Elan
Ahadi Chronicle

The Umbra

The Umbra is a place of endless mystery for the shifters of East Africa. Taking place on a plane that is set by turmoil, war, greed, famine, poverty and bloodshed, so too is the reflection of the spirit world known to Shifters as the Penumbra. Let's first give definition to the Umbra, itself:

The Umbra is known to most Shifters as the Spirit World, a world behind the Velvet Curtain that is as often a blessing as it is a curse. Behind the Velvet Curtain, the mysteries of the spirits reveal themselves to the Shifters of Africa, unweaving tales of the unsung heroes, ancient legends and mythic beings of Africa's long and turbulent history.

A plethora of a spirit-born creature's natural, Gaian energy can be found in the Umbra, which is dually matched by the forces which seek to sever that bond. Here, the Shifters can find realms by which to travel, nooks and crannies to investigate and spirit bonds and grievances to navigate. Often a reflection of the real world, the Penumbra has a mirror effect in which Shifters can find the true spiritual side of all things that surround them.

East Africa's Spiritual Realm

While many players are used to various American settings in Werewolf: The Apocalypse, Africa is a wholly different place with wholly different natural spirits that dwell upon its shores. Many authors have sought to discern the differences in these spirits and bring to light the natural order of things when entering a spiritual realm unlike any many players have seen before. Books such as American Gods, by Neil Gaiman and several installments from Charles de Lint show just how different the 'Gods' or Spirits of natural places can be disrupted by the balances being shifted by more Native American or European spirits entering their shores.

This is not so in East Africa. A natural, virgin barrier is held in both the physical and spiritual realms of this continent. While technology has been implemented into every day life for many African cities and countries, the spiritual essence of Africa has never given sway to the European and American spirits that have met with its Umbral occupants. Even during the Great Race for Africa, when Europe and the Americas set to establish and stake their claim on Africa's shores, Africa has maintained its spirituality and spiritually feral essence.

Be that as it may, Africa maintains its own unique stature in the Spirit world and its realms are vastly different than those described in the books and settings for Werewolf: The Apocalypse. The reflection here is more clear, untouched and often times described as more beautiful-but also more frightening. It is, in fact, a harsh reality for plenty of occupants that Africa maintains a very feral outlook on life from their religious and cultural aspects to the very spirits that inhabit its shores. Some are the purest form of evil, whilst their combatants may very well be the purest sense of innocence left on the physical and spiritual realms.

What does this mean for me?

As a player you must be more open to interpretation on the Storytellers' part when describing the realms you are entering. The Umbra, itself, is a special place where characters often seek to find the answers to their own personal mysteries. And some of those mysteries should remain just that, mysteries. The Umbra is not a predictable place and though all players have access to the bare bones material provided in the Revised version of Umbra (WW3111) much of what will be encountered will not be found in those books. Your setting and premise for the Umbra will be unpredictable.

Many of Werewolf: The Apocalypse's books give descriptions for spirits available to contact for learning gifts, rites, etc. These books, while giving the premise for Spirit abilities will be vastly different from those within the books. A Garou seeking to learn a Gift that is taught by Horse may be sent on a mission to come into contact with Zebra. Similarly, a Bastet seeking to learn a gift taught by Raccoon may be sent to contact Ratel (Honey Badger) in its place. While a seemingly uncomplicated feat, many of these spirits do not have the same demeanors or wishes that the American or European spirits might.

Ahadi: East Africa's staff has sought to make a game that is different and exciting while still making sense to the players on a mechanics standpoint. This is why all spirits in the books will likely be changed in name and demeanor in order to fit the Setting. Many feral African tribespeople wouldn't know what a cougar looks like, in its stead a lion may replace this large cat. African spirits, legends and mythology will be implemented into this section of the game in order to give it a realistic feel and a learning curve for players.

What if I don't know which spirit applies to what I am looking for?

The simple solution would be to ask your Storyteller which African spirit is most suited to help you with your situation. It is likely that your Characters would know the answer to this question, even when we as American and European players don't always have that information. Therefore, asking your Storyteller is always the best option for receiving answers regarding spirit matters.

Additionally, information will be placed on the website with eventual developments to help players along with African spirits and their purposes and unique gifts.

What's it like?

The most prevalent aspect of the Umbra is the cycle of life and death. Africa is always on the verge of both of these spirit-altering events. Life in the physical realm is a dangerous place, as is the Umbra. Death is as often a blessing as a curse on the African plains. Aspects of both life and death are always shown to the visitors of the Umbra from the vast, endless plains of the savanna to the blood-filled fields of Tsavo, Kenya. The Umbra takes on whatever shape is held in the residual spiritual essence that has been left behind by the physical realm.

One thing is always for certain, Africa holds true to the laws of the jungle. It is kill or be killed. Eat or be eaten. Life taken for granted is wasted. One traveling in the Umbra must always know that it is as dangerous, if not more dangerous, than the world they live in. Life and death are a permanent reality in both realms.