Changeling
09 August 2001 Player Information
Venue Name: Chapter: Nova Albion Domain: Forgotten Shadows Society
Genre: Changeling: The Shining Host
Contact: Shafik Chernovsky, ADST Changeling
Place/Time: [pending]/alternate Saturday afternoons.
Directions: [pending]
Theme/Mood: The area within the Eveningwater Domain is in Chaos. Thaillan, and creatures of Shadow have taken over the Dreaming in the County. From occurances within the Supernatural and Mundane World, Chimera, Trods and Freeholds are cut off from the Countess' aid. It is War, and the battle is taken to the Streets. Within War, there is call for both Warriors and Explorers. Warriors to battle the Dark, and Explorers to bring light to it.
This is a time of great crisis for the Kithain, and the War has taken to a toll on all of it's great Knights and Land Barons. A feeling of the Final Winter is at hand. Creatures of the Dark move along it's streets, destroying and corrupting all that across their Path. Even the Trods are no longer safe as there are none to cleanse or protect them. It is a time of sorrow, it is a time of despair, an affliction wracks the land and the Countess herself has been striken ill by it. It is desperate times and without hope, but this is where Heroes are made.
Character restrictions:
Aspects of the Dreaming here are very Traditional, and Commonner Nobles are few and far between. Those who accept their Fae Nature, by dressing the role, receive an Extra Glamour Point, which can be stored or used to rid of a point of temporary Banality. Those who don't dress the Role, will receive a point of Temporary Banality.
The Dreaming is very sporadic as each Landholder's Ideology is expressed by the very Nature of their Keep. But as each area of the Realm is overtaken by the Dark, the Land itself becomes afflicted. Certain areas within the Southern Barony of Midguard has been passed over, but are covered in a strange web like substance.

Commoners are very important here, as it is no secret that the First Noble here was raised by a Commoner Baron, whose Title was taken away from him when other Nobles finally took root in the West. The Commoners' importance also lies in the fact they have a stronger connection to what is happening in the mundane World, and the Nobles haven't failed to realize their use for them in this degree.

Proxy rules: Players who wish to proxy their characters will need approval from their own Storyteller, as well as from this Domain. If they cannot attend themselves, they will need to arrange someone to play their character while it is here. Proxy will only be allowed to those who already have a connection to at least one person in this Domain, as the Borders are closed to Strangers for now.

Travel risks: Character travel will likely be done by mortal methods. Most aspects of Trods and Silver Path have been cut off, as they are ridden by Thallain called the Minions and hunted along by Dark Chimera of all sorts, the most prolific being the Mougues. Think, JRR Tolkein's "Lord of the Rings" and their Ring Wraiths and other nasties.

Challenges: Challenges are resolved as in 5.0. and 5.1
Storyteller Information
Venue Storyteller
Name: Shafik Chernovsky 9602-045
Title: Assistant Domain Storyteller, Changeling venue
Address: New Westminster, British Columbia
Phone: (604) 312-7110
Email: [email protected]
Passed Thespis (y/n): n
Style: Danger is around every bend. Most Kithain have fled, have been forgetting or have been "slain". Only the very Strong and the Young remain to free the Realm. Battle should be pursued as a final resort, as it can be very quick and very deadly. Exploration is the key, and finding new ways to unlock the Realm may be its only salvation. Knowledge is power, and those who hold it, hold the keys to unlocking the Mystery of this City.

Antagonists: Antagonists are mostly NPC's, but players themselves may feel their only hope is to betray their fellow PC's, and turn to the Dark Side.

Venue rules: Plotlines from Canadian, NorthWestern, North Central and SouthWestern Regions are highly encouraged. Oath Circles that cross Boundaries and allow for a sense of Cross Regional Continuity, are highly encouraged. This Domain can turn into a Giant Chess Board for all concerned.

Visiting character/plot policy: Politcally the Borders are open as there is none to Police them in the Near Dreaming. You still have to deal with Mundane concerns and Laws, as well as other Supernatural denizens.
The biggest Danger of course is the Affliction that has corrupted the Land: The Dark.

Intrigue: 3 - Title and duty will be very important, as no one knows who holds real Loyalty to who.
Action: 4 - Again, anticipation is everything. To those who show their cards to quickly may win the Battle; but the War...
Mystery: 4 - Each Character holds a secret to the City. Even those just visiting will receive Secret Knowledge of the Dreaming here.
Drama: 4 - This is the time when Heroes are born and bred. New paths are created, and History is born.
Darkness: 4 - Already much death has occurred, and danger is around every corner. Unless they have the ability, it is suggested that combat be avoided.

Threat of Banality: 4
Threat of Bedlam: 3
High Court Politics: 2
Humanity and the Autumn World: 4
Seelie versus Unseelie: 4
Commoner versus Noble: 2
Chimerical threat ("Adventure"): 5
Nunnehi versus newcomer: 2
Other: Possible Garou and/or Wraith cross over: 3
Humour: 3
Childling: 4
Wilder: 3
Grump: 2

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