Dying Kingdoms

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Dying Kingdoms

Our goal is to run the best fantasy game we possibly can for our players and foster a wonderful and inclusive LARP community. We are a Role Playing heavy game that simulates cinematic combat with foam weapons via a hit point location system.

Location
Los Angeles, California
Genre
High Fantasy, waning empires
Conflict resolution system
Light-Touch boffer combat, Hit Location System
Duration
Full Weekend, Day long, and Table Top games
Established
6/1/2004
Games per year
About 4-6 campers, 2 court or day games, and 4-6 Table Top Games
Credits
Writing and Development: Jesse Heinig, Additional Concepts and Material: Randy Beat, Morgan Buck, Steve Gunson, Charlie Hensley, Charles Kelley, Rob Telmar, John Wick, Playtesters: Trevor Casperson, Steve Gunson, Saul Keleman, Hyrum Savage, Annie Rush, Rob Telmar, John Wick. See the full and current staff list here: [1]
Participation fee
About $60 for campers, less for shorter games. See the meetup: [2]
Rule system
Custom rulebook, contains full credits as well: [3]
Website
[[4] The Dying Kingdoms Homepage]


Setting

The Dying Kingdoms are prehistoric lands of savage adventure. Civilizations both young and old dot the landscape, vying for supremacy, wealth, and power.

As a fantastical world, the lands of the Dying Kingdoms hold a populace of both humans and non-humans, all in different cultures with uneasy relations.

Humans have long since ascended to the fore of the world’s affairs. In the desert badlands of the west coast, huddled oasis-towns and nomadic desert tribesmen form the Ikhten lands. Once a fragmented empire under the crushing rule of despotic necromancer-kings, Ikhten has since descended into slumber and obscurity. Still, life survives in the desert. Here, the people venerate their ancestors and revere the acolytes of the sun, who shine the blessings of light on their communities. During the cold desert nights, the populace remains ensconced indoors to avoid the restless undead that still plague the lands as a reminder of the long-ago tyranny of the tainted lords.

Not far from Ikhten lands, the decadent Illumin Empire thrives. Its rulers are wealthy beyond compare and its cities magnificent, but the nobles have long since abandoned their responsibility to the populace. Now, the military of the Illumin Empire is but a shell of its former self. Once a mighty power that stretched across the continent, the Illumin Empire can barely see to its own internal affairs. Bereft of an Emperor, the Illumin hold themselves above the lesser barbarians that neighbor the Empire, but those neighbors were not long ago tributaries and provinces in rebellion. Educated, sophisticated, and wealthy, the Illumin refuse to recognize the teetering of their throne.

Around these lands are other human holdings — the barbaric highlanders of Culberon, who battle fiercely for their independence even as their clannish families feud over ancient blood oaths; the militaristic Bechans, whose city-states boast the most articulated, ornate armor known to man, but who squabble among one another in their fight for a single Iron Prince to unite them; the savvy Verrakans, whose tremendous independent city-state is a haven of culture, crime, money, vice, and inspiration; and the tribal Aswahi, whose jungle-dwelling communities refuse to bow head or to adopt civilized ways.

Strangers walk among humans as well: The majestic and immortal elves, whose reign once spanned the world, have long since fallen to ennui. Now, only a few young elves of the last generation remain among humankind, and soon they may vanish from the world forever, taking with them their intimate ties to magic and nature. The stony trolls live in lonely hermitages in mountains and hillsides, sometimes trading peacefully, sometimes cannibalistically preying upon travelers. The enigmatic sauren, reptilian and cold, live in the deep swamps, inscrutable to the warm-blooded kind.

Most dangerous of all, monsters roam the unclaimed spaces. Where kingdoms recede as their power fades, creatures of fear slink in. Goblins, nightgaunts, ogres, and worse things now dot the landscape. Travelers recount wild stories of singular hazards, lost ruins, and terrible man-eating foes.

It is a time of travail, but in this time of change, strength of arm or surety of will can perhaps move the course of the world.


Pertinent Information About Playing Dying Kingdoms LARP LLC

Our goal is to run the best fantasy game we possibly can for our players and foster a wonderful and inclusive LARP community. We are a Role Playing heavy game that simulates cinematic combat with foam weapons via a hit point location system. Our setting is high fantasy, with costuming influenced from a range between the medieval time period into the time of Louis the Sun King. Please see our costuming guide for more specific information on what best to wear to your first event. [5]

Dying Kingdoms LARP LLC is a private recreational group for adults ages 18 and over. We do not allow any players under 18 and we will ask for legal ID. We also have a Terms and Conditions that you must read and agree to in order to play Dying Kingdoms. [6] You agree to the Terms and Conditions by signing the sign in sheet provided at every Dying Kingdoms game or event. If you have any questions about our Terms and Conditions or our Sign In Agreement please see our Terms and Conditions FAQ. [7]

If you do not agree to the Terms and Conditions, we apologize, but you may not play in our game and we will refund any fees you have paid ahead of time for upcoming games. Thank you for your understanding. We take player safety very seriously.

Please stay current on our culture guides and what is going on in the world of the Dying Kingdoms right now. Make sure you’re also a member on our Dying Kingdoms Meetup Page or you will not be able to pre-register or RSVP for Dying Kingdoms events. Pre-registering for games gives you $10 off admission to one of our games! [8]

Game history

Dying Kingdoms began development in 2004. On 6/1/2004 – Jess started the first prototyping of the game. On 8/14/04 – The first game at Wildwood Canyon (Iron Gorge) – was played with a small band of play-testers.

  • Writing and Development: Jesse Heinig
  • Additional Concepts and Material: Randy Beat, Morgan Buck, Steve Gunson, Charlie Hensley, Charles Kelley, Rob Telmar, John Wick
  • Playtesters: Trevor Casperson, Steve Gunson, Saul Keleman, Hyrum Savage, Annie Rush, Rob Telmar, John Wick

External links

For more information, please see the website, which has all relevant information and an active community of LARPers. [9]