The Blood on the Moon has passed, bringing with it calamity and confusion. The Four Tribes have felt its hand, as of the hand of a dark god, grip their minds and drive them to chaos. For most, if not all, its causes are still unknown; they must proceed ahead with recovery and healing, wondering how such a thing might come to pass. Is it a trick of the enemy? Is it an ancient curse? Is it some bizarre environmental disaster? The tribes are threatened, each in its way; with confusion, with doubt, with complacency, with pride. As the Night of the Blood on the Moon has aptly demonstrated, each is threatened as much by an inner threat as by an outer threat. As political alliances shudder, families torn by unexpected violence seek an answer. In the council halls of the Rainchildren tribe, the Elders ponder Hortense's words: Know Thyself. Great and terrible quests begin; quests not merely of the body but of the soul. Every member of the Four Tribes must seek the path of growth and maturity, must labor for self-awareness and for prosperity. Every individual must enact a personal Rain Dance. In a new phase of the werewolf gaming, Rain Dance, we will be focusing on character interaction and character-driven stories of self-exploration. Some characters will find this development requires seeking a solution to pressing problems both personal and political, while others may find their greatest challenge lies in relinquishing control. New characters will be created within, and focusing on, the Rainchildren Tribe, though other existing characters will still have relevant and pressing concerns to occupy them.
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