Classification: Union // Open
Classification: Union // Open Ref werewolf/location/umbral_realm/legendary-realm

Legendary Realm

Umbral Realm · Werewolf

Werewolf

• There is a pronounced time difference between the material world and the Legendary Realm. During one day on Earth, days, months, decades or even centuries can pass here. • Time spent here does not cause shapeshifters to dis­ connect from the physical world. • The spirits of this realm are eternal. Each one has a role to play, much like an object lesson or an “extra” from a movie. If destroyed, a spirit will reform in the same or a different role after a scene or two. • Spirits bound to shapeshifters can enter this realm at will; for other spirits, it’s almost impossible, requiring a Gnosis roll (difficulty 10.) • This realm embodies many earthly myths, from clas­ sical tales of Greek mythology to modern pop-culture myths. However, these stories are often significantly different, and there’s no guarantee of a heroic outcome. • Most Garou gain three more dots in the Ancestors Background, even if the werewolf has no such points in the backgrounds or if it’s raised above 5. Even Glass Walkers and Bone Gnawers gain this, although Shadow Lords do not. • Unlike realms such as the Atrocity Realm and the Battleground, death is real here. • To leave the realm, a shapeshifter must complete a Hero’s Journey. The tale must have a beginning, middle, and an end. It must have a guardian to over­ come and a spiritual concept to master.

See also 6

Backgrounds

Places

Tribes & Fera

Referenced by 9

Gifts

Places

Story Seeds

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