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Abyss: Great acts of destruction in the Umbra cause cracks in the very fabris of the spirit world. Garou who follow these cracks in any Near Realm are led out of that Realm and, eventually, to the lip of a gargantuan pit so wide and deep that it appears to be an infinite void. Anything that falls in and cannot fly out is forever lost. Hideous creatures cavort within chasms that lead down the inner walls of the Abyss. Even the most powerful Incarna avoid the Realm at all costs. Some Garou say the Abyss is an Umbral cancer, and the first sign of the impending Apocalypse. Some say that when the Weaver trapped the Wyrm in the Pattern Web, the Wyrm's home became the Abyss. Others say the void hole of the Abyss is the Wyrm.

 

Aetherial Realm: The cosmological apex of the Umbra is an infinite vaulted ceiling of heavenly light that stretches from the Gauntlet to the Deep Umbra. Garou can easily reach the Aetherial Realm by traveling toward the Umbral "sky." The Incarna of Luna, named Phoebe, and the Incarna of Helios, named Hyperion, both dwell here, as do powerful spirits of the air and stars. All Moon Bridges travel through the Aetherial Realm, and the Umbral aspects of Sol's planets appear in its skies. Here, the Celestines hang constellations of the greatest heroes.

 

Arcadia Gateway: Long ago, when faeries abandoned the Gaia Realm for their mysterious new dimension, they left behind a doorway in the Near Umbra. The Realm surrounding it assumed the properties of the original land of the faeries, Arcadia. This Realm is still populated by the few faeries who did not join the others in their exodus from Earth. They protect the Gateway and treat all visitors to a taste of Faerieland. Here are noble High Faeries and mischievous Low Faeries. Some Garou claim that beyond the mysterious Gateway, the rest of the fearie population has evolved - or devolved - into something transcending the fearies who stayed behind.

 

Atrocity Realm: Life on the Gaia Realm is often subject to hideous shocks and brutality. The psychic backlash from these assaults has inflicted massive spiritual damage on the Umbra, resulting in the creation of the Atrocity Realm. All Wyrm atrocities on Earth - from child abuse to serial killing to swordpoint religious conversations to genocide - have reflections here. Banes are spawned here in larval pits guarded by Scrags. One can escape from this Realm only via empathic suffering with the victims.

 

The Battleground: Mankind's glorification of war has created a Battleground Realm. Here, spirit warriors fight grisly recreations of every battle from the Impergium to the Siege of Sarajevo. Signposts point the way to each battle. Shades of all the world's wars appear in concentric rings that lead toward the Plain of the Apocalypse - a vast, empty field that waits for the final battle. Difficulties for all frenzy rolls are reduced by two here, and Garou who enter the fray gain a point of Rage per turn of combat. Garou who seek to learn secrets of their foes visit this Realm to observe or fight their enemies' Umbral dopplegangers. Garou also come here for a chance to unleash their Rage.

 

CyberRealm: Humanity's technology advances have created this Weaver Realm. Here, technology has overwhelmed the inhabitants, who must meld with machines to survive. Half of this mechanistic land is a glass, concrete, plastic and steel monstrocity called the Sprawl; the other is a subterranean world called the Pit. Glass Walkers love the CyberRealm and use its Computer Web to make war one the Wyrm. Weaver spirits are strong here, and Wyld spirits are weak.

 

Erebus: As the Aetherial Realm lies in the cosmological heights of the Umbrascape, the depths of the Umbra contain an infernal underworld. Erebus is a place of endless torment, where Garou are immersed in a lake of living silver. They take aggravated wounds, healing just in time to suffer further. A great, three-headed wolf-creatures prevents Garou from leaving. The few who have returned from Erebus rarely speak of it. Some believe that this Realm is a crucible that purifies Garou of Wyrm corruption and Harano.

 

Flux: A pocket of pure Wyld energy has extruded through the powerful Weaver barricades of the Tellurian to create a massive Flux Realm in the Near Umbra. This is the very heart of the Wyld, given to Gaia to sustain Her and keep Her from total Weaver suffocation. Anything is possible within the constantly shifting Flux Realm; indeed, madness is likely. Time shifts unpredictable, and the Garou themselves transform uncontrollably, shifting amons their various forms. Garou can learn to manipulate the very fabric of the Flux Realm, literally controlling the changing, unbridled reality like gods. No entity may be bound or controlled here.

 

Legendary Realm: The legends of the Garou are so powerful that they have sprung into existence as livingshadows. The Legendary Realm is a composite mythic-fantasy Realm that incorporates all legends of all tribes into one impossible world. Each tribe has a territory that roughly corresponds to its ancestral homeland on Earth, and Garou travel to these lands to experience the lives of their ancestors. Ancient legends can be changed by the actions of a modern Garou reliving them.

 

Pangea: Earth spent vast amounts of time in a primordial state. The spiritual energies of this age have left and enduring mark on the Umbra. The eons have etched Pangea into the fabric of the Umbra with a strength and solidity unknown to any other Realm. It is filled with massive woods, virgin jungle, and pristine rainforest. All species that ever lived flourish here, even titanic dinosaurs, and a great Incarna dragon called the Elder Serpent makes its lair here. Forces of the Wyrm have been trying to seal Pangea away from the rest of the Umbra, and many Garou feel this realm holds a secret to preserving the world beyond the Apocalypse. All Garou receive one Gnosis point at dawn, and all Primal-Urge rolls made in Pangea receive one automatic success.

 

Scar: The Weaver's frantic spinning culminated in the Industrial Revolution, which had powerful repercussions in the Umbra. A wasted cuty called the Scar arose in the Umbra. Here, the work that makes humans' lives meaningful is corrupted into soul-destroying oppression. This is a gloomy, gritty Realm of ashen slums, befouled shantytowns, deafening factories and endless pollution. The Scar's factories produce many of the fetishes used by Wyrm minions in the Gaia Realm. Esacpe is difficult, for the Gauntlet around the Scar has a rating of 9. Some Garou say that escape is possible through the Dream Realm.

 

Summer Country: Gaia spent an eternity in a state of pure, uncorrupted love, before the first cataclysm. This time created an enduring reflectionin the Umbra - a world where all is peace, grace, and pleasure. In this Realm, a blissful, crescent-shaped island in a beautiful blue sea, all creatures have abundance of Gaia's Gifts. Garou cannot typically arrive by choice in this nounteous and chingly beautiful land; rather, they may emerge here when they have had a transcendental experience in which they come to accept full and unconditional love of the Goddess. All wounds, diseases and curses are cured here, though some Children of gaia insist the wounds were cured by the inner healing process that resulted in the Garou arriving in the first place. Some Garou insist that the Summer Country does not exist.

 

Wolfhome: Though it looks almost identical to the physical world, Wolfhome is actually among the strangest of the Umbral Realms. It is the only Realm in which the Garou are radically transformed. They are trapped in Lupus form, without their Gifts and fetishes, in a world where wolves are hated and hunted predators. Only their regeneration and Rage remain. Humans hunt them with guns, helicopters, and high-tech equipment. Escape is possible only by understanding the wolf's place in the world

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