4 of 4 people found the following review helpful:
5.0 out of 5 stars
One of the most important of Werewolf Sourcebooks, June 29, 1997
By A Customer
This review is from: Umbra: The Velvet Shadow (Werewolf - the Apocalypse) (Paperback)
This one really is a must-have for the serious Storyteller. It is an in-depth guide to the Umbra. The sourcebook is packed with information, and seems to be fairly well-organized. I have found it very useful indeed: I could not Storytell for Garou without this book with any ease
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3 of 3 people found the following review helpful:
4.0 out of 5 stars
Umbra: A must have., May 13, 2001
This review is from: Umbra: The Velvet Shadow (Werewolf - the Apocalypse) (Paperback)
This book is a wonderful tool for any storyteller who wants to run a game which goes further than just going out and beating things up. It gives a glimpse of the other side of the gauntlet which allows you to run games full of depth, symbolism and meaning. It also give new locations for going out and killing people if you need them.
With a description of how the werewolves see the umbra, the near realms, rules systems, story seeds and insights in how to do the umbra justice in the game, this book can transform your games for the better. It did mine.
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5.0 out of 5 stars
Will take you to the other side, July 27, 2010
This review is from: Umbra: The Velvet Shadow (Werewolf - the Apocalypse) (Paperback)
And your Werewolf the Apocalypse campaign will be at the same time brightened and darkened. This paradox is typical of the Umbra - the spirit world. There everything is shown with stronger stances. Few things can be more beautiful or heart filling as the love of Gaia in the summer country, but in the Scar Realm the full depths of depravity of the weaver corrupted by the Wyrm is shown in the most despairing way.
So the Umbra is a place of infinite possibility, stories that can enhance any aspect of a campaign. From philosophic lessons to gut wrenching battle.
The base rulebook had a nice description of the Umbra, but it was very short and left many doubts. In this supplement much is detailed including all the 13 near realms, sub-realms, Domains, Zones so the Tellurian won't be such an huge mystery for the storyteller (although it will always be a mystery for the players). What is the difference between Penumbra and Soft Umbra? Can normal humans have access to the spirit world? What fabulous and terrible opportunities can a storyteller get from the Mirror Zone? Know thy answer with Umbra, the velvet shadow.
It includes story threads, laws for each specific Near Realm (for example, in Wolfhome you are stuck in Lupus form!), Stats for some interesting Umbra inhabitants or travellers and great fetishes, rites, etc.
The Near Realms where you will make your stories after getting this book are: Abyss; Aetherial Realm; Arcadia Gateway; Atrocity; Battleground; CyberRealm; Erebus; Flux; Legendary Realm; Pangaea; Scar; Summer Country; Wolfhome and tribal homelands.
This book includes a poster-map with an interesting systematization of the Tellurian. Very good and moody cover art by George Pratt, and nice interior art (for 1993 pattern). Remember, this book is for the first edition of Werewolf the Apocalypse, it will need some adaptations to play in the revised system.
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