Motor City Protectorate
The Motor City Protectorate is the name of all the packs that are allied in their fight to save Detroit and maintain the border marches around the city in order to keep it from falling again. There is no Alpha pack, the protectorate had one in ages past but squabbles and petty in-fighting brought the Protectorate low and left them weak for the Pure. As a result, those who have heard stories are not eager to repeat the mistakes of the past. The Protectorate covers all of Detroit and the surrounding areas.
Tur
- The Rural Tur is currently located at Peche Island.
- One of the Urban Turs is located at Sullivan’s in Corktown. The Bar is owned by Kathleen Sullivan, and is run by her, her family, and her pack, the Den Wardens. While the pub is open to the public, there is a members only part of the pub in the downstairs basement for Forsaken only.
- Another of the Urban Turs is located at Disco Spin Paradise in Sugar Hill. Disco Spin Paradise was once a popular Roller Disco in Detroit during the 70s, into the early 80s. The place is now vacant and ruin down, and is used as an Urban Tur that the Funky Five pack has taken over looking after it.
- Regardless of where Tur is, hostile action is at a -5 penalty as the spirits who look over and protect the various Turs do so to maintain their safety and place for negotiation or training. Training on any Tur does not take the penalty, but slugging someone in the middle of a moot would take that penalty.
- These are not the only Turs that may exist in the setting. Any location can be named Tur at any point in time for any length of period no shorter than the scene in which it takes place. You cannot, however, name a place Tur and then keep people out of it. Tur is intrinsically open to all werewolves, blooded, and mortals as parts of packs, regardless of affiliation. If you want a place where others cannot go, you need to (as a pack) claim territory.
Protectorate Council
This story is true…in the days before the war there was an Alpha Pack. Their name, along with many other pack names, were lost for the fell in the early days of the War. Let their story be a warning to all of you hoping to become the ‘Alpha pack’. In-fighting and jockeying for position of that title left the Protectorate weak and our attention drawn inward rather than outward. As a result, we were left on our back foot when the Pure pushed and our ally, the City Spirit fell as a result. That is why we stay with a protectorate council.
The Protectorate Council is the democratic ruling body of the Forsaken in the Detroit area. Made up of every werewolf and blooded in the area, it gives vocal and voting power to the packs first. Together they determine the course they will take, meeting in semi-regular meetings called Moots where packs have the right to bring up any issues they have with other packs or within their territories that they feel need to be shared with the protectorate as a whole.
Packs
Rules | Creation | Character Creation | Approved Books |
---|---|---|
Rules | House Rules | Experience Custom Merits | Custom Gifts | Custom Rites | Custom Fetishes and Talens | Custom Klaives | Custom Lodge:Valkryja Mot | Custom Lodge:Final Winter |Custom Pack Tactics | |
Setting | Setting | Setting Overview | Motor City Protectorate | Timeline |
Neighborhoods | Overview | Downtown | Midtown | New Center | North | East: Upper | East: Central | East: Lower | West: North | West: Central | Southwest/Near West | |
Venue Locations | Cadillac Square | First Congregational Church of Detroit | Peche Island | Rouge Park | Sullivan's Titan's Den | The Witching Hour | |
PC Locations | Coming Soon! | |
Cast | Main Cast | Active | Inactive | Deceased |
Supporting Cast | Active | Inactive | Deceased |