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Rage Across the Motor City
Abandoned warehouses houl mournfully on the riverfront. Factories stare out from glassless windows. Churches compete in vain with liquor stores for the attentions of citizens not too strung out on the latest fix the poor have made popular. Rusted-out victims of grand theft auto litter the unplowed side streets, creating for many the only playground they'll ever see. Mages struggle against a Concensus that has lost hope. Garou and their allies take up arms, preparing to defend the few caerns remaining, the few places where Gaia's spirit can still be found. Welcome to the Motor City. Welcome to Detroit. |
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RAMC is about the struggle of the local inhabitants against the forces of darkness which infest the area.
Long ago, before the Wyrmcomers arrived in the "New World", the Uktena, Wendigo, and Croatan, along with their native human allies (both Awakened and not), defeated many powerful creatures, trapping many of them in deep, underground prisons. This story is true throughout the lands now called the "Americas". Many native tribes tell of great heroes of ages long past, battling these dark beasts. Most warn of the time when the captured creatures are released; through natural disaster, simple human mistakes - and, the machinations of men who believe they can control the forces they seek to unleash. Tales are told of a great wyrm-beast released from it's bonds under the New Mexico deserts. Students of arcane lore are taught of a dark being, summoned from the Deep Umbra into metropolitan Canada. Across the lands, man, or nature, have unleashed untold horrors upon the earth.
But what of Detroit? What evil awaits would-be heroes in the Motor City?
The Native American tribes of the area are long since gone, displaced by missionaries, soldiers, and "well-intentioned" government officials. Gone with them is the lore which they carried, information which could forewarn of hidden dangers. Little is left behind - stories kept by Glass Walker Galliards, decendents of those who drove out their brethren; bits and pieces of tales "written" down as pictograms, painstakingly deciphered by archaeologists and anthropologists (and by the Awakened, as well). But too little remains. None alive know what creatures may be disturbed by the continued deep mining of salt beneath Detroit. What spells were woven to keep the Dark Beings from breaking into our world. Where these things dwell. How they may be recaptured, or destroyed, should they be freed.
The Mages and Garou of Detroit know little of one another. Some Awakened have made allies amongst their furry friends. A few Shifters can call wizards "comrade". A fledgling spell-thrower may believe she knows something about the wolf-people - maybe that this "lycanthropy" is a disease, usually inherited; maybe that only a silver bullet through the heart can kill one; maybe that the full moon can force one into it's warlike Wolfman form. Likewise, a cub may have heard stories from others about the men with the "golden eyes" who cause flowers to wilt and milk to spoil; the witch-women who spill the blood of children to call upon nature spirits; the arcanists that draw strange symbols like glyphs, speaking strange words to summon powers from beyond the Gauntlet. A few, having met those of whom the stories warn, may know more than most. Or not. Only experience can lead to knowledge.
The Garou Elders, particularly of Sept of the Broken Wheel, seek to forge stronger relationships with the so-called "Gnosis-thieves", knowing that help will be needed in the coming Apocalypse. The signs have been seen. The Wheel turns once again. Skirmishes with the Wyrm have been turning into battles; how long before the battles become War? Trustworthy allies are needed. Now.
The "Masters" of the traditions, however, are gone, having fled to the Umbra, buried themselves in hidden Sanctuaries, or been killed by the Pogram of the Technocracy before it's near-collapse. Those who remain, however, hold dear the friendships they have made. Multi-Tradition cabals were not unheard of before the Reckoning, but they have become much more common in these trying times. The new leaders of the Traditions, at least around Motown, have recognized that alliances are more important than ever before, and seek to add to their list of those who can be relied upon in time of need.
This is a time of cautious friendship, of carefully examined alliances. This is a time when all men, whether Awakened or Shifter, need to find their common cause, and fight side by side. This will not be a battle over territory. The coming war will not determine who is better, or bigger, or stronger. This is survival.
Rage Across the Motor City, in the long run, is about crossovers between Mage and Werewolf. Characters will likely start out not knowing much (if anything) about other supernatural beings. This is intentional. Through gameplay, allies (as well as Allies) will be found. A Garou cub will not be initiated into a "crossover pack". A Mage initiate will not see shapeshifters in her new cabal. But, eventually, it could happen.
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