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Posted: Thu Jun 16, 2005 8:32 pm
Umbra The Umbra is a mysterious dimension that lies next to the world of matter, but not anywhere within it. It is a world made entirely of spiritual energy, and it is separated from the mundane world by a vast barrier called the Gauntlet. The twin worlds of matter and soul were once one. They still yearn to reconnect, but harsh reality holds them apart. Then spirit Realm pierces the Gauntlet at many points to reach into the physical, but the two cannot shatter the Gauntlet and unite. Only Gaia's chosen can break through the Gauntlet and journey from Earth to Umbra. Unfortunately, many wicked beings from the spirit world can travel in the other direction.
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Posted: Sun Jun 19, 2005 10:50 pm
Gaia The Realm-system begins with Gaia and is bound by Gaia. All things that exist withen the Tellurian are considerer to be of Gaia, though most Garou woul drefute the notion that evil beings are truly a part of Gaia. Gaia's growth and development are inextricably linked to the growth and development of th eliving beings within Her. Gaia loves all of Her creations, and extneds ot them a pure, unconditional acceptance and respect. Life is both a manifestation of Gaia and a celebration of her glory. Death is but a tranfiguration of Gaian energy, as the dying being ascends to a new state in the cosmological cycle. This natural cycle of death and life has been altered by powerful intelligences, and this in turn weakens Gaia. She is also greatly weakened and degraded by the ongoing clash of the Triat. The Gaoru rage at the violence that the Weaver and the Wyrm inflict on Gaia, and have pledged their lives and souls ot defending, upholding and restoring Her. They fear that the impending Apocalypse may signal her ultimate destruction.
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Posted: Sun Jun 19, 2005 11:06 pm
The Triat Below Gaia in cosmic power are the mysterious, personified forces called the Wyld, the Weaver, and the Wyrm. According to the Garou, these entities, collectively called the Triat, shape and control eternity. The interplay of these impersonal, spiritual forces makes up the Tellurian and comprises all within it. At a base level, the members of the Triat represent the forces of creation, growth, and destruction, but they are far more than that. They represent potential, materialization, and unraveling. They also embody chaos, order, and balance.
The Wyld Creation begins with the Wyld. The Wyld is pure change. It is not so much undifferentiated chaos as it is elemental transmutation. It constantly swirls with change, adaptation, and change again. The Wyld is alive with possibility: the Wyld IS possibility itself. Every ant and tree contains within its spirit a particle of this chaos and possibility. The Wyld is a complete entity, but without the Weaver, the Wyld loses all the forms it spawns. They return to the primal forge at the very moment of birth. To be all forms at all times is to be no form at all. Life without bounds cannot know itself in all parts. This means that the Wyld is the least personified of the three. Its constant mutability precludes true form or nature. The Wyrm is also essential to the Wyld, because the Wyrm destroys select aspects of the Weaver's Web and returns the uncreated matter to the Wyld. The Garou venerate the Wyld, seeing it as a symbol of their struggle against the Apocalypse and a promise of a brighter day. Its Realms teem with countless forms of life. In the world that from the Wyld, anything can happen. Outnumbered, outfought, outmaneuvered Garou may even be able prevail against the forces that threaten to devour Gaia. The Wyld is a bright hope, a promise of change from a wicked world of evil matter and entropic destruction.
The Weaver From the heedless change of the Wyld came ordered growth. The Weaver selected sections of the turbulent creation and kept them from dissolving into the boisterous whole at the instant of their birth. Undifferentiated creation was thereby structured and locked into form. Thus did the Weaver spin the first strands of that structure which would become the fabric of the universe-the Pattern Web. This changed everything. Where there was form, there could be growth and progress. Meaning was now imposed on meaningless potential. Inconstant infinity had yielded to enduring eternity. Then the Wyrm arrived and pruned away sections of the Weaver's creation. The Weavers' perfect patterns were now imperfect, but balanced. According to the Garou, this is the true cosmological cycle of chaos, creation, and destruction. It lasted an eternity, but was ultimately shattered when the Weaver gained consciousness. There are many theories about how exactly the Weaver went mad. The following are three of the most common in Garou society. Some say the Weaver tried to spin the entire Wyld into full, patterned existence. This created an explosion of creation, which drove the Weaver insane. She looked into the Web and saw only madness. The Wyrm, exhausted from trying to maintain the balance became ensnared in creation. The Wyrm is still there, struggling to free itself and destroying all creation from the inside. Others say the Weaver was far more calculating, and that her only madness in power-lust. The Weaver attempted to make logical advancement and permanence in the cornerstones of the Tellurian. Once she established causality, she set out to impose causality on everything. The Wyrm was an obstacle to this process, because it destroyed by its own rules rather than the rules of the Weaver. So the Weaver ensnared the Wyrm in the Pattern Web and directed its destruction along the lines of causality. But her control over it is not absolute, and it still manages to destroy blindly, along a pattern other than hers. This limits her power, which is cosmologically helpful, but injures Gaia, which is not. Still other Garou, like the Glass Walkers, claim that the Wyrm is the source of trouble, because the Wyrm attempted to destroy the Wyld altogether. If the Wyld were gone, nothing more could be created, and the Wyrm would emerge victorious. The Wyrm tried to use the Weaver to weaken the Wyld by ensnaring it, but the Weaver could not bind all of infinity. Instead, she spun herself into madness. The Wyrm was caught in a trap of its own devising, and remains there to this day. Meanwhile, the eternal Wyld endures. The Glass Walkers insist that the Weaver is simply trying to defend herself, and that she holds the key ot stopping the Wyrm.
The Wyrm The Wyrm is the third and last of the Triat. It was once the restorer of balance, bringing harmony where there was none and ensuring that neither the order of the Weaver nor the chaos of the Wyld prevailed throughout reality. Suspended between the chaos below and the Pattern Web above, the Wyrm removed all that was not harmonious. Then the Wyrm became ensnared in the Pattern Web. By looking into the madness of the Weaver's web, it gained sentience and became trapped in the Weaver's deadly Apocalyptic game. The Wyrm fractured into three personalities and as a result is not always able to coordinate its actions. Where the Wyrm was once the bringer of harmony, it is now the harbinger of the Apocalypse, spawning entropy, decay and corruption. Unable to destroy overtly and honorably, it destroys from within. It destroys all those weak enough in spirit to succumb to the temptation of hatred and envy.
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Posted: Tue Jun 21, 2005 8:00 pm
Celestines Below the Triat in the cosmological totem pole lie the Celestines. The greatest of the Celestines are Luna, the spirit of the Moon, and Helios, the spirit of the Sun. Gaia's most directly comprehensible manifestation is a Celestine form. The true form of Gaia is so much larger than the Triat as to be completely unknowable by any means other than the transcendent bliss of mystical union. Other Celestines are powerful servitors of the Triat, but their forms are all but unknown to the Garou. They are sentient adn highly intelligent. Most Celestines abide in Realms of their own design; here they are omnipotent and omniscient. They are usually visited only by Incarna. Celestines sometimes send avatars to communicate with Garou. These avatars are aspects of themselves that are approachable and understandable by Garou. The true form of a Celestine is unimaginable; it is only through and avatars that communication between them and lesser beings can take place. To create an avatar, the Celestine wills itslef to appear in a finite, limited form. Because of its near-infinite nature, a Celestine may have many avatars active at one time. Celestine avatars cannot be destroyed or adversely affected in any way by beings of lesser potency than Celestines.
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Posted: Tue Jun 21, 2005 11:02 pm
Incarna One step below the Celestines are the Incarna. Incarna are minions, consorts, advisors and warriors who serve the Celestines and derive power from their patrons. Some of them Domains of their own, but most of the Domains they inhabit were created by the Celestines. When Celestines die, their Incarna often survive. These powerful spirits seek both Gnosis and a purpose. May of them seek to become Celestines. Totem spirits are the Incarna most familiar to Garou. These beings, most often servants of Gaia, can create many avatars to communicate and interact with the Garou. Pack totems are totem avatars. Totem avatars resemble Jagglings in form and powers. While Incarna are less powerful then Celestines, they are still immensely potent and vast, existing on many levels. Usually only their avatars can be interacted with, although Theurges tell legends of great seers who encountered Incarna in the Umbra and came away with a truer understanding of power.
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Posted: Tue Jun 21, 2005 11:09 pm
Jagglings Jagglings are simpler spirits that serve the Incarna, though some Jagglings serve a Celestine directly. They are formed from a part of the spiritual essence of their patron, and are usually quite loyal. Some develop (or are given) free will by their patron. The more advanced Jagglings can duplicate this process and thereby create Gafflings to serve themselves. Garou can, and often do, interact with Jagglings. Some Jagglings teach Gifts to Garou, while others, such as Englings, can provide an entire sept with Gnosis.
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Posted: Tue Jun 21, 2005 11:17 pm
Gafflings The lowest spirits are Gafflings - semi-sentient or insentient servants of the Jagglings. They are used as tools by their masters and by the Incarna, who don't regard them as intelligent beings. Gafflings are used to power Garou fetishes and to send messages through the Umbra. They are in constant communication with their patron and often allow their patron to assume complete control over them. Many of them feel most "whole" when they allow their patron to dominate them. Some Gafflings are fully intelligent, but these are exceptions, and often the work of mysterious higher forces. Garou interact with Gafflings more than any other spirit type. Gafflings can teach Gifts to Garou and be bound into fetishes.
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