Classification: Union // Open
Classification: Union // Open Ref werewolf/location/umbral_realm/arcadian-gateway

Arcadian Gateway

Umbral Realm · Werewolf

Werewolf

• Long-distance travel in Arcadia is measured in “leagues.” An Arcadian league is the distance a traveler can walk in a day. Whether a traveler attempts to move faster or slower, he’ll still seem to travel about a league in one day. Garou using the rules for “Long Running” can cover two leagues in a day. • Arcadia has two courts: the Seelie and Unseelie. Instead of simply playing the roles of good or evil, the fae of both courts here have classic mythic vir­ tues and flaws. Both courts have codes of honor and malevolent streaks. • Faeries have a strong kinship with the Fianna and packs following Stag. Any werewolf in either of these groups gets a -2 difficulty on any dice pool based on a Social attribute. Silver Fangs get a -1 difficulty to these rolls when dealing with Seelie; Shadow Lords get a -1 difficulty when dealing with Unseelie. • Werewolves find getting lost in the woods exceed­

ingly frustrating. Each day lost in the woods reduces the difficulty of all frenzy rolls by 1 (until the pack finds its way again.) • Faeries here behave similarly to spirits: they have a Rage, Gnosis, and Willpower Trait. However, Gifts that affect spirits don’t affect fae. (Optionally, if you have a copy of Changeling: The Dreaming, feel free to adapt statistics from that book.) • What silver is to the Garou, cold iron is to the fae. It inflicts aggravated damage, and it’s the only way to permanently kill an Arcadian faerie. If the last wound a fae suffers is from cold iron, he disappears from the realm forever. • If an Arcadian faerie suffers her final wound (if she has spirit stats) or Incapacitated Health Level (if you’re adapting Changeling) from an attack that doesn’t use cold iron, he goes into “slumber,” just as a spirit would. The length of the slumber is entirely dependent on the story involving that faerie. For instance, an innocent faerie who “dies” during an abduction or capture might remain in slumber until rescued. • Time passes randomly in this realm in relation to Earth. One day in the Arcadian Gateway may equal an hour in the “real world,” or it could remove someone from events on Earth for a year. If a visitor partakes of food or drink here, at least a year will have passed on Earth by the time he returns. • Faeries can communicate freely with shapeshifters in all their forms. • A shapeshifter traveling an Arcadian League in one day may notice the terrain change from week to week. In an Unseelie realm, this depends on the mood and disposition of its ruler, Queen Mariana (who’s as close to an Incarna one can find in this realm.) The Seelie lands reflect the Seelie fae who’s currently held in the highest regard; this changes every few weeks. • Distance is wholly influenced by drama. No one has ever objectively measured the size of the realm, since such metrics are meaningless here. • Word to the wise: don’t stray from the path. Attempts to find that path again always fail, until a local faerie brings the traveler back. The Rite of the Questing Stone results in a frost-covered stone spinning around and around and around. • Sense Wyrm does not detect the presence of Unseelie fae.

See also 5

Bestiary

  • Stag werewolf/creature/spirit/stag

Gifts

Spheres

  • Time mage/power/sphere/time

Tribes & Fera

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