All Fiction Battles Wiki
All Fiction Battles Wiki

Intro[]

A blog dedicated to the cosmology and terminology of World of Darkness. It is a series of tabletop role-playing games, originally created by Mark Rein-Hagen for White Wolf Publishing. It began as an annual line of five games in 1991–1995, with Vampire: The Masquerade, Werewolf: The Apocalypse, Mage: The Ascension, Wraith: The Oblivion, and Changeling: The Dreaming, along with off-shoots based on these.

Credits to Sol Invictus for certain scans used here, and to Udl for showing relevant books (specifically Masters of the Art and Truth Beyond Paradox)

Cosmology[]

Tapestry[]

Reality is defined by the collective belief of humanity:

Tapestry1

Infinite Tapestry

It is the sum total of all that exists, has existed, and will exist. It includes what is possible and impossible:

Tapestry1

Guide to the Traditions

It encompasses all that is, all that was, and all that can be imagined:

Tapestry9

Infinite Tapestry

As it contains all that can be imagined, it would include the Ultimate Ensemble of Max Tegmark as well:

Umbra25

Void Engineers Revised

It contains the concept of duality and nonduality, such as yin and yang, and Taoism:

Tapestry10

Kindred of the East Rulebook

The Tapestry contains the Patterns, which are the fundamental concepts and codes of reality, the world's functions, variables, and instances:

Tapestry6

Guide to the Traditions

Reality instantiates all mathematically coherent phenomena, including contradictions:

Tellurian4

Void Engineers Revised

It is an ensemble of mathematical objects, being founded in Platonism:

Tapestry11

Void Engineers Revised

Platonic forms in WoD follow Platonism very accurately (not very good quality scan I know, but it should still be readable):

Despite all the previously mentioned structures, the Tapestry is so vast it can never actually be "filled up":

Tapestry3

Guide to the Traditions

Mages are analogously compared to the hackers of reality, as they become aware of the Tapestry and perform feats that goes against the consensus model of reality:

Tapestry8

Guide to the Traditions

There is an hierarchy of nested Tapestries, with the lesser Tapestry being contained within the greater one:

Tapestry12

Mage: The Ascension - Ascension (sourcebook)

Consensus[]

The totality of humanity's thoughts and dreams form a consensual model of reality. Everything conforms to this model of reality. This weight of abstraction and belief is called the Consensus:

Consensus1

Guide to the Traditions

Consensus2

Guide to the Traditions

Reality has rules, and those rules are decided by the Consensus, the collective power of belief across the world. It's the reason why mages can't go around physical reality nuking things freely:

Consensus3

Mage the Ascension, 20th Anniversary Edition

Near Umbra[]

Everything in reality casts a shadow into another dimension. This dimension is the Umbra, a dark reflection of the Tapestry. And its closest dimension, Penumbra, mirrors the Tapestry:

Umbra1
Umbra4

Infinite Tapestry

The Umbra is divided into Low, Middle, and High Umbra, collectively forming the Near Umbra:

Umbra5

Infinite Tapestry

Low Umbra[]

The Low Umbra is the realm of the dead, the forgotten, and the victims of entropy:

Umbra6

Infinite Tapestry

This includes the death of gods, vampires, and even ideas:

Umbra31

Mage the Ascension, 20th Anniversary Edition

Middle Umbra[]

The Middle Umbra is composed of the collective feelings and instincts of the world:

Umbra9

Infinite Tapestry

The realms within the Middle Umbra reflect dreams and nightmares at their most potent:

Umbra23

Mage the Ascension (1996)

Within this Umbra, travelers find ruins of ancient civilizations, the decayed remnants of long lost religions and ideals, and the terrifying creatures that stalk people’s nightmares:

Umbra29

Umbra - The Velvet Shadow

High Umbra[]

The High Umbra is a realm of intellect, where ideas and concepts exist in strange forms and living images:

Umbra7
Umbra8

Infinite Tapestry

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 intelelectual abstractions:

Umbra9

Infinite Tapestry

The High Umbra is a realm of ideas, and thus anything that happens in it is caused by whomever it happens to. Any entity one encounters is brought forth and formed by one's conscious and unconscious expectations, needs, desires, and fears:

Umbra10

Infinite Tapestry

It contains feelings, imagination, logic, mathematics, alchemy, phylosophies, magic, and living platonic forms:

The spirits of the High Umbra are suspected to be created by the ontologically precedent abstractions:

Umbra14

Infinite Tapestry

Spirits of the High Umbra are concepts and ideas, mathematical equations and hypothesis, discarded theories, philosophical posturings, psychological thesis, and religious beliefs:

Umbra21

Mage the Ascension (1996)

The High Umbra also contains the collective unconscious:

Umbra24

Mage the Ascension (1996)

It also includes fundamental mathematical objects: the Platonic “ultimate ensemble” predicted by mathematician Max Tegmark:

Umbra25

Void Engineers Revised

Every thought, ridiculous concept, flight of fancy, complex mathematical theory or incongruous physics problem can be found within the Astral Umbra:

Umbra27

Umbra - The Velvet Shadow

The Astral Umbra is home to every conceivable type of conceptual spirit. The very idea of a thing creates a spirit representation in the Astral Umbra, allowing every thought, dream, or idea to be a spirit somewhere:

Umbra28

Umbra - The Velvet Shadow

Vulgate[]

The Astral Umbra contains the Vulgate, where the most widely held notions of reality directly reflect the physical realm:

Umbra11

Infinite Tapestry

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:

Umbra12

Infinite Tapestry

The Vulgate can be seen differently depending on the time of the day. In daytime, every object is realized in its platonically perfect form, while the dark of the night causes the flawed and unbalanced nature of things to emerge:

Umbra13

Infinite Tapestry

Epiphamies[]

The High Umbra also contains the Epiphamies, its most fundamental aspect:

Umbra15

Infinite Tapestry

They exist independently of human conception, as ontologically precedent abstractions:

Umbra16

Infinite Tapestry

Umbra14

Infinite Tapestry

It transcends the physical world, perceiving it as fictional narratives:

Umbra17

Infinite Tapestry

These realms, which spring from the highest reaches of consciousness, exist beyond description. Once one attempts to describe it with words, images and sounds, it becomes something else instead:

Umbra32

Beyond the Barriers: Book of Worlds

The Epiphamies are stacked in a series of continous levels of greater abstractions within Idea Space, with the higher one representing the "completion" of the intellectual work initiated in a lower Epiphamy:

Umbra20

Infinite Tapestry

Epiphamies aren't restricted only to the High Umbra, as an epiphamic revelation can appear anywhere across the Tellurian:

Umbra18
Umbra19

Infinite Tapestry

The hierarchy of Epiphamies is implied to be infinite:

Umbra22

Infinite Tapestry

Horizons[]

The three Umbrae are contained by a massive spiritual barrier called the First Horizon. It forms the limit of Earthly reality and the outermost boundary of the Near Umbra:

Horizon1

Infinite Tapestry

Extending past the Horizon (or being an extension of it), we have Etherspace, an infinite churning sea of magickal energy, where the laws of reality are far hazier and more fluid than they are in the Near Umbra. It holds infinite possibilities:

Horizon2

Infinite Tapestry

The sea of ether extends to another barrier, the Far Horizon, a spherical gauntlet of hazards as difficult to navigate as the chains of asteroids they represent:

Horizon3

Infinite Tapestry

Shade Realms[]

Eight shade realms rest along the Horizon at the edge of the Deep Umbra:

Shades1

Mage the Ascension (1996)

Each of these shade realms corresponds to one of the Shard Realms and provides the easiest path for reaching those farawar realms:

Shades2

Mage the Ascension (1996)

Nine Spheres[]

The Nine Spheres are fields of knowledge that focus on nine elements of reality. The spheres encompass elements of reality:

Spheres1

Mage the Ascension, 20th Anniversary Edition

The spheres are all interconnected and follow a natural cycle:

Spheres2

Mage the Ascension, 20th Anniversary Edition

Each sphere grants unique capabilities to a mage:

Spheres3

Mage the Ascension, 20th Anniversary Edition

Tenth Sphere[]

According to certain people, there’s a Tenth Sphere too. It’s thought to exist simply because there appears to be a place for it in the space between the other elements. Some folks call this theoretical Sphere Unity, Balance, Unified Field Theory, or even Ascension. By understanding it, they say, you can go beyond the limitation of the other nine Spheres and open the door to Ultimate Reality:

Tenth sphere1

Mage the Ascension, 20th Anniversary Edition

Deep Umbra/The Void[]

Beyond the Far Horizon, the cold and deadly Void stretches out to infinity. It contains horrors entirely alien to mankind’s comprehension. The minds of men hold no influence on its shadow or substance:

Void1

Infinite Tapestry

The Deep Umbra stretches outward beyond Gaia's bounds and into the far reaches of the Tellurian:

Void2

Mage the Ascension (1996)

It is the principle of ultimate Oblivion, the utter absence of possibility, and primal chaos:

Umbra30

Mage the Ascension, 20th Anniversary Edition

In the Void, the false divisions among symbol, form, and state of mind disintegrate. All things are one in the dark, it collapses all distinctions into nothingness:

Void4

Book of the Fallen

Tellurian[]

The Tellurian is all of creation:

It is essentially everything that has been imagined, can be imagined, or has yet to be imagined:

Tellurian7

Mage the Ascension, 20th Anniversary Edition

While the Tapestry is reality given form, the Tellurian is all of reality, the concept of reality:

Tellurian1
Telluriann2

Guide to the Traditions

Another comparison would be, that the Tapestry is the object-oriented programming language to the Tellurian's machine language:

Tellurian3

Guide to the Traditions

The Tellurian encompasses what is possible and impossible, which includes "rational intellectual constructs", mathematically coherent/consistent phenomena, contradictions, and logic, including logical inconsistencies and even the law of noncontradiction:

Tellurian scan aaaaaa

Guide to the Traditions

Tellurian scan aaaaaaa

Lore of the Clans

It is implied there is an infinite hierarchy of Tellurians made by Archmages of Prime. The higher Tellurian transcends the lower ones, to the point the lower Tellurian cannot exist within the higher one, and are at best insubstantial shadows of the greater Tellurian. Naturally this will result in the lowest realm of the higher Tellurian Tapestry exceeding the lower Tellurian and its Tapestries:

Quintessence6

Masters of the Art

Tellurian8

Masters of the Art

Names & Identity[]

All things in Creation have a name. The name describes the very essence of a thing. It provides not only comprehension of a subject, but also power over it:

Every creature, every object, every force in the universe has defining aspects and associations, a True Name (or simply Name). The True Name is basically a written or verbal shortcut to the nature of whatever it describes. It contains the definition of the essence of the Named item or being. A True Name binds the Identity - the very essence - of an individual into a word:

To name something is to define that something on a physical and spiritual level:

All of Creation can be distilled down to the Names given to the things in it. Take away the Name of the person or object, and it ceases to be. A name transcends time and space:

It is the Weaver who names all things. A thing is not a thing until it has a name:

The Trinity/Triat[]

There are three forces that are fundamental for the existence of the Tellurian, acting as its metaphysical framework:

Triad1

Mage the Ascension (1996)

Triatt2

Mage the Ascension (1996)

They form the whole of creation:

Triatt3

Werewolf the Apocalypse, 20th Anniversary Edition

Each third of the Triat is really the collective sum of all spirits that represent it:

Triatt4

Werewolf the Apocalypse, 20th Anniversary Edition

They combine to create the entire Tellurian:

Triatt5

Werewolf the Apocalypse, 20th Anniversary Edition

Dynamism (Wyld)[]

Dynamism is the most active, changing member of the Trinity. It is movement and expansion. The creature that represents it is called the Wyld, and many view it as utter chaos. Without Dynamism, the universe stagnates and dies:

Triat3

Mage the Ascension (1996)

The Wyld drives evolution and adaptation, as endless variations of the creative process result in the advancement of living things. It is possibility and random chance incarnate:

Triatt6
Triatt7

Werewolf the Apocalypse, 20th Anniversary Edition

Stasis (Weaver)[]

Without Stasis there would be no stability in the universe. It is the "egg" that binds the water and flour of dynamism and entropy. Without Stasis, different realities would collide, and no piece of reality could hold together:

Triat4

Mage the Ascension (1996)

The creature that represents Stasis is the Weaver, a force of connection and order. It provides a framework for the universal constants that protect us from chaos:

Triat5

Mage the Ascension (1996)

The Weaver built the fundamental sturcture of the universe. Wherever there was form, there could be growth and progress. Inconstant infinity yielded to enduring eternity:

Triat8

Werewolf the Apocalypse, 20th Anniversary Edition

The Weaver has given us time and distance, but when it acts without restraint, it also threatens to bring stasis and conformity:

Triat9

Werewolf the Apocalypse, 20th Anniversary Edition

If the Mad Weaver ever finishes spinning her cosmic web, all of the Tellurian will be bound in rigid, motionless, changeless strands:

Triat10

Werewolf the Apocalypse, 20th Anniversary Edition

She can make shape and substance out of the limitless possibility of the Wyld:

Triat11

Werewolf the Apocalypse, 20th Anniversary Edition

The Weaver is the most powerful of the Triat:

Triat13

Book of the Weaver

Triat14

Book of the Weaver

It is the Weaver who names all things. A thing is not a thing until it has a name:

Weaver feat

Entropy (Wyrm)[]

Entropy is the end of all and the beginning of all. It is the constant pull towards dissolution, a merging of dynamism and stasis so complete that there is no difference between them. Without that constrast, all differentiation crumbles into space, and matter merge into one. It is chaos and destruction:

Triat6

Mage the Ascension (1996)

The entity that represents Entropy is the Wyrm, a being of entropic decay, which is constantly getting stronger due to its nature:

Triat7

Mage the Ascension (1996)

The Wyrm is a harbinger of the Apocalypse, spawning creatures with a new arsenal of weapons to seek and destroy: decay, entropy, and corruption:

Triat12

Werewolf the Apocalypse, 20th Anniversary Edition

Gaia[]

Gaia is the goddess that created the world and the Triat:

Gaia1

Werewolf the Apocalypse, 20th Anniversary Edition

She is told to be much greater than the Triat and that her form is ultimately unknowable. She is the living essence of Creation:

Gaia2

Werewolf the Apocalypse, 20th Anniversary Edition

Quintessence[]

Quintessence is the “fifth essence” referred to in arcane metaphysics. It fuels the latticework of all Creation, restoring the sublime energy within us:

Quintessence1
Quintessence3

Mage the Ascension, 20th Anniversary Edition

All matter, spirit, and elements of reality are composed of Quintessence. It is neither physical nor ethereal, and cannot be truly divided or contained, an "ever-fluctuacting pool" from which all creation arises and returns:

Quintessence

Mage the Ascension (1996)

It exists as the primal substance from which all elements arise and to which they all return:

Quintessence7

Traditon Book: Sons of Ether

When it comes to trying to define Quintessence, every human definition or description falls short:

Quintessence2

Mage the Ascension, 20th Anniversary Edition

It is the world's life force and the raw essence of Creation, with its properties transcending understanding:

Quintessence4

Mage the Ascension, 20th Anniversary Edition

Quintessence5

Mage the Ascension, 20th Anniversary Edition

Mages at a certain level can use Quintessence to create their own Tellurian:

Quintessence6

Masters of the Art

Consensus Hierarchy[]

The cosmology of WoD heavily follows principles from Gnosticism, an esoterism that considers the material world from which all of humanity realizes and exists in, as an illusion, fantasy, or daydream, and that the goal of an individual wth the material world is then to "awaken" from this illusion and peer into the true nature of reality that lies beyond:

Consensus hierarchy4

Mage the Ascension, 20th Anniversary Edition

The people that are not aware that they live in a "illusory reality" are called Sleepers, while the ones that become aware of the supernatural and the dimensions beyond that are woven throughout the Tapestry, are known as Awakened (such as Mages). Normal people think of the physical world as primary and discard their thoughts and daydreams as secondary, while Mages see the latter as part of a deeper reality, every bit as real, if not more so, than the physical one:

Consensus hierarchy5

Mage the Ascension, 20th Anniversary Edition

In the same way Mages (including Archmages) transcend the Consensus of the Sleepers, the Gods transcend the Consensus of the Mages, and in the same way normal humans are "asleep" to the spiritual reality which Mages experience, Mages are also "asleep" to the world which the Gods experience:

Consensus hierarchy1

Truth Beyond Paradox

Consensus hierarchy2

Truth Beyond Paradox

It is further stated that the Gods, too, have their Consensus controlled by even greater Gods that can perceive an even deeper reality with even greater minds, and this whole process is an infinite hierarchy of realities dictated by belief:

Consensus hierarchy3

Trith Beyond Paradox

YHVH[]

YHVH is the supreme God who existed in the Time of Nothing, whose Word caused all of Creation to be made out of the dying silence of the Void (not to be confused with the Deep Umbra):

Imagem 2023-11-11 061259590
Imagem 2023-11-11 061400826

Order of Hermes

In Its wisdom, YHVH created the ELOHIM, such as Jehovah, and all the other spirits and gods:

Imagem 2023-11-11 060933476
Yhvh3
Yhvh4

Revelations of the Dark Mother

Yhvh1

Order of Hermes

He is the Infinite of Infinities. He is all things, and that which was not God was absolutely nothing:

Yhvh2

Demon: The Fallen - Rulebook

Initially, Creation contained infinite levels of meaning. Different things on different layers, all equally real, all similar, but each discrete - even while they were simultaneouly experienced. Everything that could be deemed contrary or contradictory to one another was equally true and real, contained in Creation:

Paradise
Paradise2
Paradise3

Demon: The Fallen - Rulebook

Even contradictory things like the Omnipotence Paradox, were also accounted for and possible in this state of Creation:

Paradise4

Demon: The Fallen - Rulebook

I AM THAT I AM[]

The Essential Divinity (or I AM THAT I AM) is that which cannot be named, the indefinable essence that pervades Creation. It transcends names and identities. As ineffable things go, this one is at the top. It is incomparably superior to any and all godheads, as those still contain an identity and name:

Iamthatiam

Mage the Ascension, 20th Anniversary Edition

Terminology[]

Magic & Magick[]

Magic and Magick might seem the same, but there is a little bit of a difference. Magic refers to Static Magic, which works with the momentum of reality, rather than force of will, while Magick alters reality and the Tapestry through willpower:

Difference magic magick
Difference magic magick2

Mage the Ascension (1996)

Mages adept at coincidental magick are the ones that try to make their magick appear as coincidental to the masses to avoid a paradox backslash:

Coincidental magick

Mage the Ascension (1996)

Vulgar Magick is the opposite of Coincidental Magick:

Vulgar magick

Mage the Ascension (1996)

Sphere Abilities[]

As previously mentioned in this blog, each sphere grants unique abilities to a mage. They are the following:

Correspondence[]

Entropy[]

Forces[]

Life[]

Matter[]

Mind[]

Prime[]

Spirit[]

Time[]

Qlippothic Spheres[]

Everything in Creation has its dark reflection. While not precisely true, this logic holds firm when it comes to the Spheres of magic. Being the dark reflection of each of the Nine Spheres of magic, each Qlippothic Sphere has a fractured, negative aspect referred to as its Qlippothic side, and it is these Qlippothich Spheres that the Nephandi draw upon when it comes to the Spheres of magic:

Spirits (Umbrood)[]

Umbrood is a name given to the spirits that live in the Umbra:

Umbrood1

Mage the Ascension, 20th Anniversary Edition

There is an infinite amount of them:

Umbrood2

Mage the Ascension, 20th Anniversary Edition

Some types of spirits are stronger than others, following a hierarchy:

Spirit hierarchy

Mage the Ascension, 20th Anniversary Edition

Spirit Abilities[]

Disciplines[]

Discipline is a term used by vampires to describe their supernatural powers. The origin of the vampiric powers modernly known as Disciplines is unknown, however, but many believe they are gifts from Caine or Lilith, and a few Antediluvians are thought to have invented unique Disciplines that have been passed down through their childer. Others believe them to be inborn powers inherent to the undead body. The abilities include:

Animalism[]

Auspex[]

Chimerstry[]

Dementation[]

Dominate[]

Necromancy[]

Sepulchre Path[]

Ash Path[]

Bone Path[]

Cenotaph Path[]

The Corpse in the Monster[]

The Grave's Decay[]

Four Humors[]

Vitreous Path[]

Obfuscation[]

Obtenebration[]

Presence[]

Protean[]

Quietus[]

Serpentis[]

Thaumaturgy[]

Path of Blood[]

Elemental Mastery[]

Green Path[]

Hands of Destruction[]

Neptune's Might[]

Path of Conjuring[]

Path of Mars[]

Path of Technomancy[]

Path of the Father's Vengeance[]

Vicissitude[]

References[]

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Conclusion[]

  • Tapestry: High 1-A
  • Near Umbra: High 1-A
  • Horizons: High 1-A
  • Deep Umbra: High 1-A
  • Tellurian: 0
  • Triat: 0
  • Gaia: 0
  • Quintessence: 0
  • Consensus Hierarchy: 0
  • YHVH: 0
  • I AM THAT I AM: 0