works, but entering through the Maya allows the traveler to access works in progress.  The occasional Shallowing even allows a reader to enter a Literarium through daydreams.  This is often how readers get caught up in great books; the better the book, the greater the chance that a Shallowing will connect to its corresponding Literarium.

                There are two universal hazards in the Literaria (in addition to the specific hazards of a given Realm).  The first is that a traveler always enters at the beginning of a dramatic sequence and cannot leave until that sequence is resolved.  Any traveler who stays long enough for a new sequence to start is stuck until that one resolves.  The second hazard is being forced to conform to the rules of the story.  Each Literarium has its own Paradigm.  Any magic that doesn’t match that Paradigm is automatically vulgar.  Magic that is diametrically opposed to the local Paradigm doesn’t work at all.  The upside is that magic that does conform to the local Paradigm is usually Paradox free as if performed in the caster’s Sanctum.  Paradox in the Literaria often takes the form of dramatic complications like being drawn into an unpleasant part of the story.

                In the Hollywood Realm of the Maya Zone there are Realms similar to the Literaria that draw from movies and television shows rather than books but which otherwise operate by the same general rules as the Literaria.  Modern Hermetics coined the term Cinematica to collectively refer to these Realms.  Any Literarium based on a book that has been adapted to film or television is the same Realm as its corresponding Cinematicum.

 

Madrigal (High Umbra; Spirit + Mind + Forces)

                The Celestial Chorus compiled the first records of this Realm.  No one can say what Madrigal looks like, for no one has ever seen it.  There is neither light nor solid ground here.  Instead hearing takes the place of both sight and the sense of touch.  A constant low-pitched drone pervades most of the Realm.  This Descant serves the Realm as air.  In places where the Descant is faint, there is a gentle “breeze.”  Where the Descant is loud there is strong “wind.”  Every now and then one can find stable whorls of music called Fermatas.  These features are highly prized, for a Fermata is the closest thing in Madrigal to terra firma.  The geography of Madrigal consists of vertical layers called Voices, horizontal divisions called Dynamics and lateral divisions called Tempos.  One does not walk through Madrigal; one hums, sings or plays music.  A traveler here ascends or descends according to changes in pitch, moves “north” or “south” through changes in volume and goes “east” or “west” according to how quickly she produces a series of notes.  Madrigal connects directly to the Epiphamies of Music and Noise as well as the Elemental Domain of Air.

                Magi who venture here come mainly to study the Sphere of Forces (all sound-based Forces magic is coincidental and not subject to the Domino Effect here).  Willworkers of an artistic bent may come seeking inspiration for musical works in the natural ambience of the place.  Younger Ecstatics sometimes come here with recordings and portable CD players to drift wherever the music takes them.  A very few Magi come seeking the greatest treasure that Madrigal has to offer – lost words.  It is said that every word ever spoken or song ever sung eventually finds its way here.  Those who are desperate to hear the final instructions of a dying Master or the last words of a departed loved one may come here.

                Madrigal is not without its hazards.  Occasionally there are waves of deafening sound called Crescendos that can batter a traveler as severely as any earthly hurricane.  A Mage must also avoid Rests; anyone trapped in one of these pockets of silence will eventually suffocate.  The fact that one can make no sound in a Rest makes them difficult to escape without magic.  Magic aimed at negating sound can create a Rest while sound-based or especially noisy magical attacks can initiate a Crescendo.  Rests and Crescendos often result from Magi in this Realm accumulating too much Paradox.  There are also native lifeforms here called Cromes.  Cromes can be Sharp, Natural or Flat and come in the Keys of A-G.  These creatures vary wildly in “appearance” (i.e. musical quality), abilities and disposition.  A few musically gifted Magi have managed to acquire Cromes as Familiars or Spirit Allies (must have Performance in singing or a musical instrument at least equal to the level of the Background).

 

Dynamics (from “north” to “south”): Fortissimo, Forte, Mezzo Forte, Mezzo Piano, Piano and Pianissimo

Tempos (from “east” to “west”): Presto, Allegro, Andantino, Andante, Adagio, Lento, Larghetto and Largo

Voices (from highest to lowest): Soprano, Mezzo Soprano, Alto, Countertenor, Contralto, Tenor, Baritone and Bass.  Theories about two other Voices – Ultrasoprano and Infrabass – remain unconfirmed.  If anyone has ever sung notes high or low enough to visit these levels, they have either failed to return or chosen to keep their peace.  Rumors say that a Crescendo constantly rages on the Infrabass level while Ultrasoprano is an eternal Rest, but there’s only one way to know for sure…

 

Soma (Low Umbra; Spirit + Entropy + Life)

                A trip to Soma is perhaps the most fantastic voyage into the Umbra that a Mage can undertake.  This Realm gives the traveler an excellent view of the human body – from the inside.  Unfortunately, it’s a very sick body.  The Realm is full of immune cells ranging in size from about that of a beach ball to bigger than a school bus.  Every single one of these cells perceives a visiting Mage as an invading germ.  This doesn’t mean that the actual germs are friendly, however.  Travelers here risk suffocation if they don’t materialize in the lungs (the only place where there is open air).  Travel is also a problem unless one moves with the bloodstream.  There are hazards in the forms of various maladies that afflict the giant body; one could be absorbed by a cancer, devoured by flesh-eating bacteria, attacked by a virus, etc.  The leading theory suggests that Soma is an Umbral representation of the Universal Body Image.  What this says about how the average human feels about her body is not at all encouraging.

                Despite the risks, Soma is a popular destination for studying Life magic and/or the Biotech Ability (Storyteller note: the latter application still requires High Approval to actually learn the skill).  Any use of Life to heal is coincidental here unless the damage is aggravated.  The exception is ministering to the Realm; any healing directed at Soma or its component cells is coincidental and doesn’t contribute to the Domino Effect.  The downside is that all attempts to use Life for harm are vulgar.  Harmful Life magic directed at Soma or its component cells is vulgar with witnesses (disease organisms don’t count as component cells for this purpose).  Paradox Backlashes in this Realm usually manifest as some kind of disease.  Magically healing such a Paradox Malady is automatically vulgar if attempted within 24 hours of the Backlash and vulgar with witnesses if attempted while still in Soma.  Drugs and other medical treatments have their normal effects on Soma except for the difference in scale – it takes a lot of aspirin to cure this body’s headache.

 

Antibodies

Physical Traits: 10

Social Traits: 0 (immune to Social Challenges)

Mental Traits: 0 (immune to Mental Challenges)

Willpower: 0

Powers: Enzyme (one bashing Health Level per attack, requires a Physical Challenge; only effects organic matter, ignores armor that is not treated to resist chemical attack)

Number Encountered: each PC will be attacked by a number of antibodies equal to his Arete.

Health Levels: 6 (immune to wound penalties)

 

Leukocytes

Physical Traits: 15

Social Traits: 0 (immune to Social Challenges)

Mental Traits: 0 (immune to Mental Challenges)

Willpower: 0

Powers: Engulf (after a successful Physical Challenge, target cannot move; may escape by beating the Leukocyte in a Physical Challenge); Enzyme (same as the antibody power except that an Engulfed target is two Traits down on the Physical Challenge)

Number Encountered: one per PC

Health Levels: 9 (immune to wound penalties)

 

Typical Bacterium

Physical Traits: 9

Social Traits: 0 (immune to Social Challenges)

Mental Traits: 0 (immune to Mental Challenges)

Willpower: 0

Powers: Endotoxin (a living thing within three paces of bacteria takes one Health Level of lethal damage per turn automatically – the damage is only one Health Level no matter how many bacteria are present; if the subject defeats the bacterium in a Physical Challenge upon first entering its sphere of influence, she is immune to the Endotoxin of that particular type of bacteria) or Necrosis (one level of aggravated damage per attack; requires a Physical Challenge, flesh-eating bacteria only)

Number Encountered: 5 per PC; killing all bacteria present stops the secretion of Endotoxin.

Health Levels: 4 (immune to wound penalties)

 

Typical Virus

Physical Traits: 6

Social Traits: 0 (immune to Social Challenges)

Mental Traits: 0 (immune to Mental Challenges)

Willpower: 0

Powers: Infection (piercing attack does one lethal Health Level, and target must engage in a Static Physical Test versus a number of Traits equal to 5 + the number of viruses attacking; losing causes the target to be infected with the virus – this is a normal sickness if the traveler returns to Earth before the incubation period is up.  If the incubation period expires while the traveler is still in Soma, the traveler “gives birth” to one virus automatically and must make three Static Physical Tests versus 6 Traits; each loss results in one more virus being “born.”   The total damage from the birth equals one lethal Health Level per virus.  The incubation period ranges from 12 hours to a week at the Storyteller’s discretion.)

Number Encountered: 3-10 per PC; deadly viruses like Ebola should be few in number while milder ones like the common cold should be more numerous.

Health Levels: 3 (immune to wound penalties)

 

Totem Realms (Middle Umbra; Spirit + Life)

                For every animal totem there is a Totem Realm.  Each of these Realms is an ideal habitat for animals of the appropriate type; food is abundant and there are neither predators nor competitors for the same ecological niche.  Totem Realms tend to be broad in classification and are further subdivided into Domains.  For example, the Realm of Insects contains the Domains of Ants, Mantises and Roaches.  Wolfhome may be the Domain of Wolves in the Totem Realm of Mammals.

                Most of the denizens in a Totem Realm are mundane animals, but a few of them are sapient animal spirits who have access to esoteric lore associated with their mythical aspects.  The Incarna of a totem also makes its home in the appropriate Realm.  Magic that is appropriate to the totem is always coincidental in a Totem Realm and doesn’t contribute to the Domino Effect.  Magic that is opposed to the totem’s way is always vulgar with witnesses.

 

Warren (Middle Umbra; Spirit + Life)

                Imagine a world filled with mountain vistas and city skylines.  Now imagine that the mountains are tremendous anthills and the cities are gigantic termite mounds.  The Warren is paradise for insects great and small, and there are lots of both.  The Realm has almost as much surface area as the Earth.  There’s even more life below the surface; tunnels big enough to accommodate a subway – made by subway-sized worms – crisscross the underground.  Plants are few and far between here, but they tend to be huge (as in grapes the size of beach balls).  Many of the creatures here don’t eat the plants, though.  They survive by eating each other – and careless Magi who venture here.  Not all of the Warren’s insects are monsters, however; mundane insects thrive here in great numbers.  Those that are disease vectors on Earth harbor the same illnesses in the Warren.  Many a Mage has stormed into the Realm prepared for giant predators only to succumb to malaria or sleeping sickness.

                As dangerous as the Warren is there are reasons for coming here.  Many of the plants and insects can be harvested for rare components for Wonders, and some of the denizens of the Realm can offer hard-to-find knowledge for the right price.  The Warren is a good jumping off place to the Shard and Shade Realms of Life and also connects to the Verbena Summer and Autumn Realms.

 

UMBROOD

 

K’tarch

                The K’tarch first appeared on Earth in 1908.  They were repelled by the combined power of a Dreamspeaker great Ghost Dance and a Chorister mass abjuration.  It’s been almost 100 years since then – and the old barriers have begun to weaken.  The Mages of San Antonio recently performed a ritual to seal them out of the city, but there are other weak points in the Gauntlet…

                These fearsome natives of the Warren see sapient corporeal beings as a blight on creation and are out to clean house.  K'tarch will kill any Humans that they can catch.  Magi will be their preferred targets, followed by Numinous mortals, Changelings, Undead, Shapeshifters and lastly mundanes.  They will not react to Wraiths unless attacked.

                K'tarch resemble segmented worms with armored exoskeletons.  The chitin is deep purple shading to dark red on the underbelly with black markings all over.  The head bears two pairs of scimitar-like mandibles and a "beard" of manipulative tentacles.  There are no visible sensory organs.  Deltas (workers) and Gammas (scouts) are 3-5 feet long.  Betas (warriors) are 9-11 feet long.  An Alpha (general) is 15 feet long.  K’tarch attack by biting with their mandibles or using the Blast Charm.  Alphas can also constrict.

 

K'tarch Delta/Gamma

Essence: 10, Gnosis: 4, Rage: 4, Willpower: 2

Abilities: Crafts: Sculpture x 3 (Deltas only), Dodge x 4, Enigmas x 3, Occult x 3 (Gammas only)

Charms: Airt Sense, Armor, Materialize, Reform

Number per Encounter: 1-3.

Comments: Deltas and Gammas have noticeably different markings; Deltas have rings of small spots while Gammas have tigerlike stripes.  Deltas also have smaller mandibles and a different arrangement of beard-tentacles (longer and finer than the other types, and more of them).

 

K'tarch Beta

Essence: 15, Gnosis: 4, Rage: 8, Willpower: 3

Abilities: Brawl x 4, Dodge x 3, Occult x 3

Charms: Airt Sense, Armor, Blast, Materialize, Reform

Number per encounter: squads of three

Comments: Betas get two actions per turn.  Their exoskeletal markings consist of coarse mottling and their mandibles are larger in proportion to the body than those of Deltas and Gammas.

 

K'tarch Alpha

Essence: 20, Gnosis: 7, Rage: 8, Willpower: 5

Abilities: Brawl x 4, Dodge x 4, Enigmas x 3, Leadership x 3, Occult x 4, Subterfuge x 3

Charms: Airt Sense, Armor, Blast, Materialize, Reform, Umbraquake

Number per encounter: one.  An Alpha will always be accompanied by at least two squads of Betas.

Comments: An Alpha gets three actions per turn.  The beard-tentacles on the Alpha are similar to those of the Delta, and its mandibles are larger in proportion to its body than any other type.  The markings on its exoskeleton look almost like Semitic script.

 

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