Saturday, January 18, 2025

Interpreting The Umbra: Dark Miyazaki

There is a world behind the one we know. It is a world of spirit that is, in many ways, a truer reality than the one in which we live and breathe. It is also, however, a place that holds up a mirror to the physical world, and shows us the spiritual reflections of the everyday horrors we walk right past without truly seeing them. This world is filled with spirits, but it is also filled with memories and legends, holding the emotional resonance of the world.

This place is the Umbra, and if you're new to Werewolf: The Apocalypse, or really any World of Darkness game that allows you to access this plane, it can be a lot of wrap your mind around. So I thought this week I'd offer an interpretation that might help folks get a grasp on the world, and what can be found within it.

I call this interpretation Dark Miyazaki.

It helps anchor the fantastical in a lot of ways.

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Let Yourself Be "Spirited Away"


While the film that most fits Werewolf's anti-pollution and anti-corruption themes is definitely Princess Mononoke (and one could argue that many of the monsters in that film are a perfect fit for the creation of fomori or corrupted spirits), the film I think works best as a jumping off point for the Umbra is Spirited Away.


For those who aren't familiar with the story, the broadest strokes of Spirited Away are that a young girl crosses a boundary into the spirit world, is stranded there, and must navigate the new rules of this bizarre places while attempting to survive, make friends, and find her way back to the physical world once more. While she's in the spirit world, though, we see great spirits and small ones, we see spiritual reflections of the material world, we see the sometimes orange-and-blue logic that drives the spirits to behave the way they do, and we begin to get a sense of the hierarchies that exist in this other world.

While it isn't a perfect one-to-one comparison, it can anchor your understanding as both a player or a Storyteller to have a reference like this to draw on. Much like how someone who has played Vampire might be able to easily sidestep into the mechanics of Werewolf as they're built on the same system, it's easier to ease yourself into a new fantastical concept if you already have a shared basis to draw on, and spin out from.

However, given that this is the World of Darkness, Storytellers might wish to paint with a darker brush than we see in this film. Players might find that in their attempt to destroy an oil refinery in the physical world means that the fire spirits who occupy the reflection of that site may have grown violent and destructive, demanding sacrifices of flesh and soul from those caught in their territory. You might find that locations opposite a vampire's haven are riddled with cancerous rot and violent, insane monsters, not unlike what you'd come across in Silent Hill's dark world. You may even find that the opposite side of a school is a prison that crushes tiny spirits until their essence flows freely, all of it drained out of the floor until the "pupils" in the place are a hollow, empty hivemind that conforms to the dark desires of the place.

Lastly, because the Umbra is massive, unknowable, and constantly shifting and changing, there is an infinite possibility as to what one might find on the other side of the gauntlet that separates the world of spirits from the physical world.

And on that note...

Would You Like Supplements For The Umbra?


If you're a regular reader, you might be familiar with supplements I wrote for the Hedge for use in Changeling: The Lost. Supplements like 100 Sights To See in The Hedge as well as 100 Hobs To Meet in The Hedge proved to be extremely popular, and given that the Hedge is also an ever-shifting realm of danger and madness where lurk bizarre creatures and impossible dangers, I figured that putting out supplements like this to help Storytellers get a grip on what they wanted players to encounter in the Umbra might be of-use.

So if you'd like to see a line of resources for fleshing out your part of the Spirit Wilds, let me know in the comments, or on social media!


And, of course, if you'd like some resources for the physical side of a Werewolf game, I'd highly recommend getting your hands on the 100 Kinfolk Bundle which has something like 1,500 NPCs in it, as well as Evil Inc.: 10 Pentex Subsidiaries.

After all, the more interest there is in Werewolf as a property, the more likely it is I can greenlight projects related to it!

Lastly, I have a new Werewolf video essay in the works... so subscribe to the Azukail Games YouTube channel to make sure you don't miss it when it drops!

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