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Classification: Union // Open Ref werewolf/location/umbral_realm/pangaea

Pangaea

Umbral Realm · Werewolf

Werewolf

• All Primal-Urge rolls receive one automatic success. • Shapeshifters gain one temporary point of Gnosis each dawn. • All Garou here are considered to belong to the same tribe. They lose signs of tribal identity and forget about tribal differences. Characters can temporarily purchase and use tribe-specific Gifts at no penalty; the Gifts disappear and the experience points are

“refunded” when they leave. Even Black Spiral Dancers benefit from this, although no Garou can gain Black Spiral Gifts. • Werewolves cannot shift into Lupus form, but they can assume Hispo form. • Shapeshifters double their healing rates for aggravated and non-aggravated damage. Two health levels of aggravated damage can be healed per night of sleep. In combat, shapeshifters automatically heal one Health Level per turn. • All difficulties to change form are reduced by 2. • Silver is extremely rare. When it’s used against Garou, they can soak it with Stamina (difficulty 8). • Metis are cured of their metis deformities while in this realm.

The Silver Record documents Garou history farther back than the War of Rage, before the Impergium, even prior to the division of the tribes of Garou. As ancient as that prehistoric chronicle is, Gaia Herself has experienced epochs and eras unseen by species much older than her wolves. Sprawling periods of titanic carnivores and molten landscapes, where the scale of conflict rattles the earth and shakes the sky.

The Near Realm Pangaea is the mythic echo of those long-ago times, drawn from Gaia’s far-reaching memory and shaped with crude, stone tools. It’s equal parts Paleozoic and Mesozoic, indiscriminately painted with elements of a young Gaia’s primeval instability and the wholly fantastical. It’s a land of massive sauropods and monsters, where tribes of primitive near-humans seek shelter from colossal predators and clouds of searing ash.

Pangaea is an incredibly biodiverse, hazardous environment. It’s an immense, unbroken landmass surrounded by a dark, restless ocean. It fosters a number of different ecoregions in close proximity: humid jungles, airy mountains, wide tundras and dense taigas. What brings greater danger to an already nuanced realm is the ever-changing landscape. While comparatively stable compared to the Flux Realm, a savannah may become a desert or a mountain range overnight, as Pangaea goes through millennia of geological changes in mere hours. The land of the realm churns and toils nearly as much as the sea, changing the face of Pangaea with grand upheavals of earth and substratum. Volcanoes erupt from the ruins of earthquake-toppled mountains, bellowing fiery ash into a sky bloated with dark clouds. Serac-spiked glaciers in the north move like ponderous ships over land and sea, leaving moraines and cirques in their wake.

Pangaea is a formidable realm, but the perils are far greater than the constant geological convulsing. Creatures from as recent as ten thousand years ago, to far back as two hundred million, stalk across the same regions. Giant saurian carnivores hunt stampeding titanotheres across fragile tundra. Black pits of molten tar claim unwary predators in landscapes patrolled by the bulky precursors of wolf and badger. Scorched, volcanic wastelands stretch for untold miles, home only to the reptilian creatures tough enough to survive in flesh-searing heat. Starving pterodactyls plummet through the treetops of dense jungles to pluck screaming apes from slender branches.

As much as it is a realm of tumult, Pangaea is also a font of great spiritual power. Potent caerns litter the land in great number, and a rare vitality suffuses visiting shapeshifters. The dividing line drawn between tribes evaporates for Changing Breeds in Pangaea. The Glass Walkers do not exist in Pangaea, the Red Talons are forgotten, even the Black Spiral Dancers are undefined by their tribe. Garou are simply Garou. Similarly, the Simba, Khan, and Pumonca all disparities, leaving behind only the Bastet. Pangaea recognizes few divisions, and for the duration of their stay, those who have their tribal identities sundered come to forget they ever existed.

Entry and Exit

Pangaea is not the most difficult Near Realm to enter, but the path is not without dangers. Plenty of Moon Bridges reach the Realm, but the Wyld’s influence makes them unpredictable and perilous. Banes lurk at known entrances, eager to finish off the wounded who seek Pangaea’s restorative energies.

In the material world, Glens of some power provide direct access to Pangaea. On occasion, a great spirit-sauropod breaks through into reality and reaps a terrible harvest before dying from the weight of its own ill-prepared existence. These Glens exist in places where the presence of man is forgotten or unknown, and the occasional human who does visit may find herself in a very strange land indeed.

To leave the Realm is as simple as finding a Glen. From there, a werewolf may leave Pangaea without a roll. The Dream Zone is accessible from anywhere in Pangaea, given a deep enough sleep — though most require the powerful narcotic plants found in Pangaea to achieve a deep enough sleep.

The Elder Serpent

The land of tyrant sauropods has a king. A creature so massive and terrible no resident of the Near Realm can bear its presence without buckling to their fear. This winged, reptilian monstrosity resembles the dragons of European myth. Its sweeping wingspan can hide the daylight from entire tracts of forest. The Serpent’s maw dwarfs even large caverns. Its talons crush stone and slag as easily as the bones of tyrannosaur and mammoth. It is immensity given form, and the undisputed monarch of Pangaea.

It makes its lair in the tallest volcanoes of the Realm, where the mile-high mountains are too dense for even Pangaea’s tectonic might to crumble. In the far-reaching history of the realm, no shapeshifter has successfully scaled the nameless crags. The massive predator seeks shapeshifters when they appear in its kingdom. It arrives in a cacophony of sound and fury. The buffeting of the Elder Serpent’s wings is louder than the realm’s ubiquitous thunder and its roar deafens nearby ears to the eruptions of volcanoes.

To some, The Elder Serpent is a powerful agent of the Wyrm. It’s the Unmaker’s embodiment of unrepentant pride. To others, it’s the living memory of the Wyrm-that-was, keeping other forces from growing unchecked in Pangaea. In any case, it demands tasks of its visitors. Most often, it requests invasive Garou to destroy agents of the Wyld or Weaver that have grown too strong in the Realm. A shapeshifter may refuse it one time and leave Pangaea immediately. Should she return, the Elder Serpent will destroy her.

The Serpent is very old, and has at its disposal many rites no longer taught to the Changing Breeds; rites of fire

See also 5

Abilities & Attributes

Breed

  • Lupus werewolf/faction/breed/lupus
  • Metis werewolf/faction/breed/metis

Places

Referenced by 15

Gifts

Places

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