"Woe to the inhabitors of the Earth and the Sea.
For the Devil is come down unto you, having great wrath,
because he knoweth that he hath but a short time."
..........................................................................................................-- Revelation 12:12
The war against the Church of Revelations has raged for fourteen years. Our game begins in Boston, Massachusetts - one of the most important cities in wartime America. As with many other places in the world, Boston is an embattled city. Though the United States remains a free country in the face of Revelationist aggression, this doesn't mean the Church has no presence here. Leviathian has followers in America, and they live scattered throughout the population of every major city. They wait, like a festering rot, to rise up and tear down the infidels in the name of their monstrous master. In the meantime, these true believers blend in with the locals, all the while committing calculated acts of terrorism designed to weaken the country's resolve. The American public lives every day in fear of attacks by the Church, and wartime supply shortages have led to a scarcity of certain common goods, hoarding, and the rise of black markets.
Boston is no stranger to Revelationist troubles. Despite their small numbers, the followers of Leviathan have done much to terrorize the city. It seems as though bombings and shootouts with police are an almost weekly occurrence. As an insurgent force, they've proven difficult to completely eradicate. For each cult that the Boston authorities or the Alliance locates and destroys, two new ones eventually rise to replace it. Things have gotten to the point where the Federal government has carved out "safety zones" within Boston: areas of the city in which Leviathan's influence has been (or is believed to have been) expelled with reasonable certainty. Neighborhoods outside of the safety zones have not been verified as clear of Revelationist infiltration. While not lawless, these unsecured neighborhoods have reduced police and military personnel, and suffer from increased crime and increased incidence of supernatural phenomena. Many residents have moved out of the unsecured neighborhoods in droves, but many don't have the means to do so.
Through discreet channels, the Alliance puts out a call for assistance. Perhaps you hear about it through a contact, or maybe you're informed by the Alliance itself. Regardless, the organization makes it clear that it has work to be done, though the nature of this work has not been revealed to you. If interested, you are presented with a time, date, and location. And so we begin.

"Welcome to Valencia's."
It's the first thing you hear as the doorman steps aside and you descend into the club.
In the spirit of a Prohibition era saloon, Valencia's operates in secret, hidden away from the general public. Situated beneath a commercial building in the North End neighborhood of Boston (a safety zone), the business is only accessible by coded invitation. Those given an invite are entrusted with the knowledge of the club's subterranean location and secret pass phrases. The establishment oozes atmosphere. Wide and spacious, it accommodates a fully stocked bar along the east wall, as well as a small stage at the front of the room, though no one is performing at the moment. Cocktail tables and couches with throw pillows abound. The entire place is rich in earth tones: leather, reclaimed wood, exposed brick, and dark concrete. Dim lighting, vintage glassware, industrial pipes, oversized vases, and art deco furniture make it feel as though you've stepped a century back in time to the Roaring Twenties of old America. Light jazz is playing over the speakers. The air is pungent with alcohol and cigar smoke.
There are a few dozen patrons at the club tonight. A mix of customers. A couple of tattooed men in a smoky corner playing pool. Several gamblers quietly sizing each other up in the midst of an intense card game. A pair of young lovers sitting and kissing in a darkened nook. People conversing and laughing over dinner or taking shots at the bar. In general, only the Gifted and supernatural beings are privy to the club's existence; the few mundanes who patronize the place are typically trusted friends or servants vouched for by supernatural clientele. In a reversal of the outside world, regular humans are the oddity in Valencia's and the paranormal is the norm. As a result, it doesn't take special powers to safely guess that the patrons around you are probably Gifted, or beings that are only marginally human - if human at all.
Everyone respects the sanctity of these rules, both Lone Wolves and Alliance members alike. Breaking the rules results in permanent banishment from the establishment. Not only that, the offender risks earning the ire of Valencia herself, the club's proprietress and a powerful being not to be trifled with.
Once you make your way into the speakeasy, you head to the club's VIP area, as instructed. This adjacent room is separated from the rest of the speakeasy by a long hallway and a velvet curtain. Two black-clad bouncers guard the entrance. One of them nods to you and pulls the curtain aside. The VIP area in Valencia's is furnished with a dozen posh chairs, several tables, a personal bar, and more. Like the rest of the club, the room is dimly lit with mood lighting and votive candles that cast flickering illumination.