Classification: Union // Open
Classification: Union // Open Ref werewolf/location/umbral_realm/moon-path

Moon Path

Umbral Realm · Werewolf

Werewolf

In contrast to Bridges, Moon Paths are pathways of moonlight that cross the Umbra with few set origins. They might shift from moon phase to moon phase, or even from night to night. They exist only at night, appearing as paths of silver light flecked with starry dew crisscrossing the Um­ bral sky. Mist often surrounds them, making it difficult to see far past the Path’s edges, though the Path itself is clear.

Werewolves traveling upon Moon Paths often liken the experience to treading upon very soft and spongy ground, only without the moisture of soil or tickle of grass. Some werewolves, homids especially, find the feeling disconcert­ ing, as though they are walking on clouds that will not bear their weight. A Moon Path will bear any weight upon it without stress, from the largest Crinos to even titanic Ar­ chid forms of the Mokolé — though the latter might have trouble fitting on the Path in the first place.

Moon Paths are by their nature less stable and predict­ able than Moon Bridges. They wend through the Umbra in shifting paths and rarely reach into the Aetherial Realm. Paths aren’t as heavily guarded, though Lunes do patrol them, but the Lunes themselves can pose a danger. They are capricious spirits and their moods change as do the phases of the moon itself. Werewolves have some idea of what to expect at each moon phase, but even then there is no guarantee when it comes to Lunes. Other spirits make

use of Moon Paths as well, and not all of them are friendly to the Garou.

While traveling a Moon Path, packs sometimes let the werewolf whose auspice moon shines overhead take over as alpha. The auspice moon often dictates what form challenges along the path take. In these circumstances, the pack’s normal alpha might not be the best equipped to lead.

• No Moon: During the new moon, Moon Paths dis­ appear or become nearly invisible. Using them is dangerous at this time because the Path itself might vanish beneath the traveler’s feet, and at best they are far more difficult to follow. The one benefit is that packs have less of a chance of encountering enemies along the Path, but they will be lucky to find their way to their destination and not come up short somewhere else. More than ever, travelers must rely on their own wits, senses and introspection to proceed.

• Crescent Moon: The Theurge’s moon fills Moon Paths with riddles and enigmas that challenge a pack’s wits and knowledge of spirit lore. Along the way stand various spirits, many of them Lunes, who will demand the solution to such puzzles or challenge packs to a battle of wits. The strength of one’s fury is of little help against these tests, where quick thinking and cunning prove far more valuable.

• Half-Moon: Perhaps the most dangerous time in which to travel a Moon Path is during the half-moon. During this time, spirits of the Triat vie for control over the Path. All seek to use it to reach their destinations or to deny their foes from using it. Sometimes spirits of other courts seek control of the Moon Path, forcing travelers to pay chiminage or perform some service for them in order to proceed. Cunning packs might turn these contesting forces against one another, or make a temporary alliance with one side.

• Gibbous Moon: During the gibbous moon, capri­ cious spirits tend to occupy the Path. While they are not overly hostile, they do demand chiminage in the form of songs and tales, of lessons learned, deeds done, even interesting encounters (such as meeting other spirits along the Moon Path). Unsurprisingly, Cahalith are the favorites of these spirits.

• Full Moon: Hostile spirits brimming with the ire of the full moon travel the Moon Paths, looking for unwary travelers and easy prey. Lunes themselves become full of wrath at this time and difficult to interact with at length, for their Rage is nearly as potent as that of Gaia’s warriors. Sometimes the hostile spirits will drive travelers from the Moon Path; such unfortunate souls can land anywhere in the Umbra, depending on how far they walked the Path before falling.

Many forces vie for control of Moon Paths throughout all moon phases. They are an important strategic resource in a spirit world shaken by war, so control over the Paths

provides a tremendous tactical advantage. Because Moon Paths are by their nature unpredictable, like spirits of the moon, the only way to know where they lead is to find out by using them, and that leads to risk and danger. Of course, no Garou worth her salt is a stranger to the dangers of the spirit world.

Other options do exist for Umbral travelers. They are neither as well-known nor as frequently traveled, which has its advantages and drawbacks. Many of these transit methods present their own unique challenges, and packs using them must usually do so on their own. In the End Times, anything that can serve the warriors of Gaia is a tool best not overlooked. Only a foolish shapeshifter proceeds without caution, but sometimes caution must be thrown to the Umbral winds. The Apocalypse will not be stayed by conservative action.

See also 4

Bestiary

Places

Tribes & Fera

  • Mokolé werewolf/faction/fera/mokole
Referenced by 7

Places

Story Seeds

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