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''Changeling: The Dreaming'' is a tabletop role-playing game originally published by White Wolf Publishing in July 1995, and is part of the ''World of Darkness'' series. Player characters are changelings, fae souls reborn into human bodies, a practice begun by the fae to protect themselves as magic vanished from the world. White Wolf Publishing released a second edition in 1997, and Onyx Path Publishing released a ''20th Anniversary Edition'' in 2017. The game explores the balance between imagination and practicality, and the struggle of art and beauty against the dark, mysterious "Gothic- Punk" World of Darkness. ''Changeling'' draws primarily from Gaelic mythology, particularly stories of the sidhe and Tuatha Dé Danann, but also uses mythology and folklore from various other cultures including Native American nations, Greece, India and Yoruba mythology of Africa. Overview The fae are creatures of dreams, drawing magical power and their very existence from "Glamour", the d ...
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Mark Rein·Hagen
Mark Rein-Hagen, stylized as Mark Rein•Hagen (born 1964), is an American role-playing, card, video and board game designer best known as the creator of '' Vampire: The Masquerade'' and its associated ''World of Darkness'' games. Along with Jonathan Tweet, he is also one of the original two designers of ''Ars Magica''. Career Late 1980s: Lion Rampant and ''Ars Magica'' In 1987, Rein-Hagen and Jonathan Tweet founded game publisher Lion Rampant while students at Saint Olaf College; there they met Lisa Stevens who later joined the company. Rein-Hagen and Tweet designed ''Ars Magica'' over a period of nine months, publishing it in 1987. Lion Rampant encountered financial difficulties in 1990, but after Stevens pitched the idea of a merger to Rein-Hagen and Stewart Wieck, they decided to merge White Wolf and Lion Rampant forming a new company White Wolf Game Studio, with the two as co-owners. Of his experience at Lion Rampant, Rein-Hagen recalls 1990s: ''Vampire: The Masquerade'' ...
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Onyx Path Publishing
Onyx Path Publishing is a publisher of tabletop role-playing games that produces company-owned and creator-owned games as well as licensed products. History The name "The Onyx Path" and the company's logo appeared on White Wolf products and their message board in early 2012. There was some speculation about their meaning before the company went public with their plans during GenCon in August 2012. The company was founded in January 2012 by White Wolf Creative Director Richard Thomas, and is licensee for Paradox Interactive's ''World of Darkness'', ''Chronicles of Darkness'', and ''Exalted''. The company also bought the ''Trinity Universe'' and ''Scion'' gamelines from White Wolf/CCP Games. As such, Onyx Path Publishing released the titles that were previously announced by White Wolf for the 2012/2013 schedule. Onyx Path make books available through DriveThruRPG electronically (as PDF files) and physically via DriveThruRPG's print on demand service, with selected products ...
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Iron Age
The Iron Age is the final epoch of the three-age division of the prehistory and protohistory of humanity. It was preceded by the Stone Age (Paleolithic, Mesolithic, Neolithic) and the Bronze Age (Chalcolithic). The concept has been mostly applied to Iron Age Europe and the Ancient Near East, but also, by analogy, to other parts of the Old World. The duration of the Iron Age varies depending on the region under consideration. It is defined by archaeological convention. The "Iron Age" begins locally when the production of iron or steel has advanced to the point where iron tools and weapons replace their bronze equivalents in common use. In the Ancient Near East, this transition took place in the wake of the Bronze Age collapse, in the 12th century BC. The technology soon spread throughout the Mediterranean Basin region and to South Asia (Iron Age in India) between the 12th and 11th century BC. Its further spread to Central Asia, Eastern Europe, and Central Europe is somewhat dela ...
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Africa
Africa is the world's second-largest and second-most populous continent, after Asia in both cases. At about 30.3 million km2 (11.7 million square miles) including adjacent islands, it covers 6% of Earth's total surface area and 20% of its land area.Sayre, April Pulley (1999), ''Africa'', Twenty-First Century Books. . With billion people as of , it accounts for about of the world's human population. Africa's population is the youngest amongst all the continents; the median age in 2012 was 19.7, when the worldwide median age was 30.4. Despite a wide range of natural resources, Africa is the least wealthy continent per capita and second-least wealthy by total wealth, behind Oceania. Scholars have attributed this to different factors including geography, climate, tribalism, colonialism, the Cold War, neocolonialism, lack of democracy, and corruption. Despite this low concentration of wealth, recent economic expansion and the large and young population make Afr ...
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Yoruba Mythology
The Yoruba people (, , ) are a West African ethnic group that mainly inhabit parts of Nigeria, Benin, and Togo. The areas of these countries primarily inhabited by Yoruba are often collectively referred to as Yorubaland. The Yoruba constitute more than 42 million people in Africa, are a few hundred thousand outside the continent, and bear further representation among members of the African diaspora. The vast majority of the Yoruba population is today within the country of Nigeria, where they make up 21% of the country's population according to CIA estimations, making them one of the largest ethnic groups in Africa. Most Yoruba people speak the Yoruba language, which is the Niger-Congo language with the largest number of native or L1 speakers. In Africa, the Yoruba are contiguous with the Yoruboid Itsekiri to the south-east in the northwest Niger Delta, Bariba to the northwest in Benin and Nigeria, the Nupe to the north, and the Ebira to the northeast in central Nigeria. To ...
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Hindu Mythology
Hindu mythology is the body of myths and literature attributed to, and espoused by, the adherents of the Hindu religion, found in Hindu texts such as the Vedic literature, epics like ''Mahabharata'' and ''Ramayana'', the Puranas, and regional literature like the Tamil ''Periya Puranam'' and ''Divya Prabandham'', and the '' Mangal Kavya'' of Bengal. Hindu myths are also found in widely translated popular texts such as the fables of the '' Panchatantra'' and the ''Hitopadesha'', as well as in Southeast Asian texts. Primary sources * Vedas ** Rig ** Sama ** Yajur ** Atharva * Itihasa ** Ramayana ** Mahabharata * Maha-Puranas **Agni Purana **Brahma Purana ** Brahmanda Purana **Bhagavata Purana **Devi-Bhagavata Purana **Garuda Purana **Kurma Purana **Shiva Purana **Skanda Purana **Markandeya Purana **Matsya Purana ** Narada Purana **Linga Purana **Padma Purana **Varaha Purana **Vayu Purana **Vishnu Purana *Bengali literature **Mangal-Kāvya *Tamil literature ** Divya ...
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Greek Mythology
A major branch of classical mythology, Greek mythology is the body of myths originally told by the Ancient Greece, ancient Greeks, and a genre of Ancient Greek folklore. These stories concern the Cosmogony, origin and Cosmology#Metaphysical cosmology, nature of the world, the lives and activities of List of Greek mythological figures, deities, Greek hero cult, heroes, and List of Greek mythological creatures, mythological creatures, and the origins and significance of the ancient Greeks' own cult (religious practice), cult and ritual practices. Modern scholars study the myths to shed light on the religious and political institutions of ancient Greece, and to better understand the nature of myth-making itself. The Greek myths were initially propagated in an oral tradition, oral-poetic tradition most likely by Minoan civilization, Minoan and Mycenaean Greece, Mycenaean singers starting in the 18th century BC; eventually the myths of the heroes of the Trojan War and its after ...
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Native American Mythology
The indigenous peoples of the Americas comprise numerous different cultures. Each has its own mythologies. Some are quite distinct, but certain themes are shared across the cultural boundaries. Northern America There is no single mythology of the Indigenous North American peoples, but numerous different canons of traditional narratives associated with religion, ethics and beliefs. Such stories are deeply based in Nature and are rich with the symbolism of seasons, weather, plants, animals, earth, water, fire, sky, and the heavenly bodies. Common elements are the principle of an all-embracing, universal and omniscient Great Spirit, a connection to the Earth and its landscapes, a belief in a parallel world in the sky (sometimes also underground and/or below the water), diverse creation narratives, visits to the 'land of the dead', and collective memories of ancient sacred ancestors. A characteristic of many of the myths is the close relationship between human beings and animals ...
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Folklore
Folklore is shared by a particular group of people; it encompasses the traditions common to that culture, subculture or group. This includes oral traditions such as tales, legends, proverbs and jokes. They include material culture, ranging from traditional building styles common to the group. Folklore also includes customary lore, taking actions for folk beliefs, the forms and rituals of celebrations such as Christmas and weddings, folk dances and initiation rites. Each one of these, either singly or in combination, is considered a folklore artifact or traditional cultural expression. Just as essential as the form, folklore also encompasses the transmission of these artifacts from one region to another or from one generation to the next. Folklore is not something one can typically gain in a formal school curriculum or study in the fine arts. Instead, these traditions are passed along informally from one individual to another either through verbal instruction or demonstr ...
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Mythology
Myth is a folklore genre consisting of narratives that play a fundamental role in a society, such as foundational tales or origin myths. Since "myth" is widely used to imply that a story is not objectively true, the identification of a narrative as a myth can be highly controversial. Many adherents of religions view their own religions' stories as truth and so object to their characterization as myth, the way they see the stories of other religions. As such, some scholars label all religious narratives "myths" for practical reasons, such as to avoid depreciating any one tradition because cultures interpret each other differently relative to one another. Other scholars avoid using the term "myth" altogether and instead use different terms like "sacred history", "holy story", or simply "history" to avoid placing pejorative overtones on any sacred narrative. Myths are often endorsed by secular and religious authorities and are closely linked to religion or spirituality. Many soc ...
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Tuatha Dé Danann
The Tuath(a) Dé Danann (, meaning "the folk of the goddess Danu (Irish goddess), Danu"), also known by the earlier name Tuath Dé ("tribe of the gods"), are a supernatural race in Irish mythology. Many of them are thought to represent deity, deities of pre-Christian Gaelic Ireland. The Tuath Dé are often depicted as kings, queens, druids, bards, warriors, heroes, healers and craftsmen who have supernatural powers. They dwell in the Celtic Otherworld, Otherworld but interact with humans and the human world. They are associated with the ''sídhe'': prominent ancient burial mounds such as Brú na Bóinne, which are entrances to Otherworld realms. Their traditional rivals are the Fomorians (Fomoire), who might represent the destructive powers of nature, and whom the Tuath Dé defeat in the Cath Maige Tuired, Battle of Mag Tuired. Prominent members of the Tuath Dé include The Dagda ("the great god"); The Morrígan ("the great queen" or "phantom queen"); Lugh; Nuada Airgetlám, N ...
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