This explanation page for World of Darkness analyzes and ranks its cosmology according to this wiki's Tiering System .
Tapestry
The Infinite Tapestry
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Anything's possible. The Infinite Tapestry of creation encompasses everything — all that is, all that was, and all that can be imagined. For a frame of reference, mages place the Earth at the center of all creation, if only to understand the mysteries around it. Call this reality the physical world, if you like, or the real world, if you eschew all alternatives. We call it Earth. Mages are human, first and foremost, and thus, they live and die in this world, the sphere inhabited by ordinary humans. When referring to the Tapestry, most rely on the same terms, ideas, and frames of reference they used before the Reckoning. Whether all these ideas hold true remains to be seen. Their planet is no longer the center of creation, and once safe Realms now deceive and destroy the unwary.
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~ The Infinite Tapestry, Page 9
Guide to the Traditions
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ㅤ "Reality is the sum total of everything. Reality is all that exists, has existed, or will exist. Reality lacks boundaries. Reality includes that which is possible but does not exist, for if a thing can be conceived then it is already a thing. Reality includes the absence of a thing, for nothing is, in and of itself, something. By extension, Reality includes that which isn't possible. This seems pretty self-explanatory. Reality is the basic instance from which everything derives, or perhaps the container in which everything resides. Everything is a subset of reality: you, me, this computer, the toast I had this morning, the Yankees, cancer, love, Cryptonomicon, Madagascar, and even the bee that stung my thumb when I was a kid. This definition seems to remove the concept of time from the equation. Upon consideration this simplifies the definition immensely. Simply put, if something can exist (or might have once existed), then it is a part of reality. This leaves room for possibility – what might exist if the future is variable, or what will exist if it isn't. Simultaneously, all of the possibilities from times past are accounted for, as opposed to "what actually happened” being the only thing that is real. For example, it was once possible that I die in a boating accident at the age of nine. I didn't, yet that still doesn't invalidate the possibility that I could have. The reality of something that is absent makes sense. I think you're saying that if something could exist in reality at large if it were ever conceived of, but for whatever reason isn't, then there is a “placeholder" that exists for that thing – sort of a cosmic "null set” identifier. Even if all of reality occurs without that particular thing ever existing, there's still the null state placeholder for that thing: your fire-breathing cows, cars that on Jell-o, and so on. Coupled with the concept of infinity, there must be an infinite number of null-sets as well. In English, there's no way that reality can ever "fill up."
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~ Guide to the Traditions, Page 46
The Tapestry contains everything, anything that has been thought of is contained within it. This takes into account null sets and the pure non-existence that follows/measures it. See Platonic Realm for more:
Guide to the Traditions
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While the Tellurian is the conception of reality, the Tapestry is reality given form. While the Tellurian is infinite, mercurial and macrocospic, the Tapestry is the discrete metaphorical lens slipped around it to provide definition for the murky chaos beyond. Everything given form is a part of the Tapestry. The Tapestry is not any more "real" than the Tellurian; it is simply an expression of inherent connections between the Tellurian's elements. The Tapestry is not static, elements of the Tellurian slip into the Tapestry on some occasions and out upon others. Sounds like real fabric-of-the-universe, creation myth stuff. Once again, I'm sure it made a lot of sense to use the word “Tapestry” in the 15th century. Now that we live in a world where knitting isn't the be-all and end-all of the average person's existence, I wonder how valid it still is. It must really suck for you guys to know that most of the knitting is done by machines these days. If I'm getting this right then the Tellurian is all that is possible, whereas the Tapestry is all that actually occurs. It also sounds like the Tapestry is mostly physical, leaving abstract concepts and possibility to the Tellurian. The Tapestry is all that is, while the Tellurian is all that is and that could be. Creating the smaller subset makes sense in the context of getting hierarchical in the universe's ass.
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~ Guide to the Traditions, Page 47
All that is Real is in the Tapestry, yet is not more Real than the Tellurian. It is the expression of "Everything" and its (inter)connections/dependencies.
Mage The Ascension (20th Anniversary Edition)
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Infinity is too big to wrap your head around. Like God, it needs a face. The Tapestry is that face - a metaphor for that which exists. Whereas the Tellurian is potential, the Tapestry is form. All woven together like some artistic curtain, the strands of interconnected existence create a shimmering whole. Beyond the obvious pun about tying everything together, the Tapestry metaphor also makes a subtle nod to an ancient magical principle: the idea of interconnectedness. Sometimes known as contagion, this principle asserts that you can affect a thing - say, your landlord - by using something that's connected with it... in this case, perhaps your lease. And if this sounds like an outmoded idea, look up the quantum physics concept of super string theory... an idea that also echoes the Tapestry metaphor. Like I said, mages speak a language of poetics. Even the Technocrats resort to arcane acronyms and cumbersome yet Oh-So-Impressive titles. If you want to truly understand the magickal realm, much less the Otherworlds, it helps a lot if you can wrap your head around the idea of symbols that reveal a deeper truth.
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~ Mage The Ascension (20th Anniversary Edition), Page 90
The Tapestry is the face of "Infinity", and encompasses everything that "is".
Lore of the Clans
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Where the Mahaparisatya focused on the jati hierarchy and interactions between vampires, the lessons of the Saṃsāra concentrate one's ethics toward a somewhat more spiritual viewpoint. The Path of Paradox evolves even as we must evolve, so that we might learn to see through the conflicting truths of this world. One of the most critical doctrines of the Path of Paradox asks the student to discover the inherent inconsistencies and enigmas of the world and accept them; finding meaning in the contradiction of two truths. The law of contradiction states that two antithetical propositions cannot both be true and that nothing which is true can be contradictory with any other truth. This is logic, and mortal philosophers have often stated that to deny this belief is to deny all truth. Yet it is within these paradoxes that the illusions of the physical world are revealed. Once you accept that such conflicts exist, what is the purpose of any truth? The word "paradox" means "beyond belief" in the original Greek, and the scholar Aristotle relied heavily on the rejection of paradoxes to base logic. Yet Ravnos know illusions can exist, and that some things can be both false and true. The ability to know and not know, to be conscious of complete truthfulness while telling carefully constructed lies, and to reject morality while still claiming an adherence to ethics, is the heart of the path. Only those whose minds and spirits grasp those elusive truths can spiritually ascend and see through the falsehoods of this world.
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~ Lore of the Clans, Page 178
Akashic Brotherhood (1994)
The Tapestry has infinite superior layers of existence. These layers become less and less grounded in nature as all "things" in existence no longer have any materialistic composition to their forms, just the pure/true essence of their being. This includes the very principles and foundations of the law of non-contradiction , breaking it apart and disregarding it entirely.
Tiering
The Tapestry is 1-A+ (Absolute Infinite Layers into Qualitative Superiority ) because it is the face of all Infinities. It contains all "form" of history, imagination and any extensions from it, in particular Set Theory and its entire hierarchy (which can be measured by null sets ). Beyond this, all hierarchical layers showcase the disbandment of dualities and pluralities between all purely-qualitative states heading to a grander unity infinitely and consecutively greater than itself.
Umbra
Umbra: The Velvet Shadow 1999
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The Umbra is a realm of pure spiritual energy that defies all natural physical laws. It can approximate any conceivable state of being. The Umbra coexists with the physical world, but lies apart from it at the same time. The spiritual world affects the world of matter and is, in turn, changed by it. The Umbra is all around us, but still removed from us. Though it is intimately connected to the physical world, it is invisible to most living beings, the part of the world that most men cannot, or will not see. It is as much a part of us as the dark, seething, inner urges that lurk around the corners of our mindsー difficult to accept, but impossible to completely ignore. This dream realm builds us and is in turn rebuilt from our dreams. The mysterious realm of the spirit reflects life on the mundane world. It has many eerie similarities to the world around us, but it goes far beyond the world we know.
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~ Umbra: The Velvet Shadow (1999), Page 15
The Low Umbra
Beyond the Barriers (The Book of Worlds)
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The second lesson is that the Underworld is like nothing you, I, the Technocrats or any religion in the history of thought could possibly have imagined. Your Christian Heaven? A version of it has been built in the Underworld, perhaps several versions, but as for an absolute, perfect Heaven? It doesn't exist. There are but two absolutes in the Underworld: Transcendence, by which certain souls... move on, and Oblivion, which my Tradition calls the Great Unmaking. Instead of absolutes, then, there are layers. The lands of the living, the "Skinlands", are something but a few wraiths can touch. A Shroud of fear, disbelief and hatred then stands as a wall between the Skinlands and their overlaying, ghostly counterpart: The Shadowlands. Beyond that, screaming under the skin of the world is the infinite expanse of the Tempest, an eternal storm. There are islands of stability and safety in this storm ー the great city of Stygia is one, the islands of the Far Shores are others. There are also safe paths through the howling madness, called Byways, and a place at the storm's heart which is the least safe of all. Layers around layers around layers, that is how the Underworld is built. The trick of it is, of course, that the further in you go, the more the next layer encompasses. So inside the Tempest, which is beneath all of existence, is a Labyrinth that holds at its heart a Void. Correction: The Void. Oblivion. The Great Unmaking.
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~ Beyond the Barriers (The Book of Worlds), Pages 72 to 73
Wraith the Oblivion (2nd Edition 1996)
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Known by many names but never mapped, the Underworld does exist as a "place" in the way that the living view geography. Instead, it is a non-Euclidean nightmare to any who think that a straight line is still the distance between two points. Even most wraiths don't quite understand the nature of the realm in which they dwell; they tend to resort to models of increasing simplicity and inaccuracy in order to explain their surroundings. Also known as the Dark or Low Umbra to some, the Underworld is the best understood as consisting of layers that, like C.S. Lewis' mythical kingdom of Narnia, grow larger the further you go. The outermost one, called the Shadowlands is identical in location to the lands of the living. Anywhere the living go the dead go as well, and only the metaphysical Shroud separates the two. Theoretically, a wraith could walk from Canton, Ohio to Canton, China without ever leaving the Shadowlands. All that would be required would be patience and a good set of relic boots.
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~ Wraith the Oblivion (2nd Edition 1996), Pages 34 - 35
Wraith the Oblivion (20th Anniversary Edition)
The Low Umbra encompasses all afterlives humanity has/can ever dreamed of within layers upon layers upon layers upon layers endlessly (with each layer growing in all possible facets than the last whether it's scale, complexity or superiority), every (im)possible underworld and even heaven in philosophies and beliefs are contained within the Low Umbra, no matter how transcendental they are to each other. Eventually the distinction between each one breaks down entirely as it completely surpasses all forms of comprehension.
The Shadowlands
Wraith the Oblivion (2nd Edition 1996)
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The stillborn twin of the lands of the living, the Shadowlands correspond exactly to the Skinlands in terms of geography. A wraith standing in Times Square in the Shadowlands is, in a sense, standing in Times Square in the Skinlands, and runs the risk of being trampled by mortals who don't see him and rush right over his position. Everything that exists in the Skinlands exists in the Shadowlands, more or less. The more emotion an object or a place inspired in the living lands, the more concretely it appears in the Deadlands, and buildings long gone in the Skinlands still rise on the other side of the Shroud. At once beautiful and terrible, the landscape of the Shadowlands is constructed of memories draped like cobwebs over those places, which yet stand in living lands. Objects in the Shadowlands are irreducibly solid to a wraith, but things in the Skinlands are less so. A wall may initially pen a wraith into a room. But by expending a minimum of corpus she can walk right through it. A wraith may be able to reach out to a paperweight or a pencil, but without the use of her Arcanoi she cannot touch it. It is only the Shadowland echoes of these things, once they are destroyed, that a wraith can affect directly. What goes on in the Skinlands is plainly visible to wraiths in the Shadowlands. They can watch TV or eavesdrop on board meetings with ease, invisible and intangible. However, these perceptions of the Skinlands are often marred by the touch of death, as wraiths see the creeping decay in all things. Still, even the most Oblivion-tainted among the living appear healthier and more vital than the lands beyond the Shroud, which are gray and somber with rotting majesty.
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~ Wraith the Oblivion (2nd Edition 1996), Page 35
The Shadowlands is the closest Low Umbral realm to the Skinlands (more commonly known as the Tapestry). It is the corresponding reflection of the mundane world and all its empathic factors and memories.
The Tempest
Wraith the Oblivion (2nd Edition 1996)
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The Tempest is, if you will, the ocean of the Underworld. For it surrounds all and conjoins all, and every other part is somehow or another set in it. Even Oblivion, that titan darkness, manifests itself within the endless storm as a Void set like a jeweler's cut stone into a Labyrinth of darkness. Beyond that, I must confess that in this particular ー and, my dear Ernest, in this alone ー words quite fail me. My poor wordsmithing is inadequate to the task of describing the Tempest, and indeed it is only with difficulty that I can remain calm while thinking of it. More than any other part of the Underworld, the Tempest is quite literally, indescribable. It is in part like the worst and stormiest sea that ever mortal mariner set sail upon, and yet it is more and worse. There are things called Byways, safe paths through the storm's madness, but these avenues take many forms. They appear rivers, or roads, or straight locomotive tracks, or things that even Ernest cannot put a name to. And yet one may peer out as one travels along this Byway and see into the heart of the Tempest itself, where multi-colored lightnings flick their tongues through clouds of miasmal gases and hailstorms of shattered crystal rain up from the abyss.
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~ Wraith the Oblivion (2nd Edition 1996), Page 7
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To say only that the Tempest is the eternal storm of the Deadlands it to be guilty of gross understatement. Eternally raging with a fury unthinkable in the lands of the living, the Tempest is the raw fury that underlies all of the Shadowlands, separating them from Stygia and the Far Shores. Inhabited by shrieking Spectres and other, fouler things, it is a roiling sea of chaos within which time; space and distance cease to have meaning. The landscape of the Tempest is constantly changing; rains of broken glass, noxious gasses, eruptions of boiling pitch and worse are common sights to travelers. Fragments of realities and memories are constantly inflicted upon those whom journey through the endless storm, as each wraith who passes through the Tempest leaves something of himself behind. Even those souls who plummet directly to Oblivion upon death leave a memory, a relic or a feeling floating in the storm, to be encountered by an unwary traveler at some later date.
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~ Wraith the Oblivion (2nd Edition 1996), Page 36
Wraith the Oblivion (The Sea of Shadows)
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Part sea, part desolation, part storm, the Tempest claims the largest part of the Underworld. Like space, which holds the sun, moon, planets and stars within it, the Tempest holds realms upon realms within its chaotic folds. Though it is usually imagined as a vast, murky ocean, the Tempest is as much a storm as it is a sea. In places, the Tempest becomes land-like and doesn't even resemble water. Even in those areas, however, the fury of the storm is felt in gritty, stinging winds and the charnel stench of Moliated or smelted souls. The whipping, stinging, black rain which turns to acid at times, wounding and scarring wraiths unlucky enough to be caught within it.
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~ Wraith the Oblivion (The Sea of Shadows), Page 22
Dirty Secrets of the Black Hand
The Dark Kingdoms
Oblivion (Mind's Eye Theatre)
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Deep within the Tempest is the third sort of territory known in the Underworld. It is here that we find Stygia, home of the Hierarchy and capital of Charon's empire. Further into the Tempest are the islands known as the Far Shores, as well as the other Deadlands or Dark Kingdoms. Many wraiths see the Far Shores as places of peace and tranquility, but official Hierarchy policy is that they are more Purgatory than Paradise. Distant from Stygia and the Far shores are the various other Dark Kingdoms, to which the Dead from many lands pass on. Like Stygia, each of these lands has a system for classifying and dealing with the many souls that pass through its gates, but few from the West have journeyed to these lands and returned. While tales of Stygia and her sister kingdoms across the Sea of Shadows abound, few wraiths in the Shadowlands have seen these places first-hand. Not only is the journey dangerous, even to the dead, but also most wraiths are tied to the lands of the living by what are called Fetters. Items, places or people of great importance to the wraith in life, they anchor a Restless against Oblivion's relentless pull but can also hinder her from traveling far from them. Wraiths who lose all of their Fetters cannot return to the Shadowlands, but must dwell in Stygia and the Tempest; wraiths with Fetters often find their movement and actions impeded if they travel too far from them.
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~ Oblivion (Mind's Eye Theatre), Page 15
The Labyrinth and the "Void"
Orpheus (End Game)
The Labyrinth is an infinite and eternal... labyrinth of everyone's worst fears and sufferings. It is without any form of "constant", ever-changing with no fashion of charting available at any time.
Mage The Ascension (20th Anniversary Edition)
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As with the High and Middle Umbrae, the Tempest houses a multitude of Realms: Dark Kingdoms, hellholes, the dens of powerful entities, and the refuges of souls considered lucky by the standards of this region. According to death-mage lore, ghosts forge so-called Necropoliupon islands in the Tempest. Beyond these Dark Kingdoms - which are built, from what I'm told, out of crafted souls - there's a titanic Labyrinth chewed out of the Maelstrom itself by monsters that might have once been human. At the center of that cyclopean maze, legends say, there's a Void... THE Void, called by some folks the Great Unmaking. This gateway to Oblivion is the punch line to our cosmic joke. All that is, was, or ever aspired to be gets swept into the Void eventually and becomes nothingness once more. Oddly enough, certain mystics consider that a comforting thought. If everything ends in a Void, then everything must come from that Void as well. The Universe can't be an endless flow of water going down the drain; eventually, that water - all matter, all energy, all potential - must get cycled back again. Just as living bodies break down into soil, so the new lives spring nurtured from that soil. And so, by that reasoning, the Void is our metaphysical recycling program, from which all new things come.
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~ Mage The Ascension (20th Anniversary Edition), Page 100
The Void[ Note 1] is at the very center of celestial existence and mortality being the Low Umbra. A unification of unfathomable horror and nothingness but also the beacon of renewel and rebirth where new lives is given (non)form into mundane reality, the Tapestry.
Middle Umbra
Dream Zone
Umbra: The Velvet Shadow
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The Dream Zone is one of the greatest domains, a realm unto itself formed by the collective dreams of humans and shapeshifters. It is a place wherein archetypes rise as real as solid earth in the waking world, where symbolism is more real than any literal meanings. On the periphery of Near Umbra and Deep Umbra, the Dream Zone lies outside the reach of Moon Bridges and even the Pattern Web. If any Spirit Gates reach the Zone they were long ago lost to the Garou Nation. The simplest way for a shapeshifter to reach the Dream Zone is to fall asleep within the Penumbra. Her slumbering mind reaches through the mist of thought and into Dream itself. The realm reflects the dreamer's own dreams, of course, but so much more than that. She can press on, journeying deeper into the dreams of others and their mysteries. One of the most intimate bonds between packmates is to venture within each other's dreams. Deeper still are the most primal archetypes of Dream and all it contains: love, death, flying free, falling and drowning, blood and fire — anything that recurs in the minds of dreaming creatures. The facets embodied through Dream have no limits, and even defy the laws of the rest of the spirit world. Anything dreamed by living things since the very first creature to draw breath appears within the Dream Zone. Within the Dream Zone, anything is possible, if a visitor can dream it. The tales of great heroes who would challenge the impossible for love, glory and honor are as powerful an archetypal facet as anything that ever entered into Dream.
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~ Umbra: The Velvet Shadow, Pages 42 - 43
The possibilities of accomplishments that anyone can achieve are as vast as what they can imagine themselves. One can challenge the literal impossible for valour and glory and shall succeed.
Near Dreaming
Dreams and Nightmares
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It is almost impossible to map the Twilight Realm. Areas of dream-reality mutate constantly, as the dreams that shape them change. These geographical changes are referred to as the Firchlis and be troublesome affairs. There is no guaranteed route through the Dreaming, not even in that area closest to the mundane world, the Near Dreaming. That's one of the first rules of the Mythic Realms. Of course, there are always exceptions. Cities in the Flesh Realm tend to have mirror images in the Near Dreaming, though the mirror used is most certainly distorted. A few of the most powerful freeholds are actually situated at the cusp of Flesh and Myth. They manage to exist in both locations. Perhaps it is these seats of Kithain power that actually hold the dream cities stationary, though no one can say for certain. The entrances to freeholds are the only guaranteed stable points in the Dreaming. They remain the same from visit to visit, always recognizable, though everything around them may well change completely. In the Dreaming, it's not unusual to encounter a freehold's trod that is surrounded by trees and a fast flowing stream where, only a week before, there was an open field filled with flowers. The changes are inevitable, though gradual enough that only individuals who've been away from the freehold for a few days ever seem to notice.
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~ Dreams and Nightmares, Page 23
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Most changelings experience déjà vu when they enter the Near Dreaming. Glamour fills the air and their souls are reminded of what the world once looked like and how they once lived, many incarnations ago. For most, it brings about a sense of well-being. For some, it also brings back the faintest stirrings of past lives. They do not receive any bonuses as a result of these distant recollections. They simply begin to remember past associations. A Kithain known for years and thought of as a casual acquaintance might suddenly become far more important in the Near Dreaming. The past holds its secrets well, and the Dreaming is often one method of getting a glimpse at those secrets. In the Near Dreaming, feelings stir more than actual memories do. A troll might suddenly be angry with a nocker, yet unaware of why she's angry. Or a sidhe might be strangely drawn to study the face of a pooka, uncertain why the face he's known for years is suddenly so fascinating. In the plainest terms possible: This device is for Storytellers to expand plots, not for the player characters to exploit as a source of cheap, new powers.
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~ Dreams and Nightmares, Page 27
Beyond the Barriers (The Book of Worlds)
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The easiest way to reach the Maya is, of course, by going to sleep. Naturally, as a mage, you will want more detailed travel plans, so I advise those of you who wish to reach the Maya on your own to practice meditation. One you achieve the right state of mind, you may enter the space between dreams, the Near Dreaming. Walking into a dream is always harder than drifting into it through sleep. Some shamans can wander into the Maya in spirit form, but most of us remain on this side of the Big Dream until we slumber. Those who specialize in mental magicks can send their minds into this Zone through astral travel. From their bodies, they reach up and out, sweeping into the astral sky and heading for the Moon. As the clouds enfold them, the dreampaths open. The paths to the Maya wind through dark hallways, bridges or tunnels, emerging into either a dreamscape in progress or into a vast and shimmering ocean of Ether.
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~ Beyond the Barriers (The Book of Worlds), Page 78
Far Dreaming
Dreams and Nightmares
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The Dreaming changes the deeper you go beyond its borders. As the influence of humanity's consciousness fades, as the more powerful dreams present themselves, the Dreaming becomes more irreal. The Dream Realm called the Far Dreaming no longer holds any reflection of the Flesh World and surrenders instead to the endless possibilities of the imagination. The Far Dreaming is undiluted by banal influences, though it, too, is created by mortal dreams. The Far Dreaming is home to many of the collective dreams of humans. There are even more Stable Points here than in the Near Dreaming, and they change less often than the structures and shapes of those dreams closest to the human heart. The Far Dreaming is less fragmented by the Shattering than the Near Dreaming. The bubbles of Dream stuff that forge the Dream Realms here are larger and often more ponderous, less volatile. Although the trods are less frequent here, they still occur and still breathe life into the ever-changing reality of the Dreaming. The Far Dreaming is closer to the true power of dreams, older and far more established than the Near Dreaming. Most of the ideas within this region are hundreds or even thousands of years old, established in the time before the Shattering, when anything was still possible. The chimera of the Far Dreaming are more likely to be dragons and manticores than simple images of lost loves and bullies who terrorised us when we were young. The Dream Realms truly hold a part of the Mythic Age within them and still have the strength to alter changelings who journey into their depths.
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~ Dreams and Nightmares, Page 38
Deep Dreaming
Dreams and Nightmares
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One can no more properly describe the landscape of the Deep Dreaming than one can explain the texture of a rainbow. The Deep Dreaming is the very heart and soul of the Twilight Realm, the very essence of Glamour and the center of faerie power. Within its endless borders lies Arcadia, where the true fae still dwell. Beyond the farthest reaches of imagination, on the steppes of fear, there are dark places where the Thallain gather to discuss how best to topple Arcadia. Within the depths of the ocean, Atlantis still stirs, and her denizens ponder what must lie beyond the shimmering edges of the great waters, in the place where people somehow manage to breathe air and live. In another part of the ocean, Ryūjin, the Palace of the Dragon King, hides its secrets from all who would enter. Surrounded by the Palaces of Summer, Winter, Autumn and Spring and connected to them all by the Hall of Seasons, far beyond the Wastelands, where the trees resemble toadstools and the ground swallows whole the foolhardy, the Pool of Counted Sorrows tells its secrets to Kithain who dare to listen... All these places, and more, are in the Deep Dreaming, lost in an endless cyclone of miasmic colors and chimerical legends. They await anyone brave enough to find them and determined enough to survive the search. The trods to most of these places are locked, lost, or broken. Here, the chimera rule. The Deep Dreaming is the purest, most primal place changelings know. Mysteries and riddles of every imaginable sort await the proper answers, and puzzles long solved find new ways to hide their secrets. The Silver Path is a faint memory in most of the Deep Dreaming, but the land is solid enough to hold a changeling walking here, just the same. There are no true boundaries to the Deep Dreaming. Every border exists there only for the present, until the time comes for new additions to build themselves. The Mythic World is strongest in this place, and the greatest legends of all dwell here, protected by the dreams of mortals who believe, only in their waking hours, that they've forgotten the days of giants. Mortals sleep and the Deep Dreaming is renewed in an endless cycle of change. Few places remain "in place," though many exist eternally.
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~ Dreams and Nightmares, Page 53
The Dreamings are the entirety of the dreams of mankind and likely other sentient life. All contents and perceivability ever imaginable are present. The farther you go into the Dreamings, the deeper and primal archetypes of dreams within dreams within dreams appear.
The High Umbra
The Infinite Tapestry
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These masters immerse themselves in pure thought until the physical world recedes, to be replaced by a world composed of meaning rather than substance. From this vantage, the human mind (asleep or Awake) appears less like an independently functioning engine of abstraction, generating its idiosyncratic stream of thought according to its own whims and wants, and more like a receptacle or radio receiver that tunes into and is filled with filtered-down notions from a vast upper reservoir of higher truths, divine plans, pure speculations or extravagant, nonsensical whimsies. This is the abode of idea and thought. Mages call it Astral Space, the Astral Umbra or the High Umbra. Sleepers may also be aware of it, though they cannot experience it directly and so do not consider it to have any sort of objec-tive reality beyond the thoughts of any given individual. At various times and in various places, Astral Space has been described by Sleeper mystics and philosophers by such names as the Ideosphere, the Noosphere, the Realm of Similitudes, the Lands Beyond Substance, Mundus Imaginalis, Mundus Intelligibilis, or simply Idea Space. Just as the Middle Umbra can be said to be composed of the collective feelings and instincts of the world, the High Umbra is composed of the world’s thoughts and intellectual abstractions.
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~ The Infinite Tapestry, Page 37
Vulgate
The Infinite Tapestry
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The astral region adjacent to the Penumbra is known as the Vulgate, or common area, where the most widely held notions of reality directly reflect the physical realm. Medieval Hermetics knew it as the Mundus Imaginalis, or "world of images". To students of the Qabala, this is Yesod, the ninth sephira on the Tree of Life; the Ahl-i-Batin call it the "alam al-mithal", or Realm of Similitudes, in which the transcendent Unity becomes immanent in phenomenal diversity and takes on the forms that ultimately manifest in physical reality. The Vulgate looks and feels much like the physical world, with the same sense of solidity and immediacy. The Vulgate is comprised of the collective thoughts of humanity, not only the rational intellectual constructs of the intelligentsia, but the gossip of housewives, the prejudices of barroom philosophers, the daydreams of children and every passing whimsy that does not actually belong in the Dream Realms themselves. Whether human thought creates the Vulgate (and, by extension, all of Astral Space) or the thoughts of humans are simply the result of ideas that filter down through the Vulgate has long been a key point of conflict in the Ascension War. The Technocratic paradigm favors the former view, treating Astral Space as simply a consensual hallucination shared by interacting intellects, enjoying an illusion of permanence as ideas are handed down through the ages to successive generations. Traditional paradigms tend toward something closer to the latter view, sometimes even granting the Vulgate and the Epiphamies respectively lower and higher places in the hierarchical tiers of their ontological philosophies. Regardless of which view one takes, it is clear that actions in the Vulgate closely mirror the mental life of the physical world. Most of the Vulgate's economy is based upon the flow of information rather than actual resources, but this is not always apparent to the casual observer since information can usually appear as an object or substance in Astral Space. However, even a newcomer can easily see that Vulgatic cities are clearly dominated by their libraries, universities, bookstores and temples.
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~ The Infinite Tapestry, Page 44
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Although the Astral Umbra may appear differently to all who enter it, seemingly comprised of billions of separate, mutually contradictory realities, the work of the Mercurian Cosmologists centuries ago showed that, where some ac-counts agreed, a roughly continuous ideospheric geography could be stitched together and posited with some degree of certainty. The lowest level of Astral Space, which is adjacent to, and corresponds most closely to, the Penumbra, is the Vulgate. This is the idea of the world, and mimics physical reality in general look and behavior, if not in the specifics of place and time. There is no clear demarcation between the Penumbra and the Vulgate, so it is possible to wander from the mists of one into the mists of the other without realizing one has done so, except by recognizing and interpreting certain landmarks. Rising above the lowlands of the Vulgate are innumerable Spires, impossibly steep mountains with craggy rock faces, whose peaks are lost in distant cloud banks that hide the abstract Epiphamies — the highest of the High Umbra — from the view of those below. Atop the Spires, the seeker may encounter the Courts of the High Umbrood, spirits of transcendent power who may appear as the archetypal gods of ancient mythologies, imparting the sacred wisdom required for safe Epiphamic navigation.
„
~ The Infinite Tapestry, Page 38
“
Generally, astral doorwars simply open for the person who finds them; occasionally, you'll need a password or other form of key. Once you get through that entrance, you'll find yourself in the Vulgate: the portion of the Astral Umbra dedicated to common concepts and easily-grasped ideas. Here, the truly weird aspects of the High Umbra begin to manifest: flying eyeballs, four-dimensional temples, Escherian landscapes, and snowing geometry... that sort of thing. In the Vulgate, you can find endless hallways filled with doors; rivers that speak in human languages; glass-tree forests where each leaf is a memory; places where the local reality takes on the flat, brightly colored, and caricatured appearance of an old-school comic strip... complete with word- and thought-balloons. Libraries where books that were never written can be found, philosophical paradises in which abstract theories like Communism and anarchy really do work the way their proponents say they should work... If you took the analogy of Plato's cave (which actually exists here, by the way), where people see the shadows cast on the walls and believe it's reality, the Vulgate is where the watchers start to turn away from the wall and begin to see the things casting those shadows. And no, that view isn't all it's cracked up to be.
„
~ The Infinite Tapestry, Page
The Vulgate, also known as Yesod by the Qabalans, is one of the "lowest" realms within the High Umbra. It incorporates the most easiest accessible concepts that the collective philosophy and mindsets of humanity and even other sentient species has thought of. It acts as a doorway to the micro-realms and domains that incorporate and interact with the simplest mental concepts (such as learning, the thought of the sky, etc.). That being said, these concepts being simple does not exclude them being inherently transcendent to the existential planes.
The Spires
Beyond the Barriers (The Book of Worlds)
“
As the Vulgate grows more abstract, sharply defined structures interrupt the view. Called the Spires by most, they appear as ridges, mountains or towers originating in the Vulgate, ascending so high into the Astral Umbra that their peaks cannot be seen from below. The Courts, heavens, hells and such are built on, in or as part of, the Spires. The coarsest elements, fire and brimstone, harps and fluffy clouds) sit low on the Spires ー nearly in the Vulgate. The Epiphamies drift around the peaks and beyond. Those who would reach the Courts must travel through the Spires. Cosmologists theorize that the Spires are the result of many minds of various sophistication all concentrating on the same idea. A medieval European farmer, for example, would have a very different concept of Heaven than Mark Twain, but the two men's visions would still build on the same foundation. A great many fictional places ー the Mythic Realms described in Chapter Two ー intersect with the Spires along the "border" between the Vulgate and the Courts. In the Eastern Court Realm, for example, Chinese folklore, Hong Kong films and the Umbrood Heavens blend together almost indistinguishably. From one Astral Court, a traveler can reach into related Mythic Realms, and vice versa. To climb the Spires, envision yourself doing so; to your mind, it'll appear that you're wandering through a series of caverns, halls and stairs leading ever upward. Flying or floating is possible if you know how. Remember, this is a metaphysical trip, not a physical one. The Spires simply represent an ascending state of consciousness. There is, as I've said, an upper limit to this climb; physical and spiritual travelers freeze solid or fade away before they reach the Courts; only those of sound mind can go further, unless the explorer crosses through some portal linking the Realm to the Earth. According to the stories I've heard, people killed in the Spires wander between Realms forever, denied access to any of them. In other words, be careful!
„
~ Beyond the Barriers (The Book of Worlds), Page 24
Mage The Ascension (20th Anniversary Edition)
“
Rising here and there throughout the Courts, rooted in the Vulgate but peaking upward into infinity, you'll find the Spires: reflections of the idea of higher consciousness. As with so many other things in the Otherworlds, the Spires turn abstract concepts into concrete forms. Some of them appear as towers, minarets, or mountains that make Everest look likea speed bump. Many resemble glass cathedrals with spires that fade into the sky. I've seen beanstalks leading into the clouds and literal stairways to heaven. They're all Spires. So if you want to get your head in the clouds, then you'll often have to climb these things. And that, my friend, is not easy! Climbing a Spire isn't a matter of physical effort but of metaphysical ascent. It's not your hands and feet that move you – it's your mind. The slopes can be slippery, treacherous, impossible to grasp. In order to rise up those Spires, you must wrap your mind around difficult concepts and drift beyond the gravity of common thought. Few travelers can make that journey at all... and only the most rarified can reach the top.
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~ Mage The Ascension (20th Anniversary Edition), Page 97
The Infinite Tapestry
“
A Spire is an unusually tall and steep mountain, usually craggy and forbidding, of the sort generally seen in cartoons and fantasy-genre illustrations. They dot the landscape of the Vulgate; nearly every branch of the River delta either contains one or shares one with its neighboring branches, and the older branches may have several apiece. This often gives the impression that any given cultural pantheon, or High Court, resides solely or primarily on the Spire nearest the branch representing the culture that worshipped them; this is usually the case, but not always, especially along the modern coastal regions. Here they may have more unnatural appearances: tall stacks of hewn rock, towers of polished machine-tooled metal and even pinnacles of cut or blown glass sometimes rise from amid the cities on the shoreline. To contact the old pagan gods, though, it is generally best to travel inland and listen for where the River sounds like the language in which the gods first found their names. Among literate cultures there will be an array of glaciers around the base of the Spire embodying the sacred texts — especially those lost to history — describing the pantheon. Those we best remember and study in the modern day may also lie among foothills where the echoes of their respective Mythic Ages still sound, and where spirits act out the well-known legends. Let the astral traveler beware, for the monsters of these myths may yet live on in the caves and crevasses of many a Spire.
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~ The Infinite Tapestry, Page 62
The Spires are the ever-transcending realms connecting realms of the Vulgate. They are the result of many minds concentrating on the same notion, causing it to be elevated from the Vulgate into the higher realms. In order to climb throughout the Spires, one must meta-physically ascend themselves to a higher-self.
Platonic Realm
Void Engineers (Revised)
Many (non)existing realms among them would be the Ultimate Ensemble and Set Theory , with it encompassing all form of complexities including dimensions and cardinalities which even includes Absolute Infinity .
Paradigm Explored: Number and Shape
“
"The Manifold Mountain cannot be described as a peak, because it lacks one. Somehow it climbs higher and higher, and despite seeming to thin out, never actually becomes smaller. It is a place of pure shape, growing more complex on the ascent. At the bottom are the simple things: spirits representing lines and curves, planes, spheres, Platonic solids, and their higher dimensional analogues. As complexity increases, surfaces appear, as do complex high dimensional objects, irregular shapes, and even moduli spaces: shapes whose points parameterize variations of simpler shapes. The trouble is that no mathematician has ever understood the way the mountain determines complexity, leading to long searches for any specific figure.
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~ Paradigm Explored: Number and Shape, Page 26
The Manifold Mountain showcases the never-ending hierarchy of mathematics and its effects gradually becoming more complex and grand. From 0-dimensional points to lines, planes, spheres to higher and higher and higher dimensional properties.
“
"Visitors find the Toposes are particularly good for helping them solve puzzles. As alternate logics, they are able to produce strange and unexpected solutions to problems, exploiting information that seems disconnected but placing some sort of logical chain between them. They can provide training in Enigmas (even allowing characters to reach the sixth dot of it) as well as the mathematical Abilities of Science and Academics. All they want in exchange is Sleeper attention. The smallest of them especially will give quite a bit to have the visitors return to Earth and write a research paper studying their structures and promoting them as interesting environments in which to do mathematics. Especially if they can do so in a way that makes them look better than Set Theory. Each of them represents an alternate system of logic capable of handling a complex system of mathematics, albeit one that differs from the standard one in either subtle or obvious ways. As such, though they look largely human, each of them will have something about them that is... off. Extra limbs, strange coloration, or being entirely flat are all variations that have been reported. Each is unique, and all of them are rivals, though more similar ones will get along better and have appearances that reflect their similarities. Visitors find the Toposes are particularly good for helping them solve puzzles. As alternate logics, they are able to produce strange and unexpected solutions to problems, exploiting information that seems disconnected but placing some sort of logical chain between them. They can provide training in Enigmas (even allowing characters to reach the sixth dot of it) as well as the mathematical Abilities of Science and Academics. All they want in exchange is Sleeper attention. The smallest of them especially will give quite a bit to have the visitors return to Earth and write a research paper studying their structures and promoting them as interesting environments in which to do mathematics. Especially if they can do so in a way that makes them look better than Set Theory.
„
~ Paradigm Explored: Number and Shape, Page 28
The Toposes are denizens (beings/entities) of the Platonic Realm representing the very nature of the mathematical concepts themselves with them also representing all alternate systems of logistics and calculations alongside their influence within reality. They may even be in a way greater than all of Set Theory itself, the very scaffolding of all mathematical logic and (sub)set hierarchies.
The Epiphamies
The Infinite Tapestry
“
An Epiphamy is the most difficult aspect of the High Umbra to understand, as well as the most fundamental. If the Vulgate can be thought of as interpersonal Astral Space and the High Courts as personal Astral Space, then the Epiphamies are transpersonal Astral Space. Scholars in the Order of Hermes and Celestial Chorus called it the "Mundus Intelligibilis" and the Realm of Divine Names; qabalistically, it is known as the Macroprosopus, or "Greater Countenance" comprised of the upper sephiroth on the Tree of Life. To the Ahl-i-Batin, it is "Alam al-Lahut," the Presence of the Divine Attributes; to many technomancers it is the Pandimensional Metaverse. Some teach that, like so much else in Astral Space, an Epiphamy is formed as a result of human belief and tends to present itself in whatever shape is expected. They explain that the Epiphamies as a whole can be conceived as the culmination of human mental activity, all the highest-level abstractions and most intense feelings superimposed to form a semi-continuous landscape of excruciatingly significant imagery.
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~ The Infinite Tapestry, Page 84
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Let it not be thought that an Epiphamy is some sort of "place" floating high above the Vulgate, for an Epiphamic revelation can occur anywhere in the Tellurian, whether Umbral realm or even the material world. The purely transcendental nature of the Epiphamy allows it to intersect any other level or type of reality — dreamscape, Seeking, spirit glen, Horizon Realm or another Epiphamy — in a way that Dimensional technomancers describe as "perpendicular to the local space-time axes". Experiencing an Epiphamy, even when on the physical plane, may seem to take days, even a lifetime, but once one emerges from the experience one may find that no time has passed at all. One of the best examples of this comes from Batini lore, the Night Journey wherein the Prophet Muhammad is borne upon al-Buraq to tour the various heavens of Islamic cosmology. Just as al-Buraq was taking flight, a pitcher of water sitting nearby was knocked over. After spending an evening traveling to the furthest knowable ends of the universe, Muhammad is deposited at his dwelling just in time to see the pitcher fall over and spill across the dry ground.
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~ The Infinite Tapestry, Page 85
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To walk to an Epiphamy from the top of a Spire, one need only step off of the Spire's precipice, out into empty space. For the novice who entered the Umbra by Stepping Sideways or Astral Sojourn , this is a supreme act of faith, since she has nothing but the tales of those who have gone before – and perhaps of any High Umbrood who deign to accompany her – to tell her that she will not just drop to a painful death. (Even experienced astral travelers sometimes taunt each other with the speculation that an Epiphamy of Hubris manifests as a torturously prolonged plummet down a steep jagged cliff face....) Once she takes this leap, though, an aetherial bridge automatically appears beneath her feet, providing as much level footing as she may require, even expanding to keep her from falling if the vertiginous high-altitude view causes her to lose balance. The bridge will extend forward, enabling her to walk among the clouds and, hopefully, leading her to the Epiphamy she seeks.
„
~ The Infinite Tapestry, Page 85
The Epiphamies are more than just spaces or structures but rather the interconnected states of memories and beliefs themselves. All comprehensibility of the collective consciousness is confined within the Epiphamies.
Beyond the Barriers (The Book of Worlds)
The Epiphamies are at the very summit of the Spires and their infinite abstractive hierarchies. They embody complete abstractions and symbologies. They are utterly subjective in qualities and properties, not one individual can see them the same way.
Additional Information
Additionally, the Epiphamies are the very pinnacle of conceivable imagination. They are as boundless as whatever the consciousness can ever create or subject themselves to.
“
Swirling around the highest reaches of consciousness, the Realms within the Epiphamies are realms in name only. These regions are too abstract and ephemeral to feel much like our crude constructs of reality. Composed of symbols and superluminal concepts, these regions drift in and out of contact. For the astral traveler, Ephiphamy Realms remain solid for a few fleeting moments. Such mysteries are too transcendent for a mortal mind to grasp for long. Astral travel is the only way to reach such regions. Sleeping or inspired mortals can flash into the Epiphamies for brief seconds, but those visitors quickly fade out of that space, hopefully with memories of the visit to guide them through their imperfect lives. Even astral travelers can remain there for only a short time. It's a place where the ground literally shifts under your feet... except that there's no actual ground or feet involved! Imagine the love-child of Salvador Dali and Dr. Seuss. Now imagine it as a world. And now imagine that it exists because you imagined it. That's the nature of the Ephiphamies. Fleeting concepts get smaller worlds, whereas lasting concepts, backed by millions of minds over hundreds of years, have massive regions with something approaching a stable nature. Within the Epiphamies, you might find a Fortress of Government that represents the symbolic might and futility of that concept; a River of Language that flows with the sounds of every dialect ever spoken on Earth; a titanic chiming clock with a thousand hands, each one marking some measure of Time; the realm of Platonic ideals, which exists perhaps only because Plato imagined that it might. There are tortured halls of Art and mindscapes so bizarre that Dali himself might have been amazed by them. You'll find realms based upon not only our popular images of holidays (though those exist as well) but around the very ideas those holidays represent. In short, the Epiphamies are as boundless as imagined consciousness itself.
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~ Mage The Ascension (20th Anniversary Edition), Page 97
The Etherspace
The Infinite Tapestry
“
The True Horizon stretches from the limits of Earth's atmosphere to the hazards of the asteroid belt. Just as Earth casts reflections into the Otherworld, space also casts a spiritual reflection. In the spirit world, deep space has never been a lifeless vacuum; instead, invisible and insubstantial winds soar through it. A vast sea of luminiferous ether roils ceaselessly, conducting heat, light, and spiritual energy. In our reality, this area is empty space, a lifeless vacuum, but outside of Earthly reality, it holds infinite possibilities. Some modern mages call this Etherspace, but for others, all of this territory is the Horizon. Pocket dimensions called Horizon Realms drift through this dimension as spirit Realms cast adrift in the eternal night. Because the portals leading to these Realms have closed, some are now adrift in the ether — and some are gone forever. A few scientific idealists have devised craft that can sail or soar through this roiling sea to explore what remains.
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~ The Infinite Tapestry, Page 10
Mage The Ascension (20th Anniversary Edition)
“
Certain cosmologists insist there's a second Horizon - a True Horizon - located out past the moon and Mars, in the region of this solar system's Asteroid Belt. Between Earth's Horizon and this True Horizon, a cosmic Umbra often called Etherspace reaches outward toward the stars. Here, a traveler might pass from the hard vacuum of scientific space into the strange expanse of spirit space, where the laws of legend still prevail. Out past Earth's Horizon, reality as we know it is far more fluid than it ever was back on Earth. Here, the principles of magick, faith, and science remain in constant flux. We have the airless vacuum of space, true enough, but as I mentioned earlier, certain mages survive just fine there without life-support gear.
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~ Mage The Ascension (20th Anniversary Edition), Page 113
The Etherspace reaches unfathomably beyond all preceding realms and structures in every single facet. Within it are the nine worlds corresponding to the nine spheres separated by Horizons which act as barriers even more potent than the Guantlet shielding the Umbra from the infinite mundane reality.
Horizon (Realms)
Mage The Ascension (20th Anniversary Edition)
“
Cast against the Horizon by the physical and metaphysical light of the Sun, the Shade Realms - once known as the Vada feature strange vortices of energy that are said to contain the essence of the Nine Magickal Spheres. Occupying what could be thought of as the Umbrae of various planets - which, through some head-twisting quirk of celestiography, typically manifest on the Horizon of our own world - these Realms often go by the abbreviation S.R. followed by the Sphere associated with the Realm in question. In Tradition cosmology, the planets within our solar system are associated with gods, energies, earthly phenomena, and magickal Spheres. Science, of course, seeks to strip away those associations and replace them with measurements of cold, dead space. Even then, however, the awesome spectacle of planetary might cannot be purged of wonder entirely. Scientists can wipe Pluto off the celestial roll-call, but the uncanny essence of S.R. Entropy still wears its mysterious shadow-cloak... or so folks say. The Euthanatos Tradition sealed access to this Realm long ago and supposedly still control the few portals that reach it... which may, of course, have something to do with why those scientists purged it from the rolls!
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~ Mage The Ascension (20th Anniversary Edition), Page 112
Shard Realms
The Infinite Tapestry
“
This introduction from the cosmological documents of a noted Hermetic is typical of a common view of the cosmos. It's as good an explanation as anything else. No one can thoroughly document all the realms and extra dimensions beyond the First Horizon. If we need an anchor for our extra-dimensional epistemology, it might as well be the nine Shard Realms. The Shard Realms reflect the sun, the moon, and the nine planets of our solar system. Experience verifies that in each realm, one of the Nine Spheres is dominant. It is as though the very character of the realm and the planet reflects the essence of that Sphere. Acts of magic associated with that Sphere are often easier to perform there, and usually remark-ably coincidental. According to some accounts, simple acts of willworking hold great power in such realms. A breath of wind that lifts a feather in the physical world may move a mountain in a realm dominated by Forces, at least if the theorists are correct. At one time, the Shard Realms were accessible from Shade Realms on the Horizon. Each Shard Realm cast a "reflection" on the Horizon in the form of a Shade Realm, which could act as a portal to that distant planet. Since the Avatar Storm, these former portals have become treacherous, dangerous, distant, or misleading. Each one resembles the "spiritual landscape" of its respective planet in some way, but the Umbral winds have altered them. Powerful spirits are needed to find them, and sometimes the spirits themselves must be sacrificed to the winds before a traveler can escape beyond the Horizon. Old-fashioned loremasters have the disturbing habit of referring to the various planets by the names of their Shade Realms. For instance, a Hermetic referring to Jupiter may choose to call it the Shade Realm of Matter instead. Instead of speaking of the Shade Realm of Matter, it's much easier to simply describe it as the Matter Realm. Technocrats are vilified for just calling a planet a planet, but that's the easiest label to use.
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~ The Infinite Tapestry, Page 117
Mage The Ascension (20th Anniversary Edition)
“
Genesis stories both secular and sacred allude to a Big Bang that birthed the universe. According to certain cosmologies, the Shard Realms - which we now know as the planets of our solar system - were especially significant chunks of metaphysical debris. Reflecting mystic principles, these Fragmenti were considered the realms of ancient gods: Jupiter, Mars, Mercury, and so forth. We can see their influence in the everyday puzzles of astrology and the corresponding zodiac, through which we are "children of Mars" or "littered under Mercury." To Otherworldly travelers, the planets are enigmas of the scientific revolution. According to the archives of Etherite explorers, those planets were, until recently, worlds unto themselves, with workable atmospheres and indigenous life. Now, though, the cold hand of Technocratic wisdom has reduced these worlds to spinning protoplasmic cauldrons and icy stone. Certain Etherites suggest that the only things standing between Earth's wonders and a similar fate are the mages who refuse to let such things happen. I don't know how true that is, but the idea is worth considering. Whether or not the fabled adventures on Mercury and Mars actually took place on the planets themselves or within their Umbral Shade Realm reflections, it is a matter of record that modern-day mages occasionally travel further than Earthly scientists would have us believe. These days, the Shards are more or less "dead" by human estimations; if the great god Mars still makes his home on that red ball of rock, he's hiding his presence well. Still, the Etherites and Void Engineers send spaceships to the various planets and their moons, occasionally finding ruined Skyriggers and other mysteries on those planetary surfaces. Although the more obvious magickal phenomena seem restricted to the Shade Realms... at least for now... there has clearly been more mystic history throughout our solar system than the average person would possibly believe.
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~ Mage The Ascension (20th Anniversary Edition), Page 113
The Shard Realms are the complete manifestations and embodiments of the Quintessential Spheres, which have their own Umbral reflections and abstract hierarchies.
Deep Umbra
The Infinite Tapestry
Laws of the Wild (Revised)
Umbra: The Velvet Shadow
“
The Umbra at the furthest reaches from earth is considered the Deep Umbra. Here the laws of reality have very little sway over the world and its inhabitants. The Deep Umbra lies beyond the known realms of the Astral, Near, and Deep Umbrae, on the other side of the nearly impenetrable Membrane. If the Near Umbra is considered a shell encasing the Earth, the Astral Umbra above and the Dark Umbra below, then the Deep Umbra is the unknown wilds beyond the shell, stretching far away to the infinity beyond imagination. Within the Deep Umbra, forces of creation and destruction — and the chaos and order warring in between — mold and shape the landscape. Realms seem to ebb and flow, only taking shape as the need arises, losing consistency and changing in no discernable pattern. What would be considered realms in the Near Umbra are no more than temporary structures created by chance, or when and where a traveler's need arises.
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~ Umbra: The Velvet Shadow, Page 103
Werewolf The Apocalypse (20th Anniversary Edition)
“
Beyond the membrane, Gaia's presence is less and less perceptible in the Deep Umbra. Reality breaks down, and navigation becomes progressively more difficult. This is the home of the Weaver, Wyld, and Wyrm, and it’s a challenge for even the eldest Garou. The only comforting sanctuary is the domain of Luna as she passes through the heavens. As with the Astral Realm, mages are far more prepared to deal with the horrors of this realm than werewolves are. Like stories of the World Tree, tales of the Deep Umbra are contradictory, and have changed over time. No two journeys are exactly the same. Elder Glass Walkers have returned with tales of ships sailing through luminiferous ether; elder Shadow Lords intimidate cubs with cautionary tales of a pitch-black, deathly cold abyss where only insight can lead a troubled mind to safety; Stargazers, as one would expect, have wondrous tales of living constellations, intelligent light, extra-dimensional enigmas, and a panorama of more stars than a cub could ever witness on Earth. What a traveler seeks, she will ultimately find, if that's a hero's fate. If she leads a pack into her vision of the Deep Umbra, she can lead them to rapture and revelation or to the terrors of psychic annihilation. Fates beyond the stars await beyond a werewolf's greatest dreams and nightmares.
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~ Werewolf The Apocalypse (20th Anniversary Edition), Page 318
The Deep Umbra is deep space, stretching out past all forms of infinity in every direction. Here, there is absolute nothingness within this sub-void however there are dynamic realms including the Outer Planets (Shard Realms) drifting along the black sea of space endlessly.
Tiering
The Umbra and all its Realms are High 1-A because it is completely superior to the entire latticework of the Infinite Tapestry alongside its infinite self-transcending systems. Everything before and within it is but a mere shadow towards a truer existence of what can and can't be. The following showcases the specific tiering within High 1-A :
Low Umbra and Middle Umbra: At least Countless Layers into Meta-Qualitative Superiority "
High Umbra: "Meta-Meta-Qualitative Superiority "
Spires and Epiphamies: "Absolute Infinite Layers into Meta-Meta Qualitative Superiority "
Etherspace: "Meta-Meta-Meta Qualitative Superiority "
Deep Umbra: "Meta-Meta-Meta-Meta Qualitative Superiority "
Tellurian & the Consensus
The Tellurian
Demon the Fallen (Core)
“
"In the uncorrupted world, this coffee could also exist simultaneously as a song or an aesthetic idea or even a sentient and helpful creature. Different things on different layers, all equally real, all similar, but each discrete ー even while they were simultaneously experienced." Seeing Matthew's expression, he continued. "I'll give you a more relevant example. The first people: Were they Adam and Eve, a woman and a man, or were they the evolved descendents of apes?" "They were a woman and a man, as the Bible says." "Correct. But they were also a multitude of ape descendants. The universe was made in seven days, on one level, but that same span of time was billions of years on another level. "Or consider the Angels of the Firmament. On some levels of reality they were conveying the life-giving breath of the Maker on a purely scientific level — they were, literally were, the process by which solar energy striking simple carbon molecules agitated them into forms of ever increasing complexity, until they became organic molecules, then primitive single-celled animals, then nucleated cells and so on, up to and including dogs, cats and humans. But at the same time they were crouching over the mouths of newly sculpted creatures of all types, breathing into their mouths to animate them." "Are you talking about metaphor?" Gaviel chuckled. "Not yet, no. These contrary things really were simultaneously true in the young cosmos. It makes no sense to you because you're used to living in this, the singular world. But once you accept the idea of the multiple world, it clears up a lot of the problems you humans have with faith, miracles, the Divine Architect—... "Can an omnipotent being create a boulder so big he can't lift it?" "I'm not trying to attack anything, just demonstrate a point. If God can create the boulder so big He can't lift it, then His power isn't infinite: It's not sufficient to lift the boulder. But if He can't make a boulder too big to lift, than His power is still not infinite; It's not sufficient to create the boulder. That's the kind of problems you run into in the singular world. But the multiple world resolves those paradoxes."
„
~ Demon The Fallen (Core), Pages 25 - 26
There are "infinite", (il)logical-possible worlds of Reality, subsets of possibility that also takes into account null-sets within the Tapestry that never were, yet are. Even with the omnipotence paradox, with the multiple worlds it "resolves" those "problems".
Mage The Ascension (20th Anniversary Edition)
“
"Tellurian" essentially means everything. It's Reality with a capital R – everything that has been imagined, can be imagined, or has yet to be imagined. It's a word for something that transcends words… an ineffable name of God, if you will. Why would the names of God or Infinity be unspeakable? The reason many religions forbid speaking the names of their God is because those religions consider Divinity to be beyond definition; to name it is to limit it… and thus, to insult it. Giving Divinity a name is to literally profane it – "to put yourself before the temple", or to place yourself above Divinity. And so, if you think of Infinity in Divine terms, the name Tellurian, or "little earth," offers an affectionate metaphor in place of that unspeakable name. In academic terms, a tellurian is a model that demonstrates how the world works; following the ancient principle of macrocosm and microcosm, or "As above, so below," a tellurian reveals how the world works by offering a "small" demonstration. And although many mages in our era remain agnostic or atheistic, the mages who put the cosmic Tellurian metaphor in place were men and women of faith, so that metaphor was important… especially when they were trying to bridge faiths without insulting anyone's ideas about God. Tellurian is another way of saying Infinity, God, or Possibility. It's potential that cannot be grasped except through metaphor. So when you say "the Tellurian," you're literally saying "Everything."
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~ Mage The Ascension (20th Anniversary Edition), Page 90
The Tellurian is absolutely everything that ever was, is and ever will be as well as all that is/can-(not) be imagined. It completely transcends words and descriptions for its sheer magnitude.
Mage The Ascension (Second Edition)
“
Mages refer to all of reality as the Tellurian. You have often heard those around you speak of the universe. They believe that they are speaking of everything that there is, as if the universe were all-encompassing. The universe is but the physical part of reality—— the stars and planets, and the creatures and objects found therein. We also see the world of the spirit which exists side by side with physical reality, overlapping it and occupying the same space. We call the sum-total of all earthly things the Tellurian, the physical and spiritual together ー all the possible realms of existence, all that is natural and supernatural, all hopes, dreams and possibilities. In short, all of reality that ever was, that may be imagined, and that might someday be. It's a complex concept, but a simple one as well. This is the mages' understanding of reality, the understanding that allows a willworker to bend reality to her will, for all things are already possible, though not everything is easy to bring into being in the mundane reality of our Earth. This was not always so, but that's another story.
„
~ Mage The Ascension (Second Edition), Page 16
Hopes, dreams, goals both natural and supernatural, possible and impossible are with the Tellurian. All understandings and forms of thought throughout all possible worlds that was, is and can be are the Tellurian.
Consensus Hierarchy
Mage The Ascension (20th Anniversary Edition)
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More of a belief system than a specific practice, Gnosticism refers to an overall view that the Creation we perceive as reality is actually the construct of some corrupt or malevolent force. To escape the prison of this fallen reality, a Gnostic seeks wisdom and knowledge (gnosis) that will lead to eventual transcendence. This concept of an inferior Creation ruled over by malignant "alien forces" or a "lord of this world" can be found everywhere from The Matrix or David Icke’s "reptilian" conspiracy theories to many forms of Christianity or the more dour strains of pre-Christian Pagan belief. Certain approaches to Buddhism or Hinduism could be considered Gnostic even though that word rarely gets used in reference to those faiths. Transhumanism is certainly Gnostic in its ideals of post-human existence through technology. Even certain atheist creeds have Gnostic undertones; Ayn Rand's fixation with parasitic masses and Nietzsche's obsession with the Overman cast Gnostic shadows on essentially godless philosophies. On several levels, Mage embodies an essentially Gnostic cosmology, one in which “Sleepers” Awaken, transcend their humanity through knowledge, and potentially Ascend to a higher state. Still, many mages are not Gnostics, either because they do not see their world as innately corrupt; they refuse to believe in higher or lower powers; or they feel that everything is miraculous if and when you open your eyes enough to recognize that fact. Although Mage features certain Gnostic elements, it's more existential – in the sense that one must find meaning in existence among a meaningless and potentially hostile cosmos – than purely Gnostic in its foundations.
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~ Mage The Ascension (20th Anniversary Edition), Page 39
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The first card of the Tarot is the Fool – that pretty boy or girl about to walk off a cliff. And yes, the Fool's androgynous, like many characters in Coleman's deck. I like to think she did that on purpose, so that folks who knew how to look past their preconceptions could see themselves, male or female, on that journey. Our Fool's got belongings slung over his or her back, with a little dog yapping right at the edge of the drop. Meanwhile, the Fool's staring off into the sky, perched on the edge between disaster and flight. That's us. We silly humans come into this world with open eyes. And then we take our first breaths and begin to close those eyes and scream. Most folks never open their eyes again after that… or when they do, they see only what they want to see. What they're told to see. Mama or Papa hold us close, or doctors smack our butts to hear us howl, and that’s as far as most people get. In Awakened circles, we call those people Sleepers. They're alive, and they dream, but their eyes are closed to the world around them. And then there are the folks who wander around in a daze. They can sense shapes and sounds and have some degree of control over their movements, but they’re still going through the motions like they're still asleep. Some of us call such people Sleepwalkers, but they have other names too: hedge wizards, geniuses, mad poets, dreamers, and saints. Certain Sleepwalkers wake up halfway, stuck in nightmares where they imagine themselves to be both potent and powerless. We call them the Night-Folk: vampires, changelings, the various Changing Breeds that rampage through a realm between human, animal, and god. There are hunters and hunted and lost souls of every description. None of them, though, know the secrets we are heir to. They’re mighty in their way, and deadly as hell. But they are not us, and they can never be like us. Because there are people who take that first breath and then wake up. We might feel sleepy for a while, but there always comes a point when just dreaming isn't enough for us. That's the Awakening. The thing that makes us what we are.
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~ Mage The Ascension (20th Anniversary Edition), Page 40
As they cannot perceive the mystical workings of this reality, as well as what lies further beyond it, the common masses are called "Sleepers," and in contrast, Mages who actively delve into this alien world are called "the Awakened." The key difference being that, while normal people think of the physical world as primary and discard their thoughts and daydreams as secondary, Mages see the latter as part of a deeper and "truer" reality, every bit as real, if not more so, than the physical one.
The "illusory reality", is the Tapestry, the universe that is woven into existence out of the infinite possibilities of the Umbra by the collective belief and thoughts of the masses, containing every possible concept that their minds are capable of grasping. The Technocracy refers to this sphere of existence as "conventional space," and as seen above, the Sons of Ether think of it using the metaphor of the Walls of Troy.
Truth Beyond Paradox
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"Consensus isn't yours, Roy," ExMachine says. "It doesn't belong to the Technocrats, and it isn't controlled by the Council, and not by the Nephandi or Marauders either. Your various global guilds and conglomerates try to shape what the masses believe, and you create gods left and right. Gods that are smarter than you. Your pride won't let you see what’s right in front of you." "Um..." I interrupt his monologue. "What language are you speaking now?" Keymon translates for me: "Belief makes reality, baby. It’s easier to control beliefs of Sleepers than it is to cast spells. And it's even easier to control the beliefs of mages." "I think I get it," I say. "The gods handle mages the same way mages handle… 'sleepers.'" I saw it in the code on the console. Not any specific code, but the idea itself. So I know it’s true. ExMachine nods smugly, and Roy is sputtering and spitting and babbling. "Neat," I say calmly.
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~ Truth Beyond Paradox, Page 139
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I’m mulling over what ExMachine said about consensus. If mage consensus is created by the gods, then that means, even as a mage, I'm still a type of sleeper. I'm a sleeper to the larger picture. The picture the gods can see. Since I'm new to all this, it’s pretty easy for me to accept anything. After all, my whole understanding of existence has been rebooted a couple of times today. All of reality is a massive 419 scam. Our beliefs assure us our lives and bodies are fixed to a solid reality with immutable laws. It's no different than the belief that a prince needs forty grand to bribe the Nigerian Banking Bureau. People need bodies. I get the sense that gods do not. People, even mages, depend on their heads not being carpet-bombed all over the beach. They live their lives stuck within the bounds of their DNA and organs. Gods... do not. I've had my epiphany, my real epiphany. To what end do we all exist? What purpose do all sparks of consciousness serve? We live out our puny lives serving reality. Until we realize that reality serves us. Time to scam the scammers. With no mouth, I speak aloud: "I hereby bypass consensus to become a god." I was wrong. It's not an epiphany. It's an auto-theophany. I am in my own presence. And I am God.
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~ Truth Beyond Paradox, Page 140
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Boosted IQ. Product delivered as promised. A++ seller. More tricks than described, but will buy again. Roy is still muttering about consensus. He can't handle the cognitive dissonance, apparently. Needs to cling to his rules and reality. Things have got to be a certain way. I feel sorry for him. "Go home, Roy," I tell him. "Have too many drinks and pretend it was all a dream." The idea must appeal to him, because he frowns and then wanders off, dejected. Sometimes, cornered people just need a way out. "Real paradox is inside ourselves, isn't it?" I ask. "Contradictions can exist without a problem. They only have the power to hurt our heads, not the universe." ExMachine nods. "Paradox is a problem for small minds, like Roy here. We've got medium minds. And the gods above us have greater minds still." "It's turtles all the way down." He smiles and motions to the sky, beyond which I can reach with senses I've never before known, and touch the presence of the stars.
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~ Truth Beyond Paradox, Page 141
Much like Mages control the Consensus of the Sleepers, so too do the Gods control the Consensus of the Mages, and just like regular humans are "asleep" to the spiritual reality which Mages experience, Mages are also "asleep" to the world which the Gods experience, and the latter to something or someone even more unfathomable. As such, the Consensus is an all-encompassing hierarchy of beliefs that form illusory realities that victim are perfectly immersed in.
Tiering
The Tellurian and the Consensus are among the highest of High 1-A because it is (im)possibility itself, throughout all frameworks and worlds. It can not be described in any (non)-conceivable shape or fashion besides through pure metaphors, showcasing the complete and abstract symbology/representation of every and all forms of attributes and qualities, truths and falsehood, zenith and summit of all hierarchies. The latter as it is the omnipresent system within each Tellurian. With it being described as being turtles all the way down , it is an infinite regression of deeper truths deconstructed from the worlds they beings experience. It. Is. Everything.
Alder Bole, Pattern Web & Void
The Axis Mundi influencing the cosmological models of every Tellurian.
Alder Bole
Beyond the Barriers (The Book of Worlds)
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These spirits tell a myth, one widespread and consistent to a remarkable degree with many of our own: At first, there was nothingness ー The Wyrm, the Void, Oblivion, Entropy. This Void persisted indefinitely, since even Time had yet to be conceived. Then suddenly, a drop of the Wyld, of Primordial essence, splattered into the Void. Another drop followed by the first, then another. Where drops of Wyld struck the Void, the two essences cancelled one another. Something was created. This something took the form of a single seed. Fed by the erratic Wyld-Void reaction, the seed grew into a sapling: the Alder Bole. As the tree grew, its roots spread across the Void and eventually covered it completely. And yet, the Alder Bole continued to grow, its vast and wide-reaching network of branches brushing the High Umbra. At the tips of each branch, a bud opened and a new realm blossomed. Mean while, its roots had burrowed into the Low Umbra, giving form the Lands of the Dead. This part of the myth explains why the Alder Bole reaches into many realms. According to myth, the Alder Bole gave form to other things as well ー the Sisters, Umbrood and aboriginal spirits, and entities you would consider "gods". Where Pattern was most vital ー in the Middle Umbra around the trunk ー a Physical reality eventually formed: the Earth, its elements, animals, plants and mortals. In short, all things sprang from the Alder Bole.
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~ Beyond the Barriers (The Book of Worlds), Page 125 - 126
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Depending on one's perspective, the Alder Bole could easily be called the Tree of Life, of the Knowledge of Good and Evil; the Sacred Tree; or the World Tree. The Alder Bole is said to have existed since the earliest times, even to have spawned many Realms. A manifestation of Pattern (or the Weaver), it is certainly one of the last vestiges of pure creation remaining. The Pure Ones are said to have sheltered themselves beneath this tree, and some claim that the One Itself climbed the Bole's branches and hung himself upside down searching for wisdom. The Alder Bole leads to many Realms. The upper branches reach into Realms on the High Umbra, while the dark burrows beneath its roots descend to the Lands of the Dead. Worm-holes within the bark run between the Realms into what travelers call the Zones, and the Bole's leaves drift upon Deep Umbral winds. By following the great tree's swaying shadow, one can travel to any place in the Middle Worlds. These paths are safe and swift, though not without complications. The Protean Hawk that wheels about the upper branches demands an ever-changing toll. Travel beneath the roots takes one past the subterranean lair of Typhon, where the bones of gods bleach in an eternal sunshine. As wondrous as the Alder Bole itself is its yield. The Fruits of Eternity are seedless, with golden skin and juicy-sweet, honeycombed flesh. Besides bring rich in Tass, legend suggests that the fruit can have a wonderous effect ー immortality or enlightenment ー upon those who eat of it. Unfortunately, Typhon tends to hunt those who tamper with with the fruit, so the truth behind such legends is difficult to confirm.
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~ Beyond the Barriers (The Book of Worlds), Page 127
Axis Mundi (The Book of Spirits)
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The term "axis mundi" comes from the study of Shamanism. It is the ritual center of the world in a shamanic ceremony, the world naval or the world tree where the shaman enters the upper or lower worlds of reality, seeking cures from spirits for ailments. All shamans (and Theurges) know this center, for they call upon it every time they enter the Spirit World. All Garou feel it when they step sideways, the sense that they are somehow at the center of everything, that the most important thing in the universe is happening right now, right here. When moving between worlds, they must start from the center. This spiritual center is not a place but a state of being, a feeling deep within the spiritual traveler that she stands at one point before the beginning of time and space, before the phenomena of the world unraveled to become the vast tapestry it is today. Each being carries this sense of primal oneness within themselves, regardless of how deeply it is buried beneath dualities and pluralities. Mages know this as the Correspondence Sphere; Garou feel it instinctually and imagine it as a primal tree, Gaia's One Tree. The One Tree, a power image for all of the Garou, symbolizes lost unity and the womb of Gaia. This is the axis of the world upon which the wheel of the seasons turn.
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~ Axis Mundi (The Book of Spirits), Page 14
Verbena (Revised)
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Prime sits at the center of the wheel, the center of creation, embodied as the World Tree, the life that sustains the Tellurian and extends its branches and roots everywhere. For the Verbena, Prime is the union of opposites: the meeting of earth and sky, day and night, masculine and feminine, summer and winter, life and death. From that dynamic balance springs all creation. It is the union of the Goddess and God in the Great Rite, the moment of conception. Some Verbena equate the Sphere of Prime with the godhead or Great Spirit, which is to the gods as the gods are to mortals, the sun-source of divinity and life. Prime magic for the Verbena is mainly creative, the power to bring new things, particularly new life, into being. It is a power that the Verbena believe should not be used lightly. This is especially true with Prime's destructive aspects. It is one thing to kill a creature or destroy an object and quite another to unmake them. Tampering with the threads of the Tapestry can cause parts of it to unravel, if the weaving is not exactly right. Many Lifeweavers work for years to master the art. The stuff of life is the main Prime focus for the Verbena. The ecstatic union of sex captures the divine spark of creation. Blood and breath carry the Quintessence for infusing power into the unliving, from anointing runes to breathing life into statues. Clay, earth and soil are the source for growing things.
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~ Verbana (Revised), Page 53
Prime and even Quintessence itself is embodied by Alder Bole. All Godheads implementation of Quintessence and Prime into their Creations is borrowed in some way, shape, form and/or fashion from the World Tree and shall one day return to its everlasting source.
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A common Verbena metaphor for the Tellurian is the World Tree, also known as the Great Tree or the Tree of Life. It stands at the center of everything, the axis mundi, the point around which the world turns. The World Tree's roots deep in the earth represent the past and the foundations of the world. They reach into the Underworld, the land of the dead, where death literally fuels new life by composting into the earth. They are the dark recesses of the mind, the shadow side of creation, home to chthonian gods and goddesses. The World Tree's trunk supports the cosmos, which turns around it. It connects the earth and the sky, serving as a bridge between the worlds. The trunk represents the present, the strength of the moment that the Verbena embrace. The spreading branches, each reaching out to touch different worlds, represent the future, the many different choices and roads that lie before us. To the Verbena the many worlds of the Deep Umbra lie among the branches of the World Tree, as well as the many possible worlds of the future. The fruit and seeds of the World Tree represent potential waiting to bloom into being. Even if the tree itself dies, it does not mean the end, because new life will grow in its place. The World Tree, the Tellurian, holds the seeds of its own death and its own renewal.
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~ Verbena (Revised), Page 52
The Spirit Ways
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"The World Tree - it's beyond that barrier isn't it?" Adam asked. It was a shimmering rainbow wall in the middle of the village. The people ー infinite faces, infinite colours ー stood around him, watch as he approached the barrier. The African woman nodded. Adam could feel Obatala urging him on. He approached the wall, touched it. It gave way. He stepped through.・・・ "The Alder Bole, or the World Tree, the Tree of Knowledge of Good and Evil, et cetera," he heard a voice say, "is a useful analogy for the cosmological structure of the Umbrae, but we certainly don't mean to accept it as a literal model for how the world is structuredーー" An aborigine sung, "Tree... he watching you. You look at tree, he listen to you. He got no finger, he can't speak. But that leaf... he pumping, growing, growing in the night. While you sleeping you dream something. Tree and grass same thing. They grow with your body, with your feelingー" A shriek, a howl from somewhere below, then the calm, patient hum of absolute nothingness.
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~ Spirit Ways, Page 73
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Of all the visions that a shaman may receive during his life, none is more sacred than the World Tree, the living heart of all Creation. It extends everywhere ー nothing escapes its touch. It is, has and always will be ー it's possible it was the first manifestation of Earth before anything else was created. It has a few specific manifestations within the Umbra: the Well of Souls in the High Umbra, the Radiance in the Middle Umbra, the Labyrinth and Oblivion in the Low Umbra (or Shadowlands). The enigmatic place described in The Book of Worlds as its most blatant manifestation, and the Null Zone exists within its trunk and branches (literally inside the Tree). Maya, the Dream Realms, are a mirror of the World Tree ー in dream, everything is possible and played out. Here, the eternal cycle Dynamism, Stasis and Entropy ー continues as it has for millennia.
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~ The Spirit Ways, Page 74
All Tellurians are connected to the World Tree in every (in)conceivable way and fashion, all of its possible worlds and abstractions.
Werewolf the Apocalypse (20th Anniversary Edition - Core Rulebook)
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Despite this, the stories all start simply: The Earth is at the center of Gaia. The Heavens reach above it; the Underworld lies below it; the spirit world of the Umbra surrounds it on all sides. The Garou recite a line attributed to a legendary Galliard: "realms beyond the one you know... worlds above and worlds below." From this truism, account sand details vary. The Pure Ones tell stories of a World Tree that rises through the center of creation; for the Stargazers, it's called the Axis Mundi; for the Get of Fenris, it's Yggdrasil; in more elaborate legends, the roots of the tree grow from the back of a World Turtle on an endless sea. All of these stories are different, and all of them are equally true. When cubs hear these many stories, they may sound like contradictions, but the tales are more than mere stories. Travelers seeking the truth in the spirit world can climb the branches of Yggdrasil, stand on the back of that turtle swimming in an endless sea of stars, or plunge into the icy sea to swim the depths of the Underworld. No two journeys are ever really the same, since what travelers find often depends on what they're seeking. Infinity accommodates myriad realities and their variations.
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~ W20 (Core Rulebook), Page 307
Alder Bole is the very source of all legends and cosmological models along with all of their qualities: the World Turtle(s), Yggdrasil, the Biblical Tree of Knowledge, the Kabbalah Tree of Life and its Sephiroth, the Bodhi Tree, etc. and then some. All ideologies and narratives. All Is the Alder Bole.
Pattern Web
Book of the Weaver (OEF)
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The Pattern Web is the lattice that underlies all of reality. It can be said to be alive, but not really conscious. It is the spiritual scaffolding which supports both material and Umbral reality, the framework for all that exists. The Pattern Web is the oldest and largest structure in the universe, but very few Garou ever come into direct contact with it. Part of the reason for this is because it is quite "remote", underlying reality rather than being an actual part of reality itself. The webs that coat portions of the Penumbra are actually reflections of the Pattern Web itself, the "tip of the iceberg", as it were. When a Garou walks on the Pattern Web, she is walking more or less within, behind, and beyond the universe all at once, traveling the interstitial void between spirit, matter, and anything which may be beyond the Tellurian.
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~ Book of the Weaver (OEF), Page 31
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It is a question as old as time, and as fundamentally unsolvable as the conundrum of the chicken and the egg. Who preceded whom — the insect race, replete with multi-tiered societal hierarchies, role-driven interdependence, and instinctive modes of mass communication, or the Weaver's brood, host to their own systems of rank, reign, and rapport? Did both structures evolve independently? Were flesh and spirit once one, divided long ago by the Sundering? Or do connections still exist, carefully hidden from sight? Most agree that the spider-form commonly attributed to the Weaver is a convenient metaphor at best, the product of frustrated cave painters and overimaginative storytellers, spiritual leaders attempting to attach labels and legends to that which they did not understand. Is the eight-limbed spider a crude representation of a figure with countless connections and symmetries? Were the first prehistoric Earth-denizens unable to enumerate her complexities, associating infinity with the number of non-opposable digits on both hands? Like her contemporary Umbrood, and most things native to the spirit world, the Weaver-Celestine (if such a being can even be said to exist in a single place or time) is most likely as incomprehensible in image as she is in identity — the spider behind the spider, as it were. But what does lie beyond? Hundreds — thousands — have launched themselves into the heart of the mystery, daredevil dancers spiraling into their own consumptive quests for whatever truths lie concealed at the center of the Pattern Web. To date, none have returned with any answers.
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~ Book of the Weaver, Page 79
The Void
The Book of the Fallen
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At its ultimate extreme, the Nightside becomes the Void: extinction — not merely death but anti-life. One does not go from the edges of the Nightside to its darkest extremes easily; most mystics never get that far at all, and even Fallen mages get stuck (or stop themselves) in the Dark Wilderness or the Underworld. Very few, even among the Fallen, reach the heart of true Extinction. And once you reach that place, it's near impossible to come back again. At the Abyssal extent, the false divisions among symbol, form, and state of mind disintegrate. There is no difference here among them; all things are one in the dark. The Void collapses all distinctions into nothingness. Transcending flesh, consciousness, and sin, an Arch-Nephandus, it is said, may become a god unto themself. This space, then, may be the domain of the Dark Masters — not mere monster gods but former humans who have graduated from the mortal condition and attained the zenith (or nadir) of existence. Reaching through Thaumiel, the Qlipha of consummate attainment... these cosmic predators are said to have become new universes where nothing exists but the will to power suspended in aeons of pure Oblivion. The Void is the Absolute. Beyond it, one can go no further. Although dark mystics postulate a recursive path back to mortal existence by way of this cosmic attainment, that possibility remains theoretical, if only because proving it is impossible. The Void swallows everything. Those who man-age to achieve this state of ultimate darkness cease to exist as anything a human mind can comprehend. Although, as the Fallen say, humanity is a speck in the cosmic sense of things, and the journey beyond human conception runs into... and perhaps through... the Void of all.
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~ The Book of the Fallen, Page 99
Houses of the Fallen
Tiering
Alder Bole, the Pattern Web and the Void are all deeper into High 1-A+ (Type 1 ) as the Pattern Web is the very foundation of reason and meaning itself for all forms of semantics for roles, purposes and thoughts within Alder Bole. The Void is the absolute anti-thesis to possibility and all laws of thought with it being the very zenith (and nadir) of all; the Alpha and the Omega, the Beginning and the End. It is beyond any and all forms of Nothingness, it isn't even Nothing, it just isn't. Most of all, Alder Bole is the source of all (im)possibilities and abilities in all the Tellurians and Realms.
The Supernal
Book of the Wyrm (Second Edition)
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The Triat is what human mystics would call supernal ー existing outside of time and space, but so integral to the very fact of existence that their influence can be perceived in all things at all times. Chaos, order and balance are not visible features of creation, but are principles demonstrated by it; careful examination, thought and intuition reveals all three to be present in the orbits of planets, of electrons, or of a loved one's eyes. Likewise, the story of the Triat is expressed over and over in the history of the universe, of mankind, and even in the life of an individual human being.
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~ Book of the Wyrm (Second Edition), Page 18
Chronicle of the Black Labyrinth
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Quaes: That which is Supernal may not be named, for all names are finite and limiting, and are thus below the Abyss. Quaes: Foremost among the Supernal, the First Principle of all Creation, is the Unity. It is the source of all things, the fount from which flow all manifold forms and forces of all the worlds, and the end to which they all return when their cycle is complete. Within the Unity, All is One, All is within the One, just as the One is within All. Every extreme finds its complement, and all opposing aspects of Creation are reconciled.
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~ Chronicle of the Black Labyrinth, Page 46
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"In the time before time, the worlds of flesh and spirit were one. Mysticism and magic were everywhere, and all things were seemingly possible. Monstrous creations stalked their prey, and the Wyld spawned a thousand possible creations. Then the fabric of the world was torn asunder, separating spirit and matter. From one world, two were born: the Earth and the Umbra. Since then, the two worlds have slowly drifted farther apart. The Weaver erected a calcified barrier called the Gauntlet between the two worlds. In the physical world, reality solidified into laws and rules, time and distance. As the barrier solidified, magic slowly faded from the world. Gaia created the Garou as guardians of Her creation, but as the two realms drifted farther apart, we found it more difficult to protect them both. To aid us in our task, Gaia granted us the ability to walk between worlds, and since then, we have learned to survive as creatures of both flesh and spirit."
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Tiering
The Supernal is High 1-A+ (Type 2 ) because it is the framework for all frameworks of (il)logical (im)possible large worlds . It is a complete supplement and complementing cycle signifying the coming and going of All that Is/Not. The Wyld signifies every (Im)possibility through every Creation there can('t) ever be. The Weaver gives all that possibility form/reality and finally the Wyrm is the complete absence of everything and nothing, all possibility and form thereof.
Notes