Rage Across Baltimore

Fifth story: Under Siege (Regnum Irae)
So, you wanted a fight, did you...

It’s been just a few days since Last Call’s triumph over a bunch of Black Spiral Dancer hill-folk, more cunning than clever, but clever enough to have spirited away who knows how many human captives and perhaps even some Kinfolk to an unknown fate in the Big Apple. It was a fight over Kinfolk, waged largely by and through Kinfolk, but in the end you put some points on the board, too. Those BSDs didn’t get away with their kidnapping and murder. Call it even, right?

No.

You might have hoped — though it would be so cliché — that the greater power and numbers of Black Spirals would be complacent, luxuriating in their dominion, permitting you to build your strength, your resources, until you were strong enough to face them in open war. From the start, you wondered, what are they waiting for?

Well, are you ready? Because the alert is going out, ready or not. The sept is calling, desperate for your aid. The caern is under siege. It may fall that very night, under a mere crescent of a moon. You’ve barely scratched the surface of the filth and rot infesting the city. Your allies are few and scattered and weak. You don’t have the benefit of Luna’s face — and Rage — waxing full. You’re still relatively untested whelps, still Cliath, not strong enough to challenge for rank. And now, maybe you never will…

Let’s see what you’ve got.

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Fourth Story: Keep It in the Family
Is blood thicker than water?

It’s a sad statistic: about 800,000 children are reported missing every year in America. And while 97% of them are recovered, consider the other 3 percent. Human trafficking, prostitution and sexual slavery, forced labor, even poverty-stricken parents selling their children to pay off their debts…all these things are alive and well. And in Baltimore, in the WoD, they’re positively thriving.

Even worse, Baltimore is home to a relatively new Black Spiral Hive, formerly a Glass Walker sept. Beyond the simple, brutal loss of Gaian holy ground to the forces of the Wyrm, information also fell into the hands of the enemy, including (for a brief time, you hope) access to the Glass Walkers’ computer network, GWNet.

The GWs’ network of contacts, allies, and Kinfolk have all been compromised, and few Glass Walkers — or any Garou — remain to send out the alarm or come to the aid of the more mundane allies of the Garou. The beleaguered Fianna sept can spare little time or effort beyond phone calls.

And so, when a lost Kinfolk child shows up on the Brewery doorstep with a tale to tell of kidnapping, it falls once again to the new blood of Last Call to re-establish ties with the city’s Gaian Kinfolk…and perhaps, to uncover another Black Spiral plot. The Spirals’ hands may not be idle, but they certainly do the devil’s work.

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Third Story: Cry of the Black Birds
Sometimes the Apocalypse comes calling early...

Baltimore’s newest Garou pack, Last Call, will regroup after a week or so of downtime, called back to duty by their needy sept. As the elders work on reinforcing the caern and the only other werewolves around are the caern’s Guardians, this leaves Last Call to handle what odd jobs come around.

This one, for example! A new pack of Garou invades the city, leaving bloodshed and wolf sightings in its wake. They could be lost and in need of aid, or they could be much needed reinforcements for the hard pressed Gaians of Baltimore. But first off, their activities are a threat; not since days of old have wolf packs run freely through cities. And so the sept calls on some unusual allies, and Last Call, to track down these foreign Garou that risk the Veil and resolve the problem, by any means necessary.

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Second Story: Nascence
The hunt for a Totem

Four Garou cubs have survived their first adventure together in Rage Across Baltimore, and together they struck a blow against the forces of the Wyrm. But before they can take action against the likes of the Black Spiral Loki’s Grin or the Wyrmish wildcard Sophia, the time has come for the pack to choose the totem that best represents them…or perhaps it’s more a case of hunting down a totem willing to adopt the urrah pack.

The choice of which totem the Garou decide to serve grants that totem and its Incarna the power of their devotion, and in return they gain the patronage of that totem spirit and some of its power. Most packs choose a totem of Respect, War, or Wisdom, corresponding with the types of Renown that the Garou Nation values. Although perhaps this pack will go the route of a totem of Cunning and take the less honorable, less respected — more unexpected — path.

The totem will help to define the pack and its goals, and all too soon it may give them their sacred journey to perform, as has been prophesied for the time of Apocalypse. But first, the pack will have to find a totem, and convince the spirit to join with them, perhaps by undertaking a quest on its behalf…

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Intro Story: Desperate Times
The pack-to-be's Rite of Passage

The Garou Nation is beset with crises: don’t think for a minute that Baltimore represents the only last stand for desperate skin-changers on the verge of losing territory. The situation in Baltimore is just one of many. But while wandering packs of combat-tested heroes might be tasked with saving other Garou protectorates, the best that could be done for Baltimore is a mixed pack of urrah, Metis and other cast-offs. And yet, even these few cubs are precious to the Garou; every Gaian werewolf lost in battle is nearly irreplaceable, especially in these last days before the prophesied Apocalypse.

In our introduction to Rage Across Baltimore, the PCs gather at their new sept to take on a serious problem — a power drain of lost Gnosis from the caern — and to do so under the shadows and watchful eyes of the sept’s enemies.

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