House Ailurus
by Moonflower
0 Tomes — 2 Tourneys
House Avis by Misades
0 Tomes — 2 Tourneys
House Chiroptera by Dani Adventures
1 Tome — 1 Tourney
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House Lapin by Dani Adventures
2 Tomes — 5 Tourneys
Meles Minor House Crest by Shyredfox
0 Tomes — 4 Tourneys
House Mollusca by Dani Adventures
2 Tomes — 2 Tourneys
House Sauropoda by DaniAdventures/ShyRedFox
1 Tome — 1 Tourney

The Umbra

Behind the shifting mists of appearance, the unchanging reality remains.
— Greek Philosopher Parmenides

 
This is a time that is not a time, in a place that is not a place, halfway between the worlds of gods and mortals.
— Traditional Wiccan invocation

The Umbra is ever weaving, ever shifting, and ever confusing. It is a place between places, nestled between other paths, but also between Void and Reality. It is a Liminal Place, existing both within and without.
  Half connected to hundreds of other realities and realms, this is one of the few places within the Void where others wander. Not all who step through the ever shifting mists are Voidtouched, but few are truly Human. It is a shortcut between locations that is used by any who know how to step from one plane to another. It is a neutral place, and any fighting is strictly forbidden. Being polite to any who you cross paths with is an absolute must, for the ever shifting forest is home to ancient gods, powerful fey, deadly cryptids, and spirits of all kinds. The Liminal call this place home. Being rude can get you cursed... or worse. Be polite, however, and you might be invited to tea, or earn a blessing from those so inclined.
  Those who walk the ever shifting paths of the forest call it ‘The Shifting Paths’ or ‘The Forest of Truths and Lies’. Foxx calls it ‘The Umbra’.
 

Geography

The Umbra is made up of three or four distinct parts:
  • The Mists, which are a doorway, not just to the Umbra, but to all things. They are not strictly of the Umbra, though they are heavily connected.
  • The Forest is the Umbra itself.
  • The Garden lies at its center.
  • And then there are the Ancient Places that are connected to the edges of the forest, much the way a city is connected to a forest it is built alongside to.

  •  
    The Mists
    The mists are always there, wrapped around the Forest. This is the space between spaces. The ever shifting between reality, and others. It is through the Mists you enter and exit the Umbra.
      It is very important to know where you want to go when entering or exiting, as being lost in spirit, distracted, or uncaring of where you end up will result in a person being lost for a very long time... seconds might pass, or decades, before a person escapes, and there is no telling where you might end up. Those who are experienced, however, see it more as stepping through a doorway, or walking past a fog bank. They enter and exit where they want to go without ever setting foot in the Forest, save maybe catching a glimpse. Many Mist-Walkers never know the Umbra is even there.
      Note: These are only the very edges of the mist. For most, that’s all they are. However, those within the Fey Realms, The Hungering Woods, or the Shrouded Isles should be aware that the Mists are insanely thick there, and are much more dangerous than the edges of the Umbral are. Interacting with the Mists are always a risk, and are much, much deeper than they appear. Take great care when walking the Mists, especially if you find yourself deeper than you intended to be.


     
    The Forest
    The forest is huge. It goes on and on and on, and the trees are always moving. How the forest looks, again, depends entirely on your perception of what it should look like. Maybe it is a towering mass of cypress. Maybe it is oak. Maybe it is a fantastical blend of colorful rainbows. Maybe it is as dark as night and filled with glowing red eyes and shrieking calls. Maybe it is bright and green and clean and there’s a unicorn stepping onto the path. This is a much less dangerous place, as the paths are very clear, and well walked. Even if you expect to end up in a dark and gloomy overgrown nightmare, there will be a clear space between the trees for you to follow... that being said, the paths move, a lot, or maybe, the trees do.
      Just like the Void, traversing these paths is all about intent. Fix your mind on where you want to go, and the paths will shift and move and converge to get you there. If the Forest seems intent on moving you somewhere else, it’s best not to fight it. It will take you where you want to go, or where you need to go. It is called "The Forest of Truth and Lies" for a reason. While your perception alters and warps what it is, at its core is the truth behind all things. Sometimes people who walk the paths, need to learn something about themselves, and the forest will wring that truth from them whether they like it or not.
      This is a space of Liminality, and has deep connections. Those that are not Mist-Walkers will enter directly into the Forest through a variety of ways. Each section of the forest has paths into a variety of realities. Some paths lead to the Tomeverse. If there is a Liminal space, there is a chance it might take you to the forest. Ancient abandoned malls, creepy gas stations at night, eerie moors shrouded in mist and meadow, forests that have gone too still, and more. Every path leads to another, slipping between one place and another. Currently, it is easiest to enter the forest through other forests, but those skilled in the art can slip sideways into the between spaces from almost any vaguely Liminal location. If you are walking the forest and start seeing kiosks and pretzel stores, chances are your shifting from Umbra into a reality once more.
     
    There are also pockets within the forest where Liminals live and make their homes. Stumbling upon these places always means an interesting time. There are lakes and ponds, and little villages to be found if you decide to simply clear your mind and start walking... however, there are also hungry things, and pockets of Void to be wary of. Wander at your own risk. The Umbra is as dangerous as it is peaceful.
     
    The Garden
    At the very center of the forest is the Garden. It is the only place that is not twisted by perception, for at its core, it is the truth behind perception. There can be no preconceived notions here, and stepping into it allows you to see people for who they actually are. Especially powerful beings are able to mask their true natures here, but it is a struggle. It is insanely rude to remark upon a being's true nature, and bringing it up outside of the Umbra can result in something becoming very, very offended. It is very much not a good idea.
      The Garden is, as expected, a massive garden that grows flowers, vegetables, and is considered quite beautiful. There are dozens of gazebos for privacy, as well as open tables of all kinds, from beautiful wrought iron, to old half rotten wood, and everything in-between. You are welcome to harvest the flowers or the vegetables, but greed is often punished here, so be careful not to take more than your fair share.
      There are little outdoor cooking stations where you can make a meal, make some tea, brew some coffee, or just enjoy the warmth, though there are almost always an array of pastries and meals loaded down on the Table of Bounty. Many beings believe it is rude to enter a place without offerings, and food is the most common. Be careful of your selections as some foods are not safe for all beings. And while taking more than your fair share is punished here, too, you are welcome to take more than your fair share if it is intended for someone who needs it.
      There is a large cabin set off to the side for those who need to stay a while. There are an ever shifting number of rooms, and if you go to sleep in a private room, don’t be alarmed if you wake up with bunkmates. It means the house either got an influx of guests, or thinks you need more friends. It’s surprisingly judgemental for a house. There are bathing rooms, but try not to overstay your welcome lest the house decide to keep you. It always needs more cooks, housekeepers, and handymen.
      This is also where Foxx resides the most when they are there, offering help, hindrance, guidance, or chaos to those that pass through. Some days it seems as if the Umbra acts through them directly, while others Foxx appears to be completely normal.
      Locals who interact with Foxx regularly, sometimes call them ‘The Shattered One’ though Foxx has not explained why to the other Voiders. They have been known to mediate between ancient horrors, and are quick to silence petty squabbling within the Umbra. They have also been known to guide the lost to truths when asked. If you are polite, and offer them a bribe in the way of a shoe, a squeaky toy, or a shiny bauble, Foxx might also guide you to a place you want to go if you cannot get there yourself. Be aware however, that Foxx is a trickster at heart, and prone to mood shifts. while they have greater freedom within the Umbra, they are the caretaker of the forest, not its master. Foxx will not save you from the Forests' wrath should you call it down upon yourself.
     
    The Cities and the Realms
    If you are careful, you can walk the edge of the forest, hovering between Mist and edge, and see untold wonders. There are massive green meadows, ancient crumbling cities, places of clouds... and a shining city made of gold and gems. These are the personal Domains of the Ancient Things. Entering these places is dangerous, very dangerous. This is a look, do not touch situation. The Ancient Things are possessive and territorial and do not take uninvited guests well. Some are the realms of death and afterlife, Some are the domains of gods and pantheons, and some are the homes to ancient Eldritch or Abyssal beings. If you accidentally wander into one of these places from the Forest or the Mists, the inhabitants tend to be a little more understanding. Especially if you are apologetic and polite.
     
     

    Common Inhabitants

    There are a number of beings that straight up call the Umbra home, and they are far more tethered there than anyone else. This gives them far more power there than you might imagine. They are able to harness powers of Versomancy, Liminality, and sometimes even break realty, depending on the need or desire. Messing with these individuals specifically is as unwise as messing around too close to the edges of the cities and realms.
     
    Foxx
    Foxx is new to the Umbra, but their liminality and Versomancy has made them surprisingly powerful within its borders. They are a force of chaos, as always, but maintain the few rules of the place with extreme prejudice. Their appearance within the Garden alters depending on who looks upon them, though there are always some traits that remain the same. Most of the time, they appear as some blend of white five-tailed fox and moth.
     
    Tenebris
    This is the Cabin’s butler. It has always existed, and always will. It is an eight foot tall Mothman in Rosy Maple Moth coloration (seriously, look that up, you will not be disappointed). It wears no clothes, but makes some of the best tea you could ever imagine, and has scones so good even Ailurus asks for the recipe. It does not speak, lacking vocal cords, but does know basic hand signs, such as ‘yes’, ‘no’, ‘more’, ‘please’, ‘thank you’ and ‘fuck off’. It primarily communicates through communication cards, or by writing things out. It does not care for technology, as it finds the glowing screens intolerably distracting.
      Foxx attempted to introduce it to T.V. and it sat in front of the flickering screen for three days before Foxx realized their mistake and removed it. It is impolite to bring this incident up, and more so to shine lights at Tenebris. This is one of the few inhabitants that can, and will, throw someone out of the Umbra... This is not recommended, as there’s no guarantee of where you’ll end up getting tossed through, and finding your way back with Tenebris on the war path is very difficult.
     
    The Cabin
    Yes, the Cabin is sentient. Yes, the Cabin is a thief. Yes, it has weird ideas about who should, and should not kiss/bunk together. Yes, it watches you sleep.
      Note
    Foxx has complicated feelings about the Cabin. The Cabin ADORES Bard.

     
    The Void Celery
    These accidental menaces are totally not Foxx’s fault. Not at all! They are totally not the result of years of Foxx throwing celery into the Liminal spaces, attempting to avoid ever having to eat it. Why would you say that?
      These little... er, beings, are the result of celery hanging around in the Umbra, rooting into the garden soil and propagating themselves. Over time, they have become... not sentient, persay, but alive? Kind of? They move about at any rate. They seem to operate within a limited hive mind, but lacking brains, don’t really manage much other than running around and trying to trip people. They have a weird obsession with Prince Galakrond's mushrooms and seem to be attempting to cross-pollinate. If you can bring yourself to eat one, they are insanely stringy, wriggle the entire way down even if they’re in tiny pieces, and... taste like sweet potatoes?
     
    Markus
    Markus is a Void Nuggie. Markus is a very bad boy. This Void Nuggie lives within the Cabin in a beautiful terrarium built just for Markus. It is either the pet of Tenebris, the Cabin, or both. No one is sure. Do Not Make Eye Contact With Markus.... It upsets Markus. If you upset Markus, the Cabin and Tenebris will be upset with you. Do. Not. Upset. Markus.
     
    The Kodama
    The Kodama are forest spirits. Tree spirits. They live in the branches of the forest, and follow wanderers. They are very childlike and curious, and linger in many liminal places. Forests are rife with them in almost every culture: The Black Forest in Germany, the Hoia-Baciu Forest in Romania, the Aokigahara Forest in Japan, Cannok Chase in England, the Nahanni Valley in Lapin's Northwest Territories, the Australian Pilliga Scrub, the Appalachian Mountains of America. All of these places have stories of ghosts, haints, or spirits.
      Most report glowing orbs of light, or various legends. Kodama are all of these — it is an umbrella term. Foxx named them as such, because in the world they came from, the Kodama were forest guardians, and they were one of the first things to die when the wars began. Seeing the forest spirits here, even if they are not the same, moved Foxx to tears the first time they saw one. Messing with a Kodama is one of the few things that will drive Foxx to actual violence, so attempt to capture or harm one at your own risk.

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    This article is a work in progress, and may be subject to changes.
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    This article is part of a series related to streaming the Game of Tomes. For more information, see Streaming Game of Tomes.
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    House Meles

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    by Moonflower

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    Awards and Honors

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    A badge or medal of a book - the Iron Tome - on a navy background. Text:
    Defender of the Realm by Misades
    A shining gold medal with a silver ribbon, showing a design of a laurel wreath with stars overhead. Text: Warden of the Risen Shore, and in a circle beneath, July 2025
    Warden of the Risen Shore medal by ShyRedFox
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    What Makes a Liminal?
    If you Gobble the meaning of Liminal, it will tell you that Liminal means ‘between’. This is true, but there’s more to it than that. Being a Liminal isn't just about living, say, directly on the border of two state lines. Liminal beings are beings that exist, and act, outside of normal spaces. Someone who moves into an abandoned mall, for example, might start to become Liminal if they also begin to act outside of the social norms. Being homeless isn't going to turn you Liminal, but moving into an abandoned mall, or moving into the Appalachian mountains with no idea of what you're doing because you're following a whim, probably will.   Faeries. All Faeries have the potential to become Liminal, and for some time all Faerie were Liminal. They lived in the space between normal human time, and the space where all time stops. However, overtime they have become rooted in that place, and have locked themselves into that space, fixing themselves back into a reality. However, there are many Fey who break this mold, and become Liminal once more, such as Archon The Bard with Many Names, who lives in the median between humanity, and faerie.   It is not just where you live, but also how you behave, how you think, and how the world responds to you. Exhibiting behaviors that make people around you wary and a little concerned likely qualifies you as Liminal... Such as moving into an abandoned mall even though you have a job and a house and a car, or lurking in alleyways at night looking for raccoons to fight. Not all liminal behavior is creepy or unsettling, but it is what people tend to notice the fastest. There are cases where people who were simply too good have also become Liminal. It is uncharacteristic of a human to never lie, never cheat, never do ill to others. Humans are beings of fallacy, and someone stepping outside of that, is also prone to Liminality.   Many people believe Liminal to be mad. Madness, in a clinical sense, may sometimes be due to Liminality, but not all madness is Liminal, and not all Liminal are mad. and calling someone mad for being Liminal is a good way to get shoved into a dark corner of the woods and left to be forgotten.   Many Tome Knights the ability to become Liminal, due to the very nature of most of their magic, and the way most "normal" humans are wary and cautious of them. Tome Knights are a relatively new phenomenon in this world, and this opens pathways to Liminality that most people do not have.

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