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May 13, 2010 2:19
Posted By J Serembe
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May 13, 2010 2:02
Posted By J Serembe
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After their migration to DOM, the Skaf sect known as Grimdon lost no time in establishing themselves. Within two centuries of their arrival they found the unambitious Orog and Troc to be easy pickings. The Rayla scared them, but they too seemed not to covet the Grimdon holdings nor to bother them much at all unless they wandered near a Raylan grove. When they did wander near upon occasion, there were few left to tell the tale - and those were generally too terrified to speak. The Grimdon simply avoided them. Coveting the northern Mountains of the Malpedun and the caverns of Kamul they extended themselves northward. Their advance caught the Troc and Orog by surprise. The Grimdon were adept tunnelers. They would barge into crude Trog and Orog tunnels and caverns and seize them. By the time the original inhabitants knew what hit them, they were displaced.
Various Troc clans of the two Troc faiths eventually banded together to repel advance. The Orog clans did as well. The Orog and Troc at one point even attempted a truce between the two of them in spite of their centuries-long hostilities to mutually combat the Grimdon, but in the end any agreements between them were short-lived due to argument and divisiveness. They were both relieved of a fair amount of their land above, and most of their vast network of caverns below.
Blaming each other for the loss of Orog holdings, the Orog of Kamul in the west and the Orog of Forb in the east parted company, never to unite again. The Troc would eventually split into factions as well with the Transmuting Portat heading south and the Enchanting Zimurac staying in the north.
Despite his venerable age he wanted to make the climb. His boot finally on firm ground, Truestrike surveyed the lands far below the Tassan peak on which he stood. Far below, his troops spread out from this point like a spiders web under the surface of the land. "The vermin cower above ground" he said to his aide. The day is ours. We shall construct a dominion greater than any in the old country. Then we shall speak no more of Sugara and Skaflos. Let the names be struck from all of our history. WE ARE GRIMDUN!" He shouted. "WE ARE GRIMDUN!" All above and below echoed his chant. "NO ONE SHALL OPPOSE US" he shouted and pointedly looked toward the Raylan groves. "NO ONE" they echoed.
The Grimdon would enjoy hegemony over DOM for nearly four thousand years. And although they would humble the Rayla and take most of their lands, they were never able to destroy a single Raylan grove.
Next: The Arrival of the Jasou
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May 13, 2010 9:52
Posted By J Serembe
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The geography of the Skaflan land mass to the east of DOM is so similar, it could be considered a sister. But it is native home to only one class of sentient being: the Skaf. Scholars (other than Skaflan scholars) argue that the Skaflan originally began as an Orog-like class. But that would have been many millennia earlier. The average Skaf is four feet tall, and nearly four foot wide. Men of DOM would later call them "dwarves". They should not be confused with their smaller southern (distant) cousins the Jasou (which the humans would dub "gnomes" or "hob-men".) The Skaf are a hardworking and unsentimental lot generally. They tend to produce strong dictatorial leaders. With many disparate and competing clans, turf wars were common. Gods worshipped were many, and of different elemental alignments. The reign of Gradac, avatar of the goddess Sugara starting at around minus 15,000 was particularly notable for it's ferocity. Gradac was an exceptional, megalomaniacle figure. Converting many to his faith, he eventually "purged by fire" those that defied the purity of the fire goddess by simply breathing. As the various competing clans opposed to Gradac had no organized way to join forces, the vicious leader swallowed them up. Many clans left the continent. The Halix clan first arrived on the shores of Halifax at this time. Halifax was home to primitive humans which had probably emigrated there earlier from the Khaniz barrens to the south. The Halix had some trouble subjugating them however, losing many of their number. The rest would die from disease. Their moniker for the land "Halifax" was their only lasting epitaph. A larger group, the Grimdon, would journey longest and farthest in their search for a new home. Dedicated to the Earth God Grimbold, the Grimdon practiced Kinesis. This would help them in their quest. They eventually found a home in the mountains of central DOM, but not without cost. Hunted by Troc and Orog, impeded by the Rayla they lost huge numbers. Once they installed themselves in the natural caverns of the scenic wonder of "Grimdun" they became strong and defensible. And as they always did - they got right to work.
Truestrike felt the stone rumble beneath his feet as he entered the opening of the tunnel. He held his hand up for the others to wait. All down the line they stopped. Many in the rear prepared to repel the Troc they thought were coming. They had seen the range of mountains when they crossed the great river that morning. They saw it looming above the expanse of plains they crossed all afternoon. Hundreds of the faithful marching, exposed, waiting for the next attack. But the beaconing mountains were the only thing that appeared. They had to be inhabited by Orog. But there were no tracks, no smell. "Do not hope too much" thought Truestrike as he looked into the tunnel. A natural hallway. A volcanic tube blown out centuries or millennia earlier perhaps. He closed his eyes and felt the earth. "There is power here" he said aloud. The others still waiting outside watching the fields of grass for signs of danger. Truestrike walked in. The rumbling grew louder. Coming upon a larger cavern he saw in a moment the cause. The mist of the the thundering water crossing his path filled his nostrils. He could see a path beyond it. A natural borderline no being could pass. Unless you could telekinese… Outside, the others waited anxiously. The journey had been so long and hard. Friends and family had died. Their needs dire. Finally their leader emerged from the cavern and turned to them. "We have found our home."
Next: The Rise of the Grimdon
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May 13, 2010 9:52
Posted By J Serembe
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May 12, 2010 4:03
Posted By J Serembe
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Somewhere around the year minus 15,000 saw the beginning of great migration to DOM. Migration that would spark centuries of internal conflict. In the struggle for new homes and against lost territory new religions would arrive and old ones would be tested and altered. Alliances would be made and broken, brother would turn against brother and thousands would be slaughtered. I will not attempt to describe in detail here all of the events that occurred, nor of the daily or even yearly clashes. Momentous events that they all are, they are but of passing interest in our tale having taken place so long ago. I will instead hit the highlights which hopefully will help define the struggles that still persist to the present day. The influx took place in waves. The first newcomers were the Skaflan seeking new frontiers and relief from the harsh Sugaran regime. Then at around minus 11,000 the Jasou and men would come seeking relief from class persecution.
Next: The Skaflan: Sugaran, Grimdon and Halifax
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May 11, 2010 2:33
Posted By J Serembe
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The origin of the Rayla is obscure. Ralyan creation mythos describe it: "The rayla (tree people) sprang from the great tree." The Rayla, however are not plant people, they are a dexterous and charismatic human class variant able to withstand cold temperatures, have superior night vision and are long-lived. There is little argument that the Rayla do hold a spiritual relationship with the great Raylan Trees. The Rayla are able to diminuate near their great sacred trees and to spiritually and physically merge into the tree in communion. Their groves also provide warmth in winter. Periodically throughout their history the trees would become spiritually inacessible. Usually occurred when the spirituality and sensitivity of the Raylan leadership was lacking. This empathic warning signal served as a spiritual guiding light for the Rayla. These groves exist only in four locations on the planet (three of which are in DOM). All are home to the Raylan culture. The Rayla live in their groves in dwellings constructed in the tree canopy from found wood. Each grove was a separate clan with its own spiritual leader. Dedicated to their goddess Silva the Rayla spiritually embrace the Element of Air and practice the art of Empathics.
Kalille sniffed the air. It bore the cruel odor of smoke and of Orog. Kalille sat quickly. Closing her eyes she rose up again in ethereal form and began closing the distance between her and the intruders. It was midwinter and she could hear the wind howling beyond the edges of the forest. In camp, Goosh was loudly ordering his minions to prepare his sleeping place. "Closer to the blaze you troc!" Sitting down he eyed the loaded spit over the fire and surveyed the camp of the hunting party. Twenty of them. All outfitted with hide and stone cudgels ready for battle. "Tomorrow we take them. Account well of yourselves. Anyone running will be eaten while still living." He licked his lips as he spoke. The others mumbled approval and eyed the spit as well, knowing that they would be eating what Goosh would leave for them. Unseen, the figure of Kalille entered the camp. She knew the leader immediately by his intent and placement. He seemed a dangerous child. Kalille read into his head "You will say aloud what you thought just then." Kalille could feel the Orog chief's feeble resistance. "Say it". A low moan first came from Goosh's mouth his face was stricken wide-eyed as he spoke "I want to see my mother - to hold my mother". The others stared toward him. Suddenly tears began to pour. The others looked at their leader, then at one another. No one said a word. Replacing his sudden admission with bluster and outrage Goosh stood and shouted for the boar to be removed from the spit. But in his head he heard "This is not a good place to camp. You must go." "I will decide when I go anywhere" Goosh answered aloud. He could see that no one had heard the voice. Kalille read a name from one of the others suggesting silently "Apologize for killing Hokog". Goosh, horrified, began; "I… apolo… WE LEAVE THIS CAMP! But the voice continued; "There are bad spirits here… you need your mother." Able to prevent these last words from escaping his mouth only through action, Goosh angrily rousted the camp and sent them packing, (although eventually a few less in number as he became increasingly angry with their slowness.) The forest quiet once again, Kalille started for home. She felt no great joy in her deed. She knew that to ignore them would bring more. And more could be deadly to her family. OK, she did feel a little joy.
Next: The Arrival of the Skaflan
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May 11, 2010 2:20
Posted By J Serembe
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May 10, 2010 10:59
Posted By J Serembe
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Technically the Sahag do not originate from the land that would be known as DOM. Their ancestral home lies in the deep waters to the east of the Domish province of Bonilan between DOM and Halifax. Other tribes of Sahag can be found around the world these days, but many have evolved away from the original class native to DOM waters. The Sahag remain technologically primitive to this day, but they had large organized tribes and kings long before such things were to be found on land. A spiritual lot, they have little use for technology. Not immune to conflict, however, wars have raged between Sahag ocean kingdoms in places where the water pressure would kill an Orog if he somehow managed to travel there. To the Sahag, up is "out" and down is "in". The further in the better. Sahag living near the shallow waters are considered "outsiders". Those that have mutated and acquired lungs and that live on land are called Troca. The Troca occupied the area around Zimurac which contains many lakes and cave pools. The Sahag and the Troca are sentient classes, but they are not capable of interbreeding with the Orog class, or with any of the others classes to come. The Troca still prefer to spend a good deal of time in or at least near the water. Despite their similar origin, and the fact that both the Sahag and the Troca both would spiritually embrace the element of water, they would evolve separately. The Shamen of the Sahag would practice Shamanism as sanctioned by their Goddess Neireis and God Hadulon, while the Troca would split their numbers and add the power of additional elements to their faith. The southern group would eventually mix in the Air element and embrace the god Siomann. This brought them to the practice of Enchantment. While the northern group would later be influenced by the element of Fire exhibited by the Fuegonites and worship Portat which led them to the practice of Transmutation. This latter faith would eventually die out - only to be reborn in Portha a millennium later.
Okk gazed into the deep water of Mol-aigac. Every day at the exact hour when the moon rose he heard the voice. Venturing deep into the Mol-gun cavern past the dripping waters of the Sheesh the ancient pool of the Troca beaconed him. Leaving his eager students was not easy. They wished to follow him wherever he went. But of late he felt uninspired without his daily pilgrimage. He needed his masters voice. He needed to be the student. His face over the black water he stared down into its depths. The dim glow he saw would soon produce a magical world of sights and sound. A beguiling voice echoed in his head "We see the world as we are taught to see it."
Next: The Rayla
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May 9, 2010 8:09
Posted By J Serembe
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Our story begins long before there was a DOM. As far back as can be pieced together the land was native home to to three species of sentient beings (we will henceforth call classes). The Orog, the Rayla, and the Sahag. These classes still exist today.
The Orog
Closest to what would be called men were the Orog. You might be insulted by this comparison. Short, primitive mammals with pronounced canine teeth and a foul attitude. The Orog prefer to live in underground warrens as protection from the beasts that held dominion over early DOM. They held and still hold an affinity for the earth, and worshipped deities that they believed were in possession of it's riches. These deities in turn awarded them some measure of control over the earth. Their priests were minor kineticists and could perform small feats using that discipline. This was low magic. They did not understand power - they simply implored the deity and performed the feat. In many tribes sacrifices were involved - and enjoyed. The Orog were not at all organized as a nation. They consisted of groups raging from two to thirty Orogs. They lived mainly in the mountains of Forb (now known as Forbesh) and in Malpedi. The earliest known recorded tribe was led by Goosh - a particularly nasty leader with a particularly nasty attitude.
"Food! Drink!" Batting away the swarm of flies the greatest-of-them-all grew impatient. When this happened there was usually a payment. A severe payment. It had been a busy day. He himself had tasted the blood of his victims, a hapless tribe of kek-orog that dared to wander into his domain looking for meat. Their chief had escaped and that angered him. Tomorrow he would hunt him like a wolf. But tonight he wanted "Food! Drink!". Finally crawling into his personal cavern and up to his crudely carved armchair was the poor beggar that was pushed in with food and drink. Delivering the items he made a slow attempt to leave the chamber. "Ehhh!" That meant that he was to lie on the floor prostrate. Goosh slowly and noisily ate his food and gulped his drink. Staring all the while at the prostrate orog before him. By this time his server knew his fate. His only chance was to do exactly as bidden. It would depend on his leader's mood. But his mood seemed black. Eyeing his waiter's head The Greatest thought of the soft flesh within. Goosh slowly rose and crossed the room. He then brought his foot down on his victim's neck. He would have dessert tonight.
Next: The Inhabitants of DOM pt.2
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May 6, 2010 10:12
Posted By J Serembe
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In the “Kingdom of The Dominion of Keldrun and Orsan Fane” - known as “DOM”, the Traisgan calendar has been used for a little over one millennium. This is because the latter Republic was the first to put in the early astronomical work necessary to make a really good calendar. They also flooded the seas with eager ships earlier in search of colonies to exploit. They needed to keep track of just what time it might be way back home. They would not want to miss an important fete or estate masquerade. This is not to day that DOM did not have a calendar – they did. Actually they had upwards of 50. Most began when DOM was a land of little tribes of numerous classes. When these factions were ultimately pressed together by circumstance and war, it just seemed easier to grab for something none of them could claim, than to argue about whose ancestor’s birthday properly started the beginning of the year. Getting a Grimdon and a Raylan to agree on anything would be a feat.
The Traisgan calendar at the writing of this story reads 1939. (This date may seem familiar to you but our existence in the 1930’s bears little resemblance to the DOM experience, save perhaps technology level.) This would lead one, perhaps, to ask what happened at zero? Not that it will mean anything in our story for quite awhile, but it corresponds to the day that Traisge’s patron mother-demi-goddess “La Dame Divin” appeared to the faithful.
In any case, our story does not begin at 1939 or at zero. It begins, approximately, in the year minus 20,000. By the Traisgan calendar.
DOM lies in the northern latitudes of the world in which we begin our tale. I will occasionaly use term "Earth", but only in terms of the element of Earth. Terra firma. Matter. The Power of Earth elemental entities, etc. The world is habited by many and various species of sentient beings (which we shall call classes henceforth).
DOM is in the northernmost latitude of a huge land mass stretching south to it's equal in latitude in the southern hemisphere and in longitude surrounding well over half of the planet.
The land of DOM is varied in climate and topography. In the very north in a area containing the province of Castan, it remains locked in winter weather for a full 8 months. It is a land of "midnight sun". In the area to the far south known as Portha, the weather is much milder with a more "mediterranean" climate. DOM city lies in the center of these two extremes. This position is a fine allegory for the entire country throughout most of it's history.
Here is how to enjoy this grand epic:
Want every bit of backstory? You love backstory? Then go on to the next section: "1.0 DOM Inhabitants" and proceed (by number) from there.
You want SOME backstory? You want a little context, but not too much? Go to section: "7.0 La Dame Divin and the Ascent of Man" and proceed (by number) from there.
You just want to start the story already and do not care a hoot about backstory? Go to section: "8.0 THE DOM TRIPLO CAMPAIGN" and proceed (by number) from there.
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May 4, 2010 8:59
Posted By J Serembe
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"Romeo and Juliet"
What happened between 1982 and 1992? A lot of gaming. The dates are a mere start date - there really is no end date!
Sometime in the early 90's (help me out here Lou) I was cast in a production of Romeo and Juliet at Nevada Shakespeare. I was lucky enough to end up doing about nine seasons there in Vegas - thanks Tom [Ashworth].
I roomed with the fight choreographer - who turned out to be a gamer.
Louis Roth: Avid gamer, GM, swordsman, lead-mini-painter, film director, OK you get it. Loves playing eloquent, dashing adventurers. Contributed much to the game mechanics. What can I say Lou? Thanks? And thanks for the years of friendship.
We ended up gaming for a good deal of the time in Vegas. I know... geeks...
When we got back I organized a regular game with Lou, and a couple of other great gaming friends.
Carl Pfeifer: A larger-than-life falstaff of a man. Charismatic. Avid gamer. Eclan Fane aka Aesop found his destiny in the game world and then helped save the world from the Necros invasion. Alas he was robbed of his mortal destiny on the Prime Material. Carl is no longer with us I miss him very much. That huge laugh. So full of eager bravado. I hope he and Tony are gaming together somewhere.
Paul St. Peter: The French beast. FEEEAAAARRRR him! A great guy to have at the table. No one can add a complicated string of various die rolls faster than the Feargus...
Kiloh Fairchild: Axelot DeBoeuf. Ham sammiches. Let's get MOVING! Kiloh can find the adventure in making a campfire. He is a joy to GM for. Just don't toss temporal mechanics at him or he will start drinking.
For awhile I tried to juggle both groups (Lou's and Kevin's group). It just proved too much, so I decided to alternate.
After Carl left, other friends join the table:
Alexander Rynerson: True to his character even at the expense of the group, "big Al" played the evil and memorable necromancer Virasactos thereby helping to creating one of the greatest DOM stories.
Michael Myers: Great guy to have at the table when he could make it. Sharp player. Doesn't miss a trick.
Jeff Brown: Finally, an achemist! Jeff is a brilliant player. He gave the game rules a good run for their money, exposing lots of areas for improvement. Great fun to game with too.
Tony Potter: Tony's laugh is a party in itself. How can you not have a great time with Tony at the table? Invite him and you don't NEED to prepare an adventure. Just keep him away from the explosives...
It proved too hard to keep two storylines alive and active simletanously. Did not have the stamina. So, the alternations between groups just got longer and longer. Like a year or five. We gamed with Lou's group for several years. Now I am back with Mr. Crowley's group. Sort of like being a gaming bigamist. Why don't I combine groups? Well, if you have to ask, then you haven't GM'd for 8+ people. And my having moved a billion miles away from Lou's group does not help.
John Thomas: Not sure that we didn't actually force John to play with Kevin's group. We simply recruited him. He's a great player though - I hope he is as glad to be at the table as we are to have him.
Thanks to ALL the players, even those that my poor brain failed to mention here. PLEASE prod me if I have forgotten anyone. You all all welcome at the table at any time. (Just not all at the SAME time!) You all have helped to tell the vast tale that I now begin to pen.
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May 3, 2010 10:49
Posted By J Serembe
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"Look Homeward Angel"
In '81 I took a few general ed classes at PCC. I was eventually headed for a BA from CSULA. Naturally the temptation to do a show at the school was too much to resist, so I became involved in a production of Look Homeward Angel. During that show I met several people who would become lifelong friends - and great gamers. Again I started this group out in the Dellique campaign. But they eventually crossed over into the Dinrhun and the DOM campaigns. It is with this group that I began using the complete LINK Role-playing System.
Kevin Crowley: A very sharp gamer and a great help in rule development. There would be no Molium without him! Too many characters to mention, Basel Cook was a definite standout. Also Karek.
Jonathon Kraft: Jonny-Lance-Hollywood! The man - the myth - the salty dog... Jon was the greatest color commentator of the game, and a fun guy to game with. "Kraft the Conquerer" pretty much sums it up. That and "Belcher" and his "Tamalango necktie."
Dave Tedhams: Diplomat extraordinaire. Wisdom and smooth confidence. His "Tirian" character still lives on as a central figure in the storyline long after Dave stopped playing him.
Ian Warwick: Ian liked playing loners. Mysterious monks. Po was intensely private and deadly.
I started working at the Garden Cafe in Pasadena, and met Sam, who became interested in playing.
Samson Hood: A great friend and avid gamer and GM. "Clarion of Potions" pops into my head. Sam has played numerous characters with different groups. Good gamer and good role-player.
At some point here Kevin Crowley went into the army. Sam went to culinary school. I went to college. So the timing of the meeting of different groups is fuzzy. Someone help me out!
Andee Richards: Buff? Boef? Andee was a fun player. A dwarven gal. She, John and Sam played together in a group that lasted for quite awhile in the Dinrhun campaign.
Other players joined in when I was in college.
Chris Spitler: Great, intense player. Tomas Pincheon, the Marepize campaign in DOM. Borias. Great memorable characters memorably portrayed.
Michael Meade: A great gamer with a evil, mischevious streak. Always fun to have him along - provides plot twists that make any story better. Fransig in the DOM Marepize campaign. Many others.
Brian Berg: Lining up his chocolate for the game, Brian made a meal of each session. A great guy and a great player.
Linda Durie: An occasional player like Ian, Linda was fun to have at the table. A good gamer and role-player. Character names escape me. Help?
Is there anyone that I missed that started playing from the early to mid eighties? There were so many different groupings it is hard to remember who gamed with whom. But there are so many great memories.
Dwayne David: Played a few LINK games. Died a horrendoud death at one point I believe.
Next: "Romeo and Juliet"
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May 2, 2010 7:25
Posted By J Serembe
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Zendar, Dellique and the Gamestore
Frank Wallister: The first "dwarf" in my game. No not an actual dwarf, a Tokeinesque one. He meticulously kept a journal (which I still have) hundreds of pages.
I moved to Los Angeles. Like an appendage to Jamie Jones who was attending the American Academy. Adrift from my stalwart crew, I went in search of players. I thought that posting a notice at the local game store would get something going - and it did. A weekly session with several players that generally came and went. There was one constant, however, and that was Frank.
Frank Wallister: The first "dwarf" in my game. No not an actual dwarf, a Tokeinesque one named "Zendar". He meticulously kept a journal (which I still have). Hundreds of pages. Lost track of Frank - are you out there??
Ed Buryn: Another good player. Lost track of Ed as well.
We continued the Dellique campaign, a storyline which I started with Richard, Mike and Tony. I attempted to get the group involved in the LINK, but they proved less than interested in being Zalobs and righting dimensional imbalances. Except for Frank they were mostly dedicated to "killing things." They were very young. I discontinued the game after a year or so. Frank was angry at the abrupt end. Sorry Frank. You were a great player. You too Ed. Though I may have misspelled your name...
Next: "Look Homeward Angel"
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May 2, 2010 8:46
Posted By J Serembe
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As the game owes a giant tip of the hat to the players, I want to be sure that they are mentioned individually before we begin. It is their exploits that will be recorded here. It is they that carry the story forward and determine outcomes. An RPG is unique in storytelling in that the author knows very little of how the story will end up. We create it together. There were MANY players over the years, more than my poor brain can recall. Below are players that logged countless hours telling the story of the LINK. The players are in chronological order as best that I can recall. If you played in the game, I'd love to hear from you and add you here!
The original Sacramento three.
Michael Steinberg: Always weilded a giant something-or-other. Being a half-orc, Karkass may have seem a bit slow of wit - but Michael was sharp as a tack. Mike introduced me to RPGs.
Richard Cable: The original illusionist wizard. Survievo started out with 4 life points (using the Gygax system at that time). Dignified, clever, and charismatic. Unparalleled LINK master.
Tony Guzman: The original empathic elf. Nolucko actually had a great deal of luck. Careful and thoughtful Nolucko was the perfect counterbalance to Michael's Karcass.
In 1980 I attended a couple of sessions of Gygax's D&D with Michael Steinberg. I was hooked. But I thought that the game system was a bit over-complicated. I was inspired by the storytelling capabilities of RPGs. Adding Richard and Tony I went immediately from player to "DM" after two (or three?) sessions of play. The four of us established the LINK and righted countless imbalances while establishing precious memories with lifelong friends and brothers. Tony, alas, left the prime material in 2009. I like to picture him in the neutral, joking with the Oracle and awaiting his next mission.
Next: Part 2: Zendar, Dellique and the Gamestore ...
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