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.