Need two players

Old Apr 18 '09, 2:33pm
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kyrathaba kyrathaba is offline
Ancient Urplex
Join Date: Jul 2007
Location: Kentucky
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Need two players for ongoing Dominion Rules 3.0 game

The Kyrian Cycle: Heroes From Beyond the Pale - Forum
Estimated Members Requested: 2

2 to 3 players desired, as of July 8th, 2012. Please PM me or Whisper your interest. We will be very carefully vetting applicants, to avoid past problems we've encountered.

  • Sensible posts: if you can't type or can't write well, please don't apply
  • Absolutely no trolls
  • 2-3 x week participation rate is mandatory

Game Description:

Main Game Page

The following game largely uses the 3rd edition of, with a few House Rules.

You are a Kulnite, an inhabitant of the vast continent of Kuln in the northern hemisphere of the world of Kyrathaba. Here, descendants of the Great Exodus have begun just in the last few generations to coax a semblance of civilization forth from the vast wilderness around them. Few and far between though they may be, the populated enclaves of Kuln offer some protection against the natural dangers of the land, and the supernatural threats that arise from The Necromancer of Selkin.

To the south, on the immense landmass of Umbar, roam vast creatures from a former age, and the remnants of the First Races, beings hostile to Kulnites by nature or by intent, respectively. Here, the Jungle of Korvune remains the last bastion to continue to defy the incursions of the Dark One -- for reasons unknown but highly sought after.

In the east, the continent of Selkin, once home to a great civilization that grew arrogant in its power and affluence and careless in its eldritch experiments. Here the secret of immortality was uncovered, and the power that this discovery represented lead to war and decimation. Today, Selkin is a wasteland, home to fell beings twisted far from their original forms, and in thrall to the Necromancer, the sole survivor of that earlier time -- the last Immortal, bent upon the subjugation of all life on Kyrathaba.

An ancient scroll, reputedly penned by the great cleric of Light, Tymon Galladon, has been found in the ruins of one of the Kulnites' first settlement attempts. It claims that if The Necromancer is defeated, the victors shall inherit the Prize, and righteous rule shall forever prevail over all of Kyrathaba. But the Necromancer has not been idle, and time is quickly running out...

GAME SYSTEM: Dominion Rules version 3.0
CHARACTER SHEET: the GM will maintain PNG charsheets
TECH LEVEL: Earth-medievalish
CHARACTER LIMIT: one per player
POSTING REQUIREMENTS: 3 x weekly (daily preferred during combat)

He Who Dwells In Darkness must be overthrown, before all is consumed by Eternal Night. Valor shall come from the West. In that land, look to the North, for courage from beyond the pale...

Additional game background info for interested players can be found HERE

Favorable comments that have been made about this game by players:

Neil wrote:
Just want to say this is a brilliant game. Long may the creative collaboration continue.
Dantalion64 wrote:
I am really enjoying the role-playing that everyone is doing. It's obvious everyone has a character in their heads while posting, and not just pushing around numbers on a character sheet.

What I'm enjoying the most right now is the setting, for two major reasons:

1. It's well-realized. When I settle into writing mode, I feel like I'm in a different place. There's a sense of structure and community that's all-too-often missing from FRPG settings. Medievalist fantasy worlds need to have this structure, or else they come off not only as two-dimensional, but also as cookie-cutter settings that lack a distinct personality or adequate realism. There's enough of the little things in this game that create a sense of elsewhere, without bogging down the game in detail, and leaving room for players to contribute to the setting.
2. It's simple. Now, I'm sure there's things going on of which that we poor PCs are not aware; but the overall structure of the setting is easy to understand, which makes it easy to settle a character into. So often, FRPG worlds have elaborate and complex histories with dozens of kingdoms and races and this and that, and while it makes for interesting reading, this complexity can make it hard to find how one's character fits in. I love reading the Eberron setting books, but I never really got a feel for the place when playing D&D in that setting. The more complex the world, the greater the GM's responsibility is to bring the setting to life, and if the GM is not up to the task, even the most elaborate setting comes off flat (I am very fond of the person who GM'ed that game, but he didn't really bring the world to life). You do a great job of showing they way things go in this place, so we players can easily figure out how our characters fit (or don't fit, depending). Simple, but not simplistic; I'm beginning to think that that is a necessary component for any PbP game.

I also like the fact that you included an NPC as a regular member of the group, not as a railroader, but as a stimulus for both plot and role-play. I intend to incorporate that into the new supers game I'm running: awesome idea!
kasrkin wrote:
you run a tight ship, provide excellent settings and descriptions, and operate some of the best NPCs I've ever read. Lucian is quite interesting, and I enjoy reading his thoughts and words.
JayR wrote:

Hey bro! GREAT campaign, you have really pulled some great stuff together for this one. I'm very impressed with the backstory and the way you have constructed the local environs, the place seems VERY real. Can't wait to uncover more!
Whisper wrote:

T/N ? Surely not; for providing a rich world and an interesting story, as well as being an open and responsive DM, you deserve to be good. Keep up the good work and this pleasurable game !
Originally Posted by Dantalion64 View Post
Very intense, kyrathaba. I'm really enjoying this.
Originally Posted by Whisper
Using this post - though it's very good and nice in setting the mood - as a proxy for the whole thread: Incredible good, flavourful, entertaining and addictive. This is one of the best games I ever played in ! Keep up the good work !
Originally Posted by Spyglass
Its been hours of fun to follow this adventure from the commission at Slaytenthorpe to now--I think this is the third or fourth day in a row where I've gone straight to the computer after work, and stayed there way past what's appropriate because "I gotta read one more chapter, I can't sleep until I see how this pans out". I know that a good RP campaign doesn't automatically make a good book, but if you ever decide to publish some spinoff story in that
I haven't been able to figure out whether or not this is a published adventure you're using, so that comment might sound really ignorant. Sorry.
setting, you have at least one guaranteed fan who will buy and read it.

But God demonstrates His own love toward us, in that while we were yet sinners, Christ died for us.
- Romans 5:8

Last edited by kyrathaba; Jul 8 '12 at 11:05pm..
This game is definitely worth checking out; not only is the rule system easy, intuitive and flexible, but the world is interesting, the story thrilling, the NPC believable and SC-SC interaction very high and intense !

Oh, and this is a *bump*

The game sounds really good. I'd like to apply, but I'm kind of new to RPing and new to fantasy type stuff in general (like, "Why is the short guy with the beard Scottish?" kind of new) so you'd have to be really patient with me.

Um, I'm not really sure where to start though.

Originally Posted by wolfboy View Post
Um, I'm not really sure where to start though.
Don't worry; there are patient players and a patient DM, both willing to help at character generation and other
i.e. things related to rules
crunchy parts.

First, This thread answers some questions that came up at the game's start.

Next, download the rulebook (link in the first post of this thread) and take a look at things.
The rules are simple (basic principle: roll 1d12 and be below a target a number; a roll of 12 means
i.e. bad
interesting things are about to happen) until you go into the specifics (but don't worry about those, yet).

Then, decide what type of character you'd like to play. The current party consists of a witch and a... an archer-ess with herbal healing knowledge, a unarmed monk/priest (DM-PC) and a ranger / scout (NPC).
Those aren't classes (as in, say, D&D) though, more job descriptions.

Once you know what kind of character you want to play, we can help you with the mechanical side of building the character.

At one time, you might want to read through the old IC-threads here and here. They are labelled with the respective chapter so that you can read them in chronological order.

And as soon as everything is ready, kyrathaba will write you into the game...

Exactly what does culture look like here? Correct me if I'm wrong, but if these people haven't even built cities, I imagine there's not an established intelligentsia class and probably nobody's making their living sitting around strumming on a lute or publishing books of poetry or anything, so okay. I'd guess there are at least folk songs and that sort of thing. Only, what kind of instruments are played? Have the villages developed much variation in their traditional music style? Is there a form of musical notation? What was culture like during the Selkinese Empire?

I thought my character could be sort of a Renaissance man who was born in a position where such a thing can't really exist. I think for a living he'd be an artisan of some sort, maybe something artistic like an architect, garment maker, instrument maker, or whoever does ikons or other relics the religion here may have. Or something more practical, like he'd repair weapons maybe. I think maybe he'd be an orphan, might have been adopted as an apprentice to whoever taught him the trade he's in ... in any case, he'd have grown extremely attached to his brother growing up - or maybe just blood brother? - who disappeared. Maybe going inland or to the southern continent, or just seeking anonymity in one of the other villages or someplace, if civilization's big enough to allow for that sort of thing. Maybe he'd be a thief or a criminal. Anyway, this guy (I think I'll call him Ilija after my own little brother for now) is long gone. But it hurt my guy deeply. He misses him very much and he's not really grieving in a healthy way. He'd have started channeling his pain into more creative endeavors, writing poems or traditional type songs after Ilija ... after he sort of got used to the idea of his brother being gone, at least enough for him to start worrying about his own life again, I guess he'd be very interested in trying to consciously create a unified Kulnite culture. (A bit selfishly: it'd be less for culture's own sake and more because he realizes that his songs are the last echoes of Ilija on this planet - that he knows of, in any case - and a lot of what he does both in his art and in his life is about obsessively trying to preserve his image ... he knows that without a cultural history they'd just disappear forever, like his brother did. He wants to be famous and known to history so that his brother will be remembered by everyone.) So he'd be studying the traditional music of the other villages and trying to spread and encourage creativity - if there's not a musical notation system already, he'd have been working on creating one and getting everybody else to use it - and also he'd be seeing what he can do to help establish stability and unification among the other villages instead of the tiny, primitive, decentralized system they have now. Of course, sometimes that would mean picking a sword and hacking whatever's threatening cultural stability to pieces ... and he's essentially a wanderer, his heart is always just over the horizon, wherever Ilija disappeared off to, and he'd jump at the call if he got a chance for any adventure.

I dunno, just brainstorming here. And it's a lot to absorb so I might have gotten some stuff wrong ... Would any of that be okay?

This game sounds kickin, but I'm kind of... confused as to how I can get started. This isn't DnD I now realize, despite its serious appeal.

I'm going to try to scrounge up some details from the reading Whisper recommended.


I'm downloading the rules now, does it have instructions for character generation?

I can vouch for the ease of the system. I am practically brain-damaged when it comes to learning crunchy rules, and I can mostly understand it. Even character creation wasn't that hard, and the GM and Whisper are really cool about answering a zillion and a half dumb questions. Sometimes twice.

As for the game itself? It's very, very good. Kyrathaba really keeps it moving and is really handy at moving things along when they stagnate without railroading. RPing is not only encouraged, but rewarded. The plot is engaging and believable. XP are rewarded very often. And the current players post with regularity. If you enjoy RPing and are looking for a good game, this is it. Don't worry about the system!

Originally Posted by Bribes
I'm downloading the rules now, does it have instructions for character generation?
Yes. But the following might help, too:

Some instructions can be found in the OOC thread and This post has an excel file attached to it. I used made & used the file to create my character and help with other's characters.

If I recall correctly (well, actually, I checked the values in the excel file so the information is correct - or was, at the time we made our characters), you have 15 points to spend on
Vigour, Agility, Stamina, Intuition, Intellect and Luck
abilities and 50 AP to spend on skills, specializations and equipment.

It is possible that you'll be given additional AP to bring you on par with the existing characters; that will be kyrathaba's decision.

A note on abilities: Consider how you spend them; raising abilities is nearly impossible (I think), so you're stuck with them. And they determine the basic (i.e. free / no AP cost) levels of skills associated with it (e.g. a Vigour of 4 would mean that you Grip, Muscle, Climbing, Swimming (and other Vigour-based skills) will start at the value of 4 - at NO AP COST).

- Start with a concept
- Look at which skills are tied to which ability
- and then determine abilities.
- Use AP to raise skills beyond their starting value (according to the table in the rulebook).
- Use AP to purchase permanent equipment
- Use AP to buy specializations, if desired.

- Write a backstory, personality, etc. Post / PM / Email everything to kyrathaba - AND JOIN THE GAME !

Originally Posted by wolfboy
dunno, just brainstorming here. And it's a lot to absorb so I might have gotten some stuff wrong ... Would any of that be okay?
I'll leave that to kyrathaba; I'm not entirely sure about the timeline and "civilization level" and don't want to give any false information.

Only, what kind of instruments are played?
Flute, apparently; my character plays it (though she hasn't managed IC, yet, for some reason...).

But I'd say the "traditional" fantasy instruments would be a good starting point... kyrathaba ?

Wolfboy: The culture on the continent of Kuln (the one where the PCs begin) is early medieval in terms of technology. There is poetry, music, sorcery, and religion. Among the more popular musical instruments are the lute, flute, and the harp, though there are several others. If a particular musical instrument is important to your character concept, it shouldn't pose any problem to incorporate it into the culture.

You can get a good idea of the "lay of the land" here.

Bribes: Character generation details are found here.

The ancient Selkinese culture is lost to the PCs and others on Kuln. But what I can tell you is that it was a very magically and technologically advanced culture. You can get some background info about what happened and why survivors fled to the continent of Kuln by reading here, about the 4th post down.


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