Mokole · Werewolf

T h e WfibbIe Umbra

T h e WfibbIe Umbra

**of Note**

Mokol6 do not normally like to travel the Middle Umbra. It is the realm which the Garou prowl. Indeed, it requires the Gift: Walk Between Worlds, for a Mokol6 to be able to step sideways, as well as a body of water to serve as a gate. Few of the children of Dragon risk the trip. The Garou are just as hostile to the Mokol6 in the Umbra as anywhere else. In addition, the Innocents attack any Mokol6 they see.

Some Umbral paths lead to Pangaea and the Land of Dinosaurs. Concealingdiffer on the question ofwhether the Land of Dinosaurs is located in the Near Umbra or in an Inner Umbra “Lost World.” However, Pangaea is “Gaia as She was,” and at least one MokolC has slept there since the Realm came into being. Spiteful Mokol6 travelers sometimes go there to ambush Garou hunting parties and eat Mnesis Travel: The Innocent can enter the Mnesis of other Mokole to haunt them.

Materialize: As per the spirit ru Take Homid Form: The Innoce mind and rolls Po ss: a memory system is as above, save that instead of have somber effects. A Storyteller can use appropriately nasty Gifts, or can use the rulebook for Wraith: The Oblivion, equating Pathos to Gnosis. them. They consider this a hunt for the “most dangerous game” and revel in the challenge. Most of the other Middle Umbra realms are not accessible to Mokok or would not interest them, such as Wolfhome. In the Summer Country, Mokol6 say that they meet Garou who are not hostile to them. As no one can reliably enter the Summer Country to verify this, the truth remains unknown.

The a e e p Umbra The Deep Umbra is the portion of the spirit world that reflects the Mind of Gaia. Its relation to the Realm is defined in a manner similar to that of the Middle Umbra, but a different way of seeing is necessary to understand it. Simply stepping sideways usually will not suffice to enter the Deep Umbra. A special path into it is necessary, althoughseveral wallows know one or two such roads. Many Mokolk and most magical practitioners must restrict themselves to traveling astrally along the shores of Gaia’s Mind, as they are unable to advance further. Further away from the Realm, the depths of the Deep Umbra are home to Gaia’s thoughts and the spiritual representations of beings from the Realm. This is the goal of the Mokol6 spiritualist, to sail into Gaia’s thoughts in search of the memories that she has forgotten and the enemies that seek to corrupt her mind. Because of their different goals and methods, mages will see Gaia’s mind differently. Astral travel, which is a discipline developed by the Mokol6 using the same mental tools that they use to voyage through Mnesis, has its own laws of reality. Generally, the astral self is connected to the physical body by an ephemeral silver cord.The traveler is unaware of the condition of her physical body but can use the astral cord to return to her form at any time. Depending upon her personal beliefs, a Mokol6 may view the silver cord as an umbilical cord to the Mother Gaia or as the protecting tail of Dragon.

Astral form Mokol6 may travel at great speeds; storytellers are encouraged to use 1,000 miles per hour as a general guide. Astral travelers cannot interact with the physical world except in very limited fashion. By spending a Willpower point, an astral traveler can manifest as a ghostly shape and even speak. Mortals viewing a Mokol6 doing this in Archid form will be subject to the Delirium. Two astral forms meeting one another may react as if they were physical. They could speak, touch or even fight. However, since they have no physical bodies, their astral selves’

T h e WfibbIe Umbra | Werewolf Lore · One World of Darkness