Fantastic+Cold+War

The year is 1983. Tensions between the East and the West are at an all time high as both blocs eye each other over their many ideological and political differences So it is already an unstable time when High Magister Harrold Smith walks into the white house and announces that he is a master sorcerer and wishes to seek an alliance with the United States on behalf of the Oak Circle. The president and his advisers do not believe him of course. At least until the magister performs a spell that raises the entire whitehouse and attendant grounds into the sky as a floating island. After that they are eager to make a treaty with such an ally who can turn the tide against the Reds. Within days however Koldun Sergei Matveev has offered his own services and those of his fellows to the Kremlin apparently as part of ongoing shadow war among wizards that has mirrored that of the mundane countries. Soon magicians of every sort are emerging onto the public stage. Some offer their services to established countries. Some decline to serve anyone and instead set up their own fiefdoms conquering whatever country happened to be there previously. And not just wizards either. Werewolves, vampires, naga, elves, dwarves, even the occasional dragon or gryphon are popping up all over the world. Venturing forth from their secret lairs and hidden valleys to mingle with mortals once more. This alone would have been enough to send the world into chaos and generate new powers overnight, but then some unknown genius managed to run a simple spell on a jury rigged IBM mainframe. A simple message spell, very basic, and not very useful on its own. But the implications of of a merger of magic and technology sent an already turbulent world into a tempest of change. Some factions of mortals struggled to learn magic and apply it to their factories and armies. Some factions of magicians strove to apply mass production techniques and the latest electrical machines to their magical rituals. And of course conservatives on both sides decried the new fangled technomancy even as they raced to solidify their positions through more traditional means.

(The game is of course a completely alternate world. So major changes can be made in country histories up to 10 years before the start of the game, and minor ones before that. Especially changes that would result in a more balanced world than simply two major super powers. The magical factions are of course completely fictional.

Pretty much anything goes. Magic, super computers, psionics, genetic engineering, fantastic creatures Whatever you want, although you may have to develop some things in game. The only thing I won't allow is time travel. Advanced statistical models or spells that let you predict future events, maybe. But actual time travel definitely not.

Technology can also be slightly higher than real 1983 technology as well. Up to the turn of the century stuff. Not current technology. We actually have stuff now that is too advanced for where I want the game to start.)