Kyrio Tag
By Moe Lane
This is the sport among Kyriotates: a new-fledged
Domination will play it constantly, in much the same
way that many human children grow up playing baseball
or soccer. Few of the Choir ever lose the taste for
playing it: it's both fun and excellent practice.
The simple version requires two or more Kyriotates, a
target area in which to play and several 'balls'
(which can be any item that is both distinctive and
not too heavy). The rules are likewise simple: each
Kyriotates' 'ball' must be carried from the starting
area to a designated home base. The wrinkle is, each
player must possess a fixed number of entities
(usually 10 to 20) along the way - each of which has
to carry the ball for between one to five minutes.
The first player to get there with a ball (and without
dissonance) wins.
A very dry explanation ... but it doesn't even begin
to describe the rush involved. The home base is
usually chosen (with malice aforethought) to be
difficult to reach normally - and there's usually no
time for careful planning. Find a host going part of
the way, track down another with the pigeon you're
using as a scout, intercept the new host, switch in a
quick flurry of resonance, then bug out and look for
another ride ... all without making anyone suspicious,
or yourself dissonant. When done properly, you can
sometimes get a glimpse of what it's like to be an
Ofanite; when done improperly, well, you could end up
anywhere, quite thoroughly lost.
Still, it's addictive.
The Great Race
Needless to say, little piddling trips around town are
fine for the newly fledged, but more experienced
Dominations require something a bit more ...
challenging. The Great Race does nicely in this
regard. Held once a year (on a different continent
each time), it is the elite example of Kyrio Tag:
every Archangel sponsors at least one team, as does
several of the larger Heavenly groups. Betting on the
outcome is, of course, strictly forbidden.
Of course.
The rules are somewhat different:
- Instead of one Kyriotate per ball, there are
three. The ball must not advance unless it is in the
personal possession of at least one of the Kyriotates.
- Hosts may be kept indefinitely, so long as no
dissonance is gathered.
- The distance of the Race may be no less than
three thousand miles, and must have at least one
viable land route.
- The ball may not be an artifact of any kind.
- The ball must be on the corporeal plane at all
times. A ball in a Scabbard is not on the corporeal
plane, so don't even try.
- Flight of any kind (for the players and/or the
ball) is strictly forbidden, with one exception (see
next paragraph). This includes (but is not limited
to) airplanes, helicopters, kites, gliders, circus
cannons, being put in a Superior's pocket and carried
along, slingshots, siege engines, mass drivers, being
drop kicked by a Superior into the next county, any
form of transportation that utilizes matter/energy
conversion, Tethers, any Song of Motion, Numinous
Corpus: Wings, the Space Shuttle or the Archangel of
Creation. There will be Seraphim Archangels checking
on this, by the way.
Use of naturally flying organic entities is
acceptable, provided that the entity would be capable
of carrying the ball unaided and will not provoke
undue comment while doing so. The use of extinct
animals is strictly forbidden.
- Each team may call upon help from Servitors of
their Word. Such aid may not consist of any action
that would break any of the other Rules, or any action
designed to hinder another team. Examples of
prohibited actions include (but are not limited to)
roadblocks, legal proceedings, the appearance of the
Inquisition, sudden shifts in the weather,
rains/plagues of rats or any other animal, free beer,
Superior Invocations, juicy targets, difficult ethical
choices, process servers, inquisitive journalists,
convenient patsies, large amounts of disturbance or
the Archangel of Creation. See Rule 6 for a reminder
about the verification methods.
However, the above Rule does not apply to the team
itself.
- The first member of a team to get to the home base
area with its ball wins. Victories may be shared by
up to three teams. All team members must be without
dissonance, or else suffer disqualification (among
other things).
- Have fun.
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