Limbo: The Dark Reflection

"You can go to hell!"
"We can't. Not alone..."

A long time ago, some people fucked up really bad and parts of the human world started to fall into the fires of The Dark Reflection. Nobody's quite sure exactly when or what - some say that it was the cinders of the atomic fires of Oklo, while others say it is the ancient truth contained in the myth of Prometheus and the Scriptural references to Gehenna; some that men merely merely opened the doorway into the world of ashes; others say that it was men that started the unquenchable fire that begat The Dark Reflection.

Practically everything found in Limbo was first wrought by humans, and then destroyed by fire. Everywhere in the Dark Reflection there are always remnants of human habitation, and everywhere in the dark reflection, there are always smoke and ashes. Yet it is exceedingly rare to encounter men still living nor open flames still burning. The ground is littered with sooty broken glass: smashed bottles, shattered windows, and shards of obsidian lie on every surface. The dusty surfaces seem dull, and rarely cast a reflection. When they do, they seem more of a window back to the mortal realm, a cruel reminder of where the onlooker is and where they could be. The sky is perpetually obscured by oppressive smoke and rain falls only infrequently (in many places less than once a year) and it is black with ash when it lands.

The Dark Reflection knows neither day nor night, and languishes eternally in a twilight illumination that comes from between one and four vaguely definable lighter patches in the sky that may well be suns or moons. Limbo is home to what the unenlightened would call demons, ifrit, and shinma. All of them endeavor merely to survive long enough to escape. Survival is a brutal matter of scavenging amongst the cinders and preying upon the weaker residents. Escape is more difficult, never more than a temporary respite: for each of the dwellers of The Dark Reflection carry the seed of the unquenchable fire within them, and any who escape are doomed to one day start a blaze which will drag another piece of the human world back into The Dark Reflection.

Getting to the Dark Reflection

"Fire doesn't cleanse, it blackens."

Natural passage in and out of the Dark Reflection is almost always through fires or mirrored surfaces, and it is the latter possibility that gives it its name. Sometimes when something is burned, a rend between the mortal world and the Dark Reflection is left in its place. This is most likely to happen when the burnt thing in question was a source of security such as the wall of a family home or school, or a child's blanket. Once a character has been to the Dark Reflection even once, these portals appear far more commonly in their presence for the rest of their lives. Those who have been to the Dark Reflection often find themselves avoiding mirrors for fear that they will find the profane staring back at them.

Sorcerous means to enter and escape the Dark Reflection can be found in most Infernal paths. Leaving the Dark Reflection is difficult for magical creatures. Whether traveling by sorcery or through a gateway, moving from the Deep to the Shallow or from the Shallow to the Mortal World requires one to make a make a Resistance Test (Social if attempting to traverse a summoning, Mental if attempting to pass through a mirror gate, or Physical if attempting to navigate a burnt rend in space) with a Threshold equal to their own Potency. If returning to a known place, the MC may award a bonus of 1-5 dice to the escape attempt depending upon how familiar one is with the location. Summoning rituals and special gate preparations can add additional bonus dice in addition to allowing for an Escape Test at all. The property of being difficult to leave is called "The Gauntlet," and it can render the Dark Reflection a near inescapable prison for the very powerful. For example, The King With Three Shadows has a Potency of 10 and suffers from a name binding that further raises his escape threshold to 15. The locations of truly epic firestorms have left certain portals that waive these restrictions for supernatural creatures of a Potency equal to or less than their Rating.

Things to do in Limbo

"It's being invaded by the Otherworld. By a world of someone's nightmarish delusions come to life."

The majority of natives of the Dark Reflection are Fey and Demons. These beings are generally pretty uncooperative and rarely are on good terms with any of the major Syndicates. The King with Three Shadows has a strong presence in Limbo, and his Syndicate has substantially more territory than any other there. World War II created copies virtually intact of several cities in Limbo, and many of them are used by one or more supernatural groups as bases of operation. The firestorms of Dresden created a dusty and scorched copy of that place in the Dark Reflection which is even now used by members of the Covenant who refused to accept the defeat of the Axis as a base of operation to train a demon army to someday retake the human world. The Rape of Nanking left a level 5 portal to a reflection of the city of Nanjing that is mostly used as a smuggling port by the World Crime League.

Not everything in Limbo is a supernatural creature. There are some real humans there, and they are sad people. Food is scarce in the Dark Reflection, and the nightmarish imagery is usually enough to drive those who fall into Limbo to madness and depravity. Most become demonic pawns. However, demonic pawn or not, a human has no Potency and can pass through the narrowest of portals. All too often, by the time they reach an egress they are already committed to serving dark lords by kidnapping other humans from the mortal world and then returning to the land of their torment.

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