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What Kith are you planning on being?
Boggan
0%
 0%  [ 0 ]
Eshu
14%
 14%  [ 1 ]
Nocker
0%
 0%  [ 0 ]
Pooka
42%
 42%  [ 3 ]
Redcap
0%
 0%  [ 0 ]
Satyr
0%
 0%  [ 0 ]
Sidhe
14%
 14%  [ 1 ]
Sluagh
14%
 14%  [ 1 ]
Troll
14%
 14%  [ 1 ]
Total Votes : 7


johnmcfloss

PostPosted: Sun Oct 14, 2007 12:07 pm


I'm running a game of Changeling: The Dreaming!

http://en.wikipedia.org/wiki/Changeling:_The_Dreaming

The fae are creatures of dreams, drawing magical power and their very existence from "glamour", the dreams of mankind. Glamour created and maintains a separate realm of imagination known as the Dreaming, from which the fae originally came to the mortal world. During the Iron Age and the subsequent rise of rational thought and science, glamour became less common in the real world, and the opposing force of banality could injure or kill the fae. In response, the fae nobility (the sidhe) withdrew to Arcadia, their home deep in the Dreaming, and the commoner fae developed "the Changeling way", and became changelings. Eventually banality became so strong that the Dreaming was sundered from reality. This time period is known as the Shattering and it is associated with the time of the Black Plague. It was at this time that the changeling ritual was created allowing fae souls to inhabit human bodies. For many years commoner changelings lived amongst mortals and made their way as best they could in a world where glamour was fading, this was the Interregnum. Then came the Resurgence, man landed on the moon and belief and dreams broke open the doors to Arcadia. Some Sidhe were able to return by inhabiting existing human bodies. With the return of the Sidhe and their desire to once again rule all changelings the Accordance War broke out. Commoners and Nobles fought for control of the freeholds and glamour until a peace accord was reached by the new High King David.

A changeling is a fae soul born into a human body. Early in the human's life, usually before puberty, she undergoes the "Chrysalis", a magical awakening of the fae soul which previously lay dormant. Once through the Chrysalis, the Changeling exists simultaneously in both the real world and in the "chimerical" reality of the fae, where creative ideas and imagination have substance. The human soul becomes joined with the fae soul.


(I'll move this and flesh it out later, if you've a question, ask and I'll explain)

Character Creation

Choose a Human and a Fae name.
Choose a Court, Seeming, Kith, Legacies and House (if applicable)
Attributes 7/5/3
(Physical - Str/Dex/Sta Social - Cha/Man/App Mental Per/Int/Wit)
Abilities 13/9/5
(Talents - Alertness, Athletics, Brawl, Dodge, Empathy, Intimidation, Kenning, Persuasion, Streetwise, Subterfuge
Skills - Crafts, Drive, Etiquette, Firearms, Leadership, Melee, Performance, Securty, Stealth, Survival
Knowledges - Computer, Enigams, Gremayre, Investigation, Law, Linguistics, Lore, Medicine, Politics, Science)
Backgrounds 5 (Chimera, Contacts, Dreamers, Holdings, Mentor, Rememberance, Resources, Retinue, Title, Treasures)
Arts 3 (Chicanery, Legerdemain, Primal, Soothsay, Sovereign, Wayfare)
Realms 5 (Actor, Fae, Nature, Prop, Scene, Time)

Courts
The first decision to make is your Court. Originally, the Changelings of either court alternated their rule - in Winter, when times were hard and men dreamt of the dangers that lurked outside, the Fae were Unseelie, when summer came and food was fresh and plenitfull, when men dreamt of love and beauty, the Fae were Seelie.
During the Intterregnum, the courts had to fight to survive. The Seelie found themselves dominant at the end, and when Winter came they refused to hand over power.
Each Court has a code, which best explain their temperments and opinions.

Seelie:
Death before dishonor
Honor is the most important virtue, the source of all glory.
Love Conquers all
Love lies at the heart of the dreaming. True love transcends all and epitomizes what it means to be Seelie.
Beauty is life
Beauty is a timeless, objective quality that, while it cannot be defined, is always recognized for itself.
Never forget a debt
One gift deserves another. The recipient of a gift is obliged to return the favor.

Unseelie:
Change is good
Security does not exist. The slightest of circumstances can transform a king into a peasant. Chaos and discord rule the universe. Adapt or die.
Glamour is free
Glamour is worthless unless used. Acquire it by any means possible, and you will never be without a constant supply.
Honor is a lie
Honor has no place in the modern world. It is a fairy tale constructed to cover the essential emptiness behind most traditions.
Passion before duty
Passion is the truest state of the fae spirit. Follow your instincts and act on your impulses. Live life to the fullest without regard to the consequences, they will come about regardless of what you do. Youth passes quickly, so have fun while you can. Death can come at any time, so live without regret.

Next
Seeming
Seeming is the age of the character.
As Changelings age, their connection to imagination and vibrancy fades. Eventually, even the most powerfull knight becomes nothing more than a powerless old man, with no memory of his own achievements.

Childing (ages 3-14)
Childlings exemplify Fae nature best of all. The world is their playground With few responsibilities, and little pressure to conform childlings live and dream as they will.
Starting Glamour:5 Starting Willpower:1 Starting Banality:1

Wilders (Ages 15-25)
Wildlings are the most numerous of the Changelings. They have left the some of the innocence of childhood behind and have become developed and experienced enough to enjoy the full gammut of Changeling life. Wilders are hedonistic, rebellious and enthusiastic.
Starting Glamour: 4 Starting Willpower: 2 Starting Banality: 3

Grumps (Ages 26+)
Perhaps 1 in 20 changelings are Grumps. Many changelings fail to reach this state - losing themselves to Death or Banality long beforehand.
Those who do last are often the movers and shakers of the Changeling world, embracing it as tightly as they can, before they lose it.
Starting Glamour: 3 Starting Willpower: 5 Starting Banality: 5
PostPosted: Sun Oct 14, 2007 12:42 pm


Kith

Changelings are borne from dreams. The Western World created Nine Kiths in this way (although more are rumoured to exist throughout the world). Each changeling is part of a Kith, which effects everything from their attitudes to their proficiencies to their Fae Seeming (how they look to other Fae).

Boggan
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Boggans are the essential workers in the background - they're the good old hardworking people of the kithain, always willing to lend a hand or a sympathetic cup of cocoa. They're not to be trusted with everything, though; every knows they're notorious gossips. Boggans are good at figuring out social relationships with a glance, and their ability to do labor quickly and efficiently is unparallelled. A Boggan, even Unseelie, is rarely able to resist a person in need.
Affinity: Actor
Birthrights: Craftwork (can accomplish any simple physical labour in 1/3 time, if unobserved. Cannot botch Craft rolls) Social Dynamics (Roll Perception + Empathy to work out the social dynamic of a group)
Frailty: Call of the Needy (Must roll Willpower to not help someone in need)

Eshu
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Eshu are reckless wanderers, rogues, and storytellers extraordinaire. Eshu seem to always turn up in the right place at the right time, especially if there's a good story to be had. Eshu involved in said stories grow wiser than the normal kithain, but because of their epic tendencies, they sometimes bite off more than they can chew...
Affinity: Scene
Birthrights: Spirit Pathways (you will always reach your destination while travelling) Talecraft (gain an additional xp for learning a new story. Cannot botch Performance or Empathy rolls)
Frailty:
Recklessness (Eshu cannot resist a challenge, gamble or quest, so long as they have a chance of succeeding)

Nocker
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Nockers are amazing craftsmen; perfectionists and surly bastards, the lot of them. Their vocabulary could outmatch most sailors, and it gets put to good use - they expect perfection from everyone around them, and get insulting when this impossible standard isn't met. Their abilities are such that they can create their own chimera, and their verbal skill so frightening that even nonliving objects are sometimes intimidated into working correctly. Their crafts always have some trivial flaw, however, which tends to drive them insane with the need to constantly fix them or make them better.
Affinity: Prop
Birthrights: Forge Chimera (May create simple, non-living dream items) Fix-It (may fix any device by rolling Intelligence + Craft/Intimidation, -1 to rolls for anacronistic devices (Seelie) or -1 to modern (Unseelie)
Frailty: Anything created by a Nocker is in some way flawed.

Pooka
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Pooka... ah. Pooka. There is a saying on Pooka - "You can always trust a Pooka, but no one in their right mind would ever believe one." Tricksters and compulsive liars, but their personalities are almost child-like in innocence. Their appearances are always somewhat indicative of their animal affinity, which they can change into when no one is watching. Even the hardest heart can be melted with appropriately applied Pooka pressure, and one tends to spill their closest-kept secrets to a prying Pooka. The greatest Pooka flaw? They always lie. This may be blatant, to encourage the appropriate interpretation, or subtle, to confuse the hell out of everyone present.
Affinity: Nature
Birthrights: Shapechanging (when unobserved, the Pooka may take their animal form) Confidant (may roll Perception + Empathy to make a target spill their guts in conversation
Frailty: Lies (A pooka must pass a Willpower roll to say something that is not misleading or to tell the whole truth)

Redcap
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Redcaps are simply nasty by definition. They revel in bloodshed, and their mouths are almost as dirty as any given Nocker. Most are Unseelie, and almost all are shunned by the more conscientous fae. They can eat anything, and often do, and they may intimidate anything just as easily (easy to do, when you can tell a door you'll eat it). Redcaps are universally hated, though, even by other Redcaps, and this is reflected in social situations.
Affinity: Nature
Birthrights: Dark Appetite (can safely eat anything she can fit in her mouth) Bully Browbeat (may intimidate chimerical creatures)
Frailty: Bad Attitude (+2 difficulty to any Social roll not involving Browbeating)

Satyr
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Satyrs have no restraint, and they love taking away other peoples' inhibitions as well. Their passion is both a boon and a curse, able to sweep others away, but also creating interesting situations when said Satyr enters wild mood swings (usually this has to do with a drunken state). Satyrs are also very well known for their stamina, able to run great distances without tiring because of their goatlegs. (That wasn't what you were thinking when I said 'stamina', was it? Shame on you.)
Affinity: Fae
Birthrights: Gift of Pan (may free targets of their inhibitions, unless they pass Willpower) Physical Prowess (+1 Stamina. Cannot botch Athletics rolls)
Frailty: Passions' Curse (+2 difficulty to resist temptation, prone to mood swings)

Sidhe
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Sidhe were once the masters of the land; tragic and noble, they commanded all other kiths and owned almost every freehold. Upon the Shattering, however, they fled back to their homeland in Arcadia almost unanimously, leaving their subjects to fend for themselves in a world growing more Banal by the day. With the Resurgence, they returned as exiles from Arcadia, and demanded their old freeholds back. This caused the Accordance War, which ended in a somewhat-comprimise. The Sidhe own unearthly beauty, which can turn to a terrible fury when they are angered. Cantrips meant to make them look silly immediately fail. Because of their lack of experience in this more Banal world, they are both more affected by Banality and find it harder to work against. Their lives are characterized by intricate house politics, epic stories and romances, and fits of depression.
Affinity: N/A
Birthrights: Awe and Beauty (+2 Appearance, when impassioned -2 to Social rolls, attackers must roll Willpower) Noble Bearing (any Cantrip cast to make them look foolish automatically fails, cannot botch Ettiquette rolls)
Frailty: Banality's Curse (rolls to resit Banality are 1 level higher, unless they regularly switch Legacy, they fall into depression)

Sluagh
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Sluagh (SLOO-ah): Thin and pale and smelling of death and decay in their fae miens, these fae exist to strike fear into the hearts of wrongdoers, children in particular. They are able to escape from practically any bonds, other than cold iron, and can contort themselves into disquieting shapes. They have incredibly keen senses, and are able to see through illusions, and see unembodied wraiths as well. The sluagh are often tolerated by other kiths only for the knowledge and secrets that they so prize. They are unable to speak above a whisper though, due to an ancient curse upon their kith.
Affinity: Prop
Birthrights: Squirm (may escape from almost any constraints by rolling Dex + Athletics) Sharpened Senses (-2 to Perception rolls, may be able to see through Illusions. Cannot botch Stealth or Alertness)
Frailty: Curse of Silence (cannot speak above a whisper)

Trolls
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Trolls are big, blue, and honorable. They are known to be intensely loyal, as well as fierce fighters. Their strength and stubbornness are legendary, but they may never renege on an oath (the consequences are even more dire than for most). If a Troll gives you his word, you may trust him with your life. Just don't look to take one to any wild parties.
Affinity: Fae
Birthrights: Titans Power (+1 strength for Wilders, +2 Strength, 2 extra Bruised levels but +1 difficulty to Dex for Grumps) Stubborness (+2 Willpower dice to resist temptation or destraction when in the service of a cause. Cannot botch Athletics or Alertness rolls)
Frailty: Bond of Duty (cannot lie to those they're protecting or break an oath or they loose Titan's Power. May become violent if someone breaks an oath to them).

johnmcfloss


johnmcfloss

PostPosted: Sun Oct 14, 2007 2:37 pm


Legacies
(Changeling's take on Nature and Demeanor)
Changelings have 2 Legacies, one for either Court. They are generally connected, and alter eachother, but the Changeling is dominated by the one for their court.
(It is not impossible to have a Seelie character with an Unseelie Legacy, this is very rare however)

Seelie:
Bumpkin
Courtier
Crafter
Dandy
Hermit
Orchid
Paladin
Panderer
Regent
Sage
Saint
Squire
Troubadour
Wayfarer

Unseelie:
Beast
Fatalist
Fool
Grotesque
Knave
Outlaw
Pandora
Peacock
Rake
Riddler
Ringleader
Rogue
Savage
Wretch

Backgrounds
Chimera (Imaginary objects or creatures)
Contacts (Information Sources)
Dreamers (Mortal artists who you patronise)
Holdings (Freeholds you claim as your own)
Mentor (Another changeling who advises you)
Rememberance (your unconcious memory of the Fae)
Resources (Mortal wealth)
Retinue (Enchanted humans)
Title (rank within Fae nobility)
Treasures (Glamour-inbued items you own)

Cantrips
Cantrips are the generic spell-like-abilities creatures of the WoD tent to have. Each Cantrip has a Atttribute, which is rolled to activate it.

Chicanery (Manipulation)
1: Fuddle (alters target's perceptions, making something seem like something else)
2: Veiled Eyes (target becomes uninteresting and is ignored)
3: Fugue (alter's targets memories and beliefs)
4: Haunted Heart (can make target feel strong emotion)
5: Captive Heart (can completly alter target's personality)

Legerdemain (Dexterity)
1: Gimmix (may move targets telekinetically)
2: Ensnare (may move a large target, or trip and ensnare a target)
3: Effigy (May create a non-working copy of an object)
4: Mooch (Move an item from one place to another)
5: Phantom Shadows (may create illusions and replicas)

Primal (Stamina)
1: Willow Whispers (can talk to anything)
2: Eldritch Prime (may create an element)
3: Oakenshield (make something incredibly resistant to damage)
4: Heather Balm (mend something broken, or break something)
5: Elder-Form (may reshape a target)

Soothsay (Intelligence)
1: Omen (see target's role in The Bigger Picture)
2: Fair is Foul and Foul is Fair (may curse target, or grant them good luck)
3: Tattletale (may see what is happening around a familiar object)
4: Augury (May significantly alter someone's destiny)
5: Fate Fire (may speed up someone's Destiny)

Sovereign (Charisma) (only works on those of lower rank)
1: Protocol (everyone must behaive as ettiquitte demands)
2: Dictum (target cannot disobey an order)
3: Grandeur (anyone who views target is overawed at their majesty)
4: Weaver Ward (door or entrance may not be passed by specific peoples)
5: Geas (may set task, failure to achieve results in some form of curse. Or ban an act, with similar consequences)

Wayfare (Wits)
1: Hopscotch (may make an impossible leap)
2: Quicksilver (may travel increidibly fast)
3: Portal Passage (may create an opening in a barrier)
4: Wind Runner (may fly)
5: Flicker Flash (may teleport)

Realms
while Cantrips reflect What you can do, Realms reflect Who you can do it to - you may be a master at Soothsay, but without enough ranks in Actor, when it comes to mortals you're as clueless as anyone else!
(Also, it should be noted that without Fae, you can't cast Cantrips on yourself)

Actor: (Needed to cast Cantrips on Mortals)
1: May affect a True Friend
2: May affect a Personal Contact
3: May affect a Familar Face
4: May affect a Complete Stranger
5: May affect a Dire Enemy

Nature: (Needed to affect animals and elements)
1: May affect Unliving Organic Matter
2: May affect Living Organic Plants
3: May affect Living non-sentient animals
4: May affect Natural occurences
5: May affect natural (carbon-based) or traditional elements

Fae: (Needed to affect creatures of the dreaming)
1: May affect Commoners
2: May affect Nobles
3: May affect Chimera
4: May affect anything else
5: May affect anything of glamour (Cantrips, treasures, etc)

Prop: (Needed to affect things made by human or Fae hands)
1: May affect items that are worn
2: May affect items with no movable parts
3: May affect items with movable parts that do not need fuel
4: May affect items with moveable, sometimes electic devices, so long as they are relatively easily understandable
5: May affect anything made by man but not listed

Scene: (Needed to affect areas)
1: up to 25 square foot
2: up to 200 square foot
3: up to 750 square foot
4: up to 2,000 square foot
5: up to 50,000 square foot

Time: (Needed to delay a Cantrip)
1: 1 turn
2: 1 hour
3: 1 day
4: 1 week
5: 1 month
PostPosted: Sun Oct 14, 2007 8:51 pm


*Sigh*... One more book to add to my pile...

wink Count me in, probably as a Seelie Troll.

Redford Blade
Crew


Aienn

PostPosted: Mon Oct 15, 2007 12:28 pm


Assuming I can find my rulebook, I'd be good for a Pooka. Are childlings allowed?
PostPosted: Mon Oct 15, 2007 12:56 pm


Yeah, no problem.
You'll notice I increased the age slightly of Childings - might just be me, but considering what Wilders are meant to get up to, I wasn't happy having 13 as their minimum age...

johnmcfloss


Schutzhund

5,450 Points
  • Brandisher 100
  • Money Never Sleeps 200
  • Tycoon 200
PostPosted: Thu Oct 18, 2007 11:37 am


Me too.
Sluagh or satyr, I have to think about it just a little. And read stuff too for this is relatively new genre to me.
PostPosted: Thu Oct 18, 2007 1:59 pm


I've got Sartyr on PDF, Slaugh hardcopy (for some reason my Awesome Changeling PDF Pack only had half the kithbooks...)

Not that I'm suggesting I'd sent pirated copies to anyone rolleyes

johnmcfloss


Redford Blade
Crew

PostPosted: Thu Oct 18, 2007 4:15 pm


I've got a character concept, but I'd like to know what Arts other people are considering for their characters before I put dots to paper. I was thinking of maybe 2 dots of Wayfare and one dot of Primal for mine, but I can shift around if the group needs something else.
PostPosted: Thu Oct 18, 2007 4:40 pm


I'm open to suggestions. Care to give a hint of your character concept, Redford? I think I'm making a seelie, something beginner safe aka relatively young character. Puts down a little the odds of facing things that character knows but player has no idea at all.. mrgreen

And John, piratism, what's that..? Me? Innocent as a newborn baby.. (Can you put it up somewhere that I can snap it quickly from there?)

Schutzhund

5,450 Points
  • Brandisher 100
  • Money Never Sleeps 200
  • Tycoon 200

johnmcfloss

PostPosted: Thu Oct 18, 2007 5:43 pm


I've not got anywhere direct I can shove it. Though you can reach me through MSN Messenger at red_talon_ragabash(at)hotmail.com

There's a torrent - http://torrentreactor.net/view.php?id=111991 but I dont know if it's any good - my torrentspeeds are always terrible.

(If this does work for someone, and they download everything, give me a shout? I'm like 4 books short of all of them)
PostPosted: Fri Oct 19, 2007 6:25 am


Auuuugh, I've forgotten what the Pooka arts are. I'll probably go for Legerdemain, mostly.

Any idea of what the basic setting/mood will be? The character I have in mind is one I played many moons ago, and I'd like to incorporate that past into her concept if it will fit.

Aienn


johnmcfloss

PostPosted: Fri Oct 19, 2007 2:15 pm


Right.
My current plan is to base the game in Cardiff, Wales.
It's a city I know (what with living there), of a respectable size, with it's own castle (and re-enacters. Seriously. It's not impossible to see people about in full medieval garb).
Also, being in the UK this makes gun laws nice and simple ("No").
I'm ignoring any GB sourcebooks, as I dont appear to have them.


Cardiff is a primarily Seelie city, although an Unseelie presence is accepted. An old and powerfull city, it was quickly taken when the Sidhee returned, and he rules with a firm but relatively benign rule.
Despite being a city generally rich in Glamour, Cardiff's is kept at a lower level due to a high concentration of Chimera - Several large Dragons (short-tempered, but far too old and tired to pose any kind of threat) roost at the peak of the castle, and swarms of smaller ones flit through the city.

Things are looking grimer for Cardiff however - the fall of the nearby Black Jewel freehold to Banality has reminded King Rhys ap Maredudd of the upcoming Winter. Policies are tightening and the rumour of Dauntain are fresh on everyone's lips, to make things worse, some of the more established Fae have begun working agaisnt eachother in a desperate attempt to stockpile as much Glamour as possible, feuding each other regardless of Kith or Court.
And if this all wasn;t enough packs of Drakes are getting more dangerous - rumours of the scarcity of Glamour have made them skittish and unpredictable, more than one unwary childer has been found stripped of glamour by one of the more vicious packs. Though no-one dares speak it outloud, some of the bravest Slough occasionally whisper in their quietest voice, in the deepest parts of the city that the Drakes aren't acting mindlessly - that one of the great Dragons of the city has taken command of them, and is slowly amassing a vast Chimerical army.


Despite being a capital city, Cardiff is not that large, and mostly consists of suburban estates and houses, which run the gamut in price and safety.
While an unseelie residence is acepted, the majority of do not actually live in Cardiff - a large collection of small towns and villages (remenants of Wale's coal trade), connected by twisting single-lane roads over incredibly hilly terrain.
The Unseelie tend to conglomerate outside the city, sticking with the packs of motorcyclists who roam the area (know as 'Valley Commandos', due to coming from The Valleys - a general term for everything around Cardiff, that isnt), enjoying the level of freedom unavailable under Maredudd. They're often acompanied by Seelie Wilders (as it's well know, all the best parties are organised by the Commandos) and occasionally with the odd Garou - Wales in an incredibly tight-knit area, and it's not unusual to see groups who should be at eacho thers throats stick together, with a loyalty only found in close but extended families.
A certain degree of rivalry can be seen between people from Cardiff, and those from the Valleys (who proudly claim that people in Cardiff are pracically English - honourary Welsh at best. Especially as they generally dont even speak the language).
Rivalries also exist between Cardiff and two other nearby cities - Swansea and Newport, all three are of a similar size (although Cardiff is the largest) and relatively close together.
During Football or Rugby matches, large areas of town are closed, and the city divided in 2, due to the high level of violence between fans.

Along with The Castle, there are several other prominent Freeholds in the city - Roath Park (a lake surrounded by parkland, including a large flower garden, and a botanical concervatory. In the middle of the lake is a clocktower, which the Fae find as a much larger tower, reachable only by rowboat. During the winter it tends to snow regularly, and the lake is prone to freezing (in the mortal world this happens Much less often). Swimming in the lake is unadvised, due to parasites and a couple of surly Wyrms.

Those looking for more information on Cardiff could do worse than to look at http://en.wikipedia.org/wiki/Cardiff


Boggans are the most common, closely followed by the Sidhe and Trolls who hold the majority of the positions of power.


Also, as far as I'm aware, Arts generally aren't split on Kith divisions - changelings of all Kiths dabble in all the Arts, and Pooka have no extra arts in their Kithbook (there weren't many done - it may only really be Nockers who had any...)
PostPosted: Sun Oct 21, 2007 7:38 am


Suggested Reading/Watching.

If you can get your hands on it, I strongly suggest trying to get a copy of Neverwhere, by Neil Gaiman.
There's a book, a comic and a TV Series, all with the same name (the TV series came first, but the book contains things that the author wanted to use, but wouldn't have worked on film).
It's focused around a underground London - a secret world occupied by the eccentric and destitute, with a man with an affinity for pidgeons, and a thug who can eat Anything, there's definate parrallels.
Plus it's a nice introduction to London (of which Cardiff's pretty much just a smaller version. Without the underground), and British cities.

For those of you who want to see more of Cardiff, I definately suggest tracking down a copy of Twin Town. While based in Swansea, a lot of it still applies to Cardiff - the two main characters would make ideal Unseelie Satyr Wilders.

If you just want to see what Cardiff looks like, try Torchwood or Dr. Who, both of which are filmed here.

johnmcfloss


johnmcfloss

PostPosted: Sun Oct 21, 2007 9:08 am


Sven has kindly made us a forum, so I've copied all the valid information into that.
Reply
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