REDCAP  PLAYER’S  GUIDE

(Rough Draft)

 

 

So you want to be a nightmare?

INTRODUCTION:

 

Feared and hated by the other kiths, Redcaps were spawned from the hunger and biting cold of the first Winter, and they’ve just gotten nastier since then.  From feral hunters and meticulous monsters to rabble rousers and even the occasional restrained beast, all Redcaps bear an insatiable hunger and potential for inhuman cruelty.  Often feeding from the fears, angers and hungers of the mortal populace, few Redcaps fear the coming Winter, and many eagerly anticipate a return to the season that spawn them, where their cruelty will lead them to rule the wasted lands.

 

What is a Redcap?

 

Redcaps are the nightmare kith, born from the inevitable death that surrounded early man, from the freezing cold to the deadly starvation.  Most commonly Unseelie, they can often be found as thugs, schoolyard bullies, gang leaders, brigands, rabble rousers, monster hunters, or sometimes even hunted monsters.  It’s also possible, albeit somewhat rare, to find the occasional Seelie Redcap, sometimes even serving a noble as a knight, cook, or even a food-taster.  Every family has its black sheep.

 

Redcaps are always hungry, and usually ill-tempered or violent.  While some may attempt to deny this nature, and others may strike to harness it, these matters always lurk inside a Redcap.

 

Redcaps are almost universally distrusted, feared and/or despised by the rest of Changeling society.  Exposure to this prejudice at an early age often pushes a childling Redcap into the stereotypes that their society sets up for them, and by the time they’re wilders, most Redcaps have come to equally distrust and despise much of the rest of Changeling society, especially the nobility.

 

What isn’t a Redcap?

 

Redcaps are not mindless killing (or eating) machines.  Usually, at any rate.  If they’re that dumb, they usually haven’t survived long enough to be these things in the first place.

 

Redcaps are not blatant cannibals.  That doesn’t mean they can’t or don’t eat human flesh, but they don’t go around letting the whole world know.  Going around announcing the murders they’ve committed usually isn’t worth the legal and societal trouble of paying for them.  Of course, bragging and intimidating someone are two separate things entirely. 

 

 

Reasons to play a Redcap:

 

Because your favorite fairy tales were the ones by the Brothers Grimm.  The original versions.

Because Changeling isn’t just a shiny, happy fun-time love-fest for happy pixies.

So you can always have an excuse to eat at the game!

Because “Unseelie” doesn’t necessarily mean “Evil”.

Because you always preferred Orcs to Elves.

Because you’ve always wanted to be able to say “I eat the Buick”.

 

 

Anatomy of a monster 

THE REDCAP KITH:

 

Court:

 

Redcaps are, by their very nature, frightening and dangerous, so it should come as little surprise that the great majority of Redcaps favor the dangerous and often frightening Unseelie Court.  The freedom to pursue their dark appetites is the primary lure of the dark court, and most Redcaps consider the Unseelie Court to be the natural choice for the kith.  While not automatically Unseelie, the combination of natural inclination, social pressures from within the kith, and the rejection from “polite” Seelie society means that it takes unusual circumstances for a Redcap to be attracted to the lifestyle of the Seelie court.  This is made more difficult by the fact that most Unseelie Redcaps make it a point to hunt down any “traitorous” Redcaps who profess allegiance to the Seelie Court.  

 

However, whether due to upbringing or life-altering events, some Redcaps do chose to follow the Seelie Court.  Those that do are often in for difficult times, being the subject of hatred from their own kith and usually the subject of distrust by their own court.  Unseelie Redcaps often informally divide their Seelie brethren into two categories: “Jokes” and “Badasses”.  Joke Redcaps are those that desperately try to suppress their dangerous side, in an attempt to please others and gain their friendship.  Typically, Jokes act as comical chefs, food tasters, or serve other menial positions as they attempt to counteract the attitudes towards their kith by ingratiating themselves to others.  Naturally, such “sell-outs” are favored targets of Unseelie Redcaps, who consider them to be denying and degrading their natural birthright and history.

 

“Badass” Redcaps, on the other hand, are those who control their natural hunger and violence, and use their discipline to channel them into their actions.  These types usually hold positions as knights, monster hunters, or other demanding positions that allow for them to focus their urges towards their work.  Unseelie Redcaps often express a certain amount of respect for a Badass’s mastery of their own hunger, and they are rarely the target of Unseelie attacks (if only because the average Badass is much more dangerous in a fight than a Joke).

 

While knowing about the Shadow Court is still very rare, Redcaps are common among the Shadow Court, particularly as the more rebellious and destructive elements, but some ambitious Grumps take up more influential guiding roles.  More often than not, a thuggish Redcap will simply be manipulated into performing tasks for the Shadow Court without ever realizing that the destruction they cause is part of anyone’s plan.

 

Seeming:

 

Childlings in the Redcap kith are in for an even more difficult time than most Changeling children.  Already an outcast from other children due to their faerie natures, they also have to deal with the perpetual hunger that all Redcaps suffer as well as the fears and prejudices of other kiths.  Childlings may attempt to set their friends at ease and often attempt to get attention by eating odd or unusual items (from bugs and quarters to who knows what else), but other Changelings are often nervous of Redcaps of any age around their own Childlings.  Such “outcasts from the outcasts” often feel unjustly slighted by this prejudice.

 

When possible, Redcaps make sure that they teach Childlings of their kith, often taking them in after they have been rejected by the other kiths.  Such “adopted” Childlings are often taught the “primary lessons” of how to hunt, fight and survive, although the specifics vary depending on the teacher. 

 

Redcaps in their Wilder years almost inevitably are drawn towards trouble.  Their violent tendencies can lead Redcaps to join (or lead) gangs, whether they’re normal street gangs or Redcap Corbies, and their antisocial tendencies can often drive them to run away from their earlier homes, living either on the streets or in the wilderness.  Drawn towards the anti-social and aggressive, the average Wilder Redcap delves into the seedier aspects of society or withdraws into seclusion.

 

Most Redcaps never make it past the dangerous Wilder years, but those that do are almost always the strongest, meanest and most merciless Redcaps, and their appetites only continue to grow with their age.  What’s more, this appetite tends to extend out to other pursuits, from political power, knowledge, or cold, simple cruelty.  Redcap Grumps can be among the most vicious creatures in the World of Darkness, combining a natural talent with a lifetime of practice, driven by a perpetual, gnawing hunger.  Even the most refined Redcap of such age contains a great potential for antisocial behaviors, and they often become more withdrawn and solitary as they age.

 

Mortals:

 

Even before their Chrysalis, most Redcaps possess an unusually large appetite, whether it be for food, action, violence or the like.  Most find themselves either outside the average world or opposed to it, as bullies, bums, criminals, and so forth.  Those few that have unusual control over their desires can turn them to more positive pursuits, such as chefs, soldiers, critics and investigators.

 

Redcaps Chrysalize most often through violence, anger, or near death (although on rare occasions, it’s happened after experiencing a culinary masterpiece).  The dark, primal Glamour in a life-or-death struggle often sparks the bloody memories of their fae spirit, and a newly Chrysalizing Redcap is wracked by terrible hunger pains and frigid cold.  Because of this, it is not uncommon for newly awakened Redcaps to leave bloody trails behind them in a temporary madness.

 

Dreamers are sort of a strange matter with Redcaps.  Most other kiths can’t understand how Redcaps could ever be patrons to Dreamers, with the exception of the occasional great cook.  Most simply assume that Redcaps draw their Glamour from terrorizing and torturing the mortal population and raiding freeholds.  And, in many cases, they’re right.

 

But Redcaps know that there’s more than simple brutality that can draw out Glamour from humans and themselves.  While funding the average painter appeals almost as much as kissing a Sidhe’s ass, there are an entire realm of less popular, more “primal” arts that exist and appeal more to a Redcap’s palate.  From tattoo artists and street painters to skaters and shock artists, many bloody fae love the recent movements in today’s counterculture and do what they can to help their success.

 

Other popular pursuits that generate emotion and glamour in the hearts of fae and mortal include leading revolutions, hunting monsters (of chimerical and mortal types), and even being a particularly good critic.  The more compassionate (or at least less callous) Redcaps take care of individuals or small populations who have to survive in difficult conditions or face monsters of various stripes.  A Redcap may sometimes be found defending small bands of homeless or downtrodden from the perils of the street, acting as a street vigilante , or as a wilderness rescue agent.  In fact, such “compassionate” positions are popular with “Badass” Seelie Redcaps.

 

 

SOCIETY:

 

Structure & Traditions:

 

Redcaps, being generally antisocial fae, are not generally disposed towards ordered, kith-wide structures, but there are many common positions and traditions that a Redcap may fit into. 

 

One of the oldest of these “traditions” is the Corby or Warband.  Redcaps may unite to form a gang, either for mutual strength, protection, or to generally cause havoc.  Almost always Unseelie, these bands can be as informal as a motley of two or three ‘caps (usually called a “Corby”) to as powerful as a regimented, trained army of dozens of Redcaps under one leader and multiple lieutenants (usually called a “Warband”). Infighting can be a problem in such bands, and any leader who can hold power must be powerful and never show weakness.  In White Wolf canon, there are innumerable Corbies and at least one permanent Warband, but the Camarilla sports only a few official Corbies (although NPC Warbands have been used in the past).  Hopefully, increased player communication and contacts facilitated by the Settings staff will help the formation of more of both groups.

 

Another traditional role for Redcaps to fall into is that of Monster Hunter.  With their solitary and violent natures, as well as the intrinsic closeness to nightmares that their origins provide, Redcaps often find themselves drawn towards fighting nightmare chimera, whether to defend their own territory, out of a sense of duty, or simply as a hired mercenary for whoever pays for their services.  Often, a “Badass” Seelie will fall into this position in one way or another, but they are by no means the only ones to do so. 

 

Other common positions or titles for Redcaps include “Laird”, which is a Redcap who has taken control of a freehold and holds it through his own power, and “Fimmrarch”, which is a Redcap sorcerer, specializing in mastery of the Arts.  Lairds are somewhat rare nowadays, as freeholds are desperately guarded, and any Redcap who wants to take them will often have to share them with other commoners, or at least the gang that helps in keeping it.  Meanwhile, there are no official rules for “becoming” that terribly feared paragon of Redcap arts, the Fimmrarch, (sometimes called “Hag-Queens” or “Lich-Kings”) nor is there any sort of entrance exam.  The only real rule is that if you start calling yourself one, you’re going to have to have the power to back it up.

 

Relations & Attitude:

 

Redcaps have a very chilly relationship with the rest of the kiths.  Ranging from a bully-prey relationship with Pooka (who most see as irritating pups) to an outright hatred of the Sidhe (who are usually seen as pompous loudmouths who get away with murder because they look pretty), there are no kiths that are automatically close to them, although individuals may bridge the gaps on their own.  The closest kiths to them are Sluagh (who they see as being just creepy) and the Satyr (who they feel have lost the primal drive that they used to have).  There is a rare offshoot of the Redcap kith, called “River Hags”, but as there are no rules for them in live-action, they are all but non-existant in the Camarilla.  Regarding the Gallain, there are no official connections, although common bonds can sometimes be found with Parosemes (the Air-based Inanimae), or the Numuzo’ho and Rock Giants of the Nunnehi.  And as far as Prodigals go, most Kithain who know of Vampires believe them to be an offshoot of the Redcap kith (“an ancient Redcap who killed his brother”), and those Redcap who know of them can sometimes find the Vampires to be intriguing (at least, the ones that aren’t too riddled with Banality).

 

Redcaps’ relations to the Dreaming and the rest of the world are complex.  As Changelings, they are children of the Dreaming, but do not attempt to protect it as other Changelings do.  They embrace the coming of the Second Winter as a return to the primal nightmares of the First Winter, albeit in a more modern, dystopic form of the original primal drives (“consumption”, the drive to compete, repressed rage, and so forth).  The majority ravage their dreamers, and feed on nightmare Glamour, or hoard it away for the Winter.  Furthermore, while they are intrinsically creatures of Nature, they are not automatically reverent of it.  In fact, the “hungry dreams” of factories, strip mines, and other forms of “devouring the planet” have served as potent fuels for the kith; many remember the Industrial Revolution as a Golden Age.  As a kith, they are second only to Nockers in their ability to adapt and accept new technology and modern ideas.  From urban life on the streets to modern ideas of democracy over monarchy, Redcaps are quick to pick up modern ideas, especially when those ideas are revolutionary, destructive, or primal in nature.

 

History & Myths:

 

Scholarly Redcaps claim that the fae that would be called Redcaps were the first ones dreamt into being, and the most powerful force in the early Ice Ages that made up the First Winter.  As evidence, they point to the intrinsic nature of the primal drive to feed, fight and survive, as well as the uses of red ochre to represent blood in the earliest human art, decoration and burial rituals.  Redcaps claim to remember when the Sidhe first arrived and attempted to take lordly leadership over the other kiths “just because they were pretty”, and also claim to have seen the Shattering coming as the result of the Sidhe’s “lordly” ways with the mortals.  Naturally, most other kiths refute these claims, but Redcaps rarely push the matter, secure in their knowledge on the matter.

 

While the fae of hunger, cold wind, and other forms of natural destruction were not limited to any single location in their origins, the form that Redcaps now take is traced back to between 400AD – 1100AD, in “Pictland” (early Scotland and environs).  Redcap scholars hint that some great violence committed by their ancestors in that period defined their entire fae species.

 

Redcaps have moved with the times, flourishing in the industrial revolution and doing well in the cold days of the modern world.  Their myths speak of cruel figures and families in the Redcap kith, and their extraordinarily vicious actions, as well as signs of Winter and its upcoming greatness.  One story, in particular, speaks of the legendary Redcap treasure, “Winterblade”, the scythe that will usher in Winter.

 

 

Having a few friends for dinner

HISTORY:

 

“First Winter” (prehistory, possibly as far back as the Ice Age; not isolated to any specific area):

Redcaps born of cold wind and hungry, uncaring nature.  Pure, consuming hunger and omnipresent malice are central to the then-unnamed kith, and often associated with wind-elemental types.  Furthermore, no individual land is central to dreams/nightmares of harsh nature, although cold, inhospitable lands foster the proto-Redcaps more than temperate, hospitable climes.  Many Redcaps look back upon this time as proof of their presence as “Kings of Nightmares” before the Sidhe and many other kiths (save Satyr and Sluagh, who they may grudgingly admit have similar, if less imperious, primal origins).

 

“Mythic Times: Meeting New People” (prehistory – early recorded history; not isolated to any specific area):

Proto-Redcaps spread North (with retreating ice) and South (with stories of the great Winters), met new and interesting kiths, and (usually) killed them.  Many early fae types fought and lost against the “interloping” Redcaps, who were “the basic predatory package”.  Those that understood the “basics of who and what [Redcaps] were” tended get along moderately well (or at least not fight to the death).  Redcaps did a lot to earn a bad rep during this time, and are blatantly unrepentant about it.  There are implications that in some areas, Redcaps are worshipped/dreamed as predator-, wind- or destroyer-spirits or -deities.

 

“Mythic Times: Sidhe on the Scene” (time unknown; early recorded history; area uncertain):

Sidhe arrive on the fae scene, and set themselves up as nobility, replacing what little “fae government” there was.  Many fae (some ‘Caps included) fight against the grasp at power, but many others (including other ‘Caps) don’t particularly care enough about them, and don’t plan to pay attention to the “nobility”, anyway.

 

“Mythic Times: Redcaps and the Picts” (time uncertain; anywhere from 400AD to 1100AD; “Pictland”/early Scotland and environs):

After expanding to the northwestern isles of Europe, hunger and wind spirits invade and help destroy the Picts, aided by powerful forces.  “Redcap” dreams are solidified into the form they take today, inspired by fears of Picts’ peel towers, hauntings, and the omnipresent fear of a consuming monster lurking in the ruins of the towers.  This basic image (icy-cold, blood-drenched, wiry, all-consuming predators) appears to spread to the many other related hunger-fae, although European, African and West Asian fae seem to be most affected.

 

“The Sundering” (Iron Age ~ Spanish Inquisition, 1253; worldwide, but primarily Europe, Northern Africa, and Western Asia)

Banality increases, especially in Europe, as mankind continues to embrace religion to drive away mysteries and “evil influences”.  Humanity separates further and further from fae society; Redcaps blame Sidhe for alienating humanity and insisting that fae be separate (and above) the mortals, thus driving the worlds further apart.  Eventually, this division leads to the Shattering, and Sidhe escape to Arcadia, leaving other Kiths behind.

 

“The Shattering: Antisocial Tendencies” (circa Black Plague 1347; worldwide, but primarily Europe, Northern Africa, and Western Asia)

As the remaining Kithain struggle to continue their existence in the newly banal world, Redcaps cut ties with other Kiths and strike out on their own.  Angry at the other kiths who didn’t see the trouble the Sidhe would cause, and untrusting of each other in such difficult times, most Redcaps struck out to find their own areas, often away from the more urban areas.  Individual Redcaps ran into many monsters, and explored many new areas, although they didn’t communicate enough to “discover” anywhere, so much as claim places as their territory.  Territorial Redcaps gained reputations as dangerous loners, and the kith was seen as dangerous curmudgeons by others.

 

“The Shattering: Monster Hunting for Fame and Profit” (circa 1400; worldwide, but primarily Europe, Northern Africa, and Western Asia)

Redcaps, after years of dealing with Chimerical monsters, start proactively hunting them, earning reputations for being dangerous and creating the first “Redcap Warbands”.  In an attempt to aggressively rid “their” areas of dangerous chimeras, lone Redcaps take up the hunting of monstrous chimera, and to add to their reputations (and thus, decrease the likelihood of unwanted visitors in their territory).  Eventually, other kiths and communities begin hiring successful Redcap monster-hunters, and extremely dangerous monsters inspire some such hunters to band together in a single hunt, beginning the tradition of Redcap Gangs and Warbands.  The first Redcap to form a hunting gang is Aelfric, in East Anglia, who asked for the help of Theodric and Offa to fight a “wurrum”.

 

“The Interregnum: Packs on the Fringes” (1347 ~ 1600’s; worldwide, although it began later in some areas, particularly those outside Europe, North America, Northern Africa, and Western Asia)

Redcap hunting packs grow in size and stability, and become the form of Redcap communities which are often removed (by choice) from other communities.  Redcaps comfortable with the survival struggle of the Interregnum, as it is reminiscent of the primal struggle of the First Winter which they still hearken back to.  Heads of other communities are treated with moderate respect, as their position meant that they had earned their respect through strength and dedication (as opposed to the “nobility” of Sidhe).

 

“The Interregnum: Industrial Evolution” (1700’s ~ 1900’s; worldwide, although it began later in some areas, particularly those outside Europe, North America, Northern Africa, and Western Asia)

While the Industrial Revolution spells the crushing of most kith’s dreams, Redcaps find new sources of Glamour and a new home in the factories, mills and mines.  Despite the damage done to the “classic” agrarian lifestyle (or perhaps because of it), Redcaps find that the rampant consumption and cruelty of the Industrial Revolution’s factories to be extremely appealing and inspiring of their own form of hungry dreams.  Many Redcaps take positions as foremen, pit bosses, teamsters, and the like, feasting on the vicious Glamour available to these positions.

 

“The Interregnum: World Wastes I and II” (WWI and WWII; worldwide, although more specifically in Europe)

Redcaps had no more involvement in WWI or WWII than the average other Kithain, except for perhaps displaying a preference for front-line fighting, where more personal violence could be inflicted.  Most Redcaps, however, were disgusted by the idea of “impersonal slaughter” such as genocide.

 

“The Resurgence” (July 21, 1969; worldwide)

Man lands on the Moon and the resulting spike of Glamour reopens the gates of Arcadia briefly enough for Sidhe to return to the mortal world.  As Sidhe attempt to reassert their nobility over the other Kithain, many “commoners” (Redcaps especially) revolt against them.  Commoner leaders are assassinated in the Night of Iron Knives (which Redcaps see as a coward’s ploy for power), and the Accordance War begins.

 

“The Accordance War” (~1970’s, North America, possibly Europe and other areas?):

Redcaps act as vicious strike-forces in the Accordance War, and one such warband encounters and attacks True Thomas and his young wards, David and Morwen Ardry.  During the battle, David escapes, discovers Caliburn, returns to the battle to drive away the Redcaps, and goes on to become High King of Concordia.  After displaying a willingness to compromise and work with commoners, Redcaps give High King David a chance, although the negative actions of other Sidhe still continue to push Redcaps to action.

 

 

Playing with your food

CHARACTER:

 

So you want to play a Redcap?

 

Like any kith, Redcaps have a few common elements, but the way they express their powers and weaknesses can make any two Redcaps very different, indeed. 

 

The Hunger:

 

All Redcaps are perpetually hungry.  Imagine how you feel when you’ve gone for two days without food, complete with the clawing pains in your gut and the animalistic way you searched for something to fill the void. 

 

Redcaps feel like that all the time. 

 

No matter how much they eat, it comes back, usually within an hour.  Even the nicest Redcaps always have that gnawing hunger, and it’s a major reason that Redcaps have the terrible attitude that they’re know for.

 

Remember: even the cutest, friendliest Redcap Childling has a hungry, hungry tummy and knows, somewhere deep inside, that they can make it all better by biting the head off of their friend next to them.

 

Court:

 

The vast majority of Redcaps are Unseelie, often displaying legacies that emphasize their destructive nature, such as “Beast”, “Outlaw”, “Savage”, “Schismatic” and “Fiend” legacies.  There are very few Redcaps who put their Seelie nature before their Unseelie one, but common Seelie legacies are “Paladin”, “Stoic”, “Hermit” and “Gadfly”.

 

Before you make “the one Seelie Redcap”, be sure to take a look at what characters and NPCs are already in play in your area.  Most books imply that there are about 10 Unseelie Redcaps for every Seelie one.  If there aren’t already a few PC Unseelie Redcaps in the area, you should reconsider being a Seelie one.  There are already too many people playing “the only Seelie Redcap”.

 

Seeming:

 

(this section has yet to be finished)

 

Birthrights:

 

Redcaps are able to call upon their heritage in two ways.  First, and most dangerous, is their “Dark Appetite”, the legacy of their relation to hunger.  Apart from being perpetually ravenous, they are able to safely consume anything at all, with “inedible” objects costing a Glamour trait to consume.  They suffer no ill effects from the eaten material, regardless of its composition; they cannot be poisoned, intoxicated, sickened, or otherwise affected by their meal unless they will themselves to feel the effects.  Objects eaten provide nourishment and brief respite from their hunger, but a Redcap is never full, and can always eat more.  However, in canon, while Redcaps are fully capable of killing and eating humans and Kithain, it is generally considered to be more trouble than it’s worth, between the inevitable mortal and Kithain repercussions (unless you can get definitely away with it), not unlike diablerie in the Vampire venues.  However, in the Camarilla setting, it is extremely common for a Redcap to go about bragging about being a cannibal, secure that they will not receive any punishment.  I hope that increased input from the settings team will cut down on this, particularly because it undercuts the implied menace of a Redcap’s potential cannibalism to see some going around announcing the fact.

 

According to White Wolf canon, an average Redcap can eat a full raccoon in one bite, can sometimes swallow a Kithain whole, and can consume a cadaver in as little as 18 seconds (three rounds), but the Settings staff is still working on live-action rules for this (“Swallowing Whole” in particular, will probably be ignored or heavily toned down, as it is almost a one-shot kill in tabletop).  Many Redcaps have extraordinary senses of smell and taste, and some of the more restrained Redcaps pursue careers in cooking, or food tasting, making great use of this gift.  There are rumors of some extremely rare and complex chimerical poisons that can affect a Redcap, but knowledge of them are limited to only the most well-informed assassins.

 

More terrifying still is the Redcap’s gift for intimidation and general antisocial behavior, “Bully Browbeat”.  Unlike the Sluagh, who represent the unnamable fears and dreads of the dark, Redcaps represent the very real, very visceral fears of death and destruction from an obvious, inescapable source (like the omnipresent winds or one’s own hunger and mortality).  While not directly gifted with any unnatural physical prowess, Redcaps are known as some of the most dangerous Changelings in a fight, in great part due to this birthright; a clever Redcap instinctively knows how to use psychological tricks to put a subject at a disadvantage, horrifying them, breaking their morale, or driving them into an unthinking rage.  While the uses of this birthright are well-documented in tabletop, the vagueness of some skills’ effects and the birthright can cause some confusion.  It is suggested that players using this birthright (and having it used against them) agree on pre-decided “win conditions” for the social challenges involved, as with other intimidation or subterfuge challenges.

 

 

 

 

 

 

 

Being the meanest kid on your block

ATTITUDE:

 

(this section has yet to be finished)

 

 

The Devil’s in the details…

FINISHING TOUCHES:

 

A few sources of inspiration:

 

Here are a few sources that may help a player get into a “Redcap” mood.

 

Music:

Mindless Self Indulgence (especially any of the angry songs)

 

Comics:

Transmetropolitan (Spider Jerusalem isn’t too far from a Redcap)

 

Books:

Lord of the Flies (especially as people regress to “primal” attitudes)

 

TV: