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Thread: The Free Company OOC

  1. #1
    Culturess Extraordinaire agreyloon's Avatar
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    The Free Company OOC

    The Free Company OOC Page
    Summary of the Setting


    The Ring is an idea I've had for what must be a year now. It started as a simple backdrop for me to test the waters of my imagination with, and it's burgeoned into something grander. As of now, it includes two "continents" (I use the term loosely, since they are separated by mere trees populated by hostile tribes), fourteen cultures, and three "species" (four, if you want to be mean to some of the well-adapted human subspecies.)

    This world's nations aren't direct exports of ours or those in other fantasy books.


    I've a keen aversion to the way elves, dwarves and orcs are usually handled, and don't include them in my imagination. The same goes for magic. I've done a lot of thinking on how I want my magic to work.

    On the surface, the Ring is fairly well like the Earth. The only real differences are that the Ring is set during what would be our ice age: cave lions and cave hyenas harass peasants and plebes, Irish Elk (called "Great Elk" from this point on) roam the massive plains and enterprising people trade in mammoth ivory and the powerful teeth of the woolly rhinoceros, which makes for great pestles.

    The primary difference in the Ring is that the peoples therein were crafted not with the idea of communal society in mind, but were instead dreamt of for the purpose of realizing independence and individuality, something foreign in the greater universe. The Ringgoers lack patience for one another, and therefore any sort of tribe, civilization or culture is inherently magical. A culture is kept together by the force of aether-speaking "magicians", whose thoughts, whether they know it or not, soothe and calm the tensions of society. Every village has its aether-magicians, often maintaining (whether falsely, or without their awareness) that they are mere elders. Larger groups cannot be managed by the mere vibrations of one, and therefore Gods were conceived. Because Gods are not by their nature products of the aether, they oppress and refuse the power of aether-magicians, though magicians exist everywhere in earned secrecy. Gods are mascots and representatives of a nation's strengths and ideals, and do not claim to have created the world. Ringgoers, by and large, believe that the Ring is, was, and always will be. The tendency in the Ring is for peoples to organize in only small family groups, and in much of the Ring that is so. Elsewhere, barbarian tribes have taken hold, held together by the powers of shamans and other magicians. In civilizations, the Gods are maintained as secret, not advertised to those outside. In the Ring, when a nation knows your Gods, they know your nation, and this gives them an edge in warfare. The conflicts of nations are both trials of arms and the metaphysical strugglings of their mascot-titans. By knowing an enemy's God you can learn the enemy nation's next moves. Therefore, Ringgoer societies are immensely xenophobic, and do not accept foreigners, or cultured slaves.

    Civilizations in the Ring feel a strong distance from the wooded lands which barbarians populate, and they chop down trees habitually, as the powerful barbarians tend to remain in the woods, where rare, magic beasts known as White Stags roam, repopulating trees. Wolves roam the forests, but the plains, both manmade and otherwise, are populated by big cats and hyenas. The civilizations use selectively bred hyenas rather than wolves and the wolf is by and large considered barbaric. Common pack animals include yaks, aurochs, horses, donkeys, and mammoths. Mammoths are allowed to roam relatively freely, because they trample down the soil, making it difficult for trees to then grow. Few societies have tamed mammoths for war. Wood is an extremely valuable trade resource because of the habit of chopping down any and all developing forests.

    The most developed "civilizations" so far are set around a massive semisaline lake perhaps the size of the Mediterranean, known only as the Tear, for the light salt in its waters. Around the Tear are many cultures: that of the unified nation of Madzarchen, the republican island of Kuline, the wide-ranging vanguard state of Great Calulaia, the migratory-yet-sedentary nation of Holy Nissur, the many city-states of Sulieos, the Reef Kingdom and their allies of the sea, the semi-aquatic Lor-kayss tribes, the deeply divided and experimental Aqerro Dominions, the mound-dwelling, slave-ruled state of the Men of Haugrtalfheimr, the merchant oligarchy of Kerimpal, the authority-hating Wonygs, the tree-dwelling Esquers and the Desolated Lands. I've listed them in relative order of military importance. Inactive and unknown is the Rusalka City, the Mindslaves, and the Freemind-Wendigo alliance.

    The Story


    Despite the xenophobic, heavily communal and groupthought-influenced civilizations of the Tear, there are those who roam between nations. They are the Free People, few in number, strong in will. Free People are the outcasts of civilizations, those who were not invoked into the culture, the slum-dogs and refugees, the orphans of war, or the barbarian, from the woodlands ringing the Tear. They roam freely, allowed to remain only as long as they cause no trouble. Sometimes, Free People get together to form mercenary troops, offering their services to empires in need. Free People worship only one god for unity to recognize one another, and stay scattered so that no one realizes. Theirs is the Spirit of One, the independent, the mighty, those who do not need for tribe. Ironically, the Free People rely on this God to give them the unity required to make do and be provided with goods.

    Our story would begin in the Desolated Lands, where life is nasty, brutish and short. Free People flock there, and the place is home to many of them, though they leave in time for greener pastures. First finding one another, and then forming a mercenary troop, our group's adventures would see them travelling the slave routes to smuggle out escaped property, interacting with and guarding the fabled and mysterious Rusalki, gathering new friends and faces across the whole of the Tear. Our enemy? Poverty, casualty, domination. Our friend? Crime, the downtrodden, will.




    As we get into things I'm going to make notes on things that I feel other people should realize and take note of happening. This includes OOC ideas brought up for future directions.

    I'll start off by saying that in terms of characters, some interesting ideas are the following:
    • Blacksmith/Armorer
    • Magician/Shaman/Elder*
    • Scouts
    • Warriors
    • Smuggler/Person with contacts or knowledge about acquiring goods.*
      *Necessary.



    Let's start seeing some characters pop up, folks!

    Reposts of Lore:













    Last edited by agreyloon; 03-28-2013 at 09:10 AM.

  2. #2
    I'm thinking of concepts.

    I'll get to the creation set when I choose a concept better than others.

  3. #3
    Culturess Extraordinaire agreyloon's Avatar
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    It's not important but I'm hoping to design a new culture that's matriarchal and female-dominated with a lot more social hierarchy than many cultures currently have. They'll be called the Ossaugh Chiefdom and have a horse archer nobility, where men serve as pikemen. Any neat ideas would be welcome.

    Ossaugh Chiefdom's done. Made 'em up on the spot.
    Last edited by agreyloon; 03-19-2013 at 06:37 AM.

  4. #4
    ersatz ANMC's Avatar
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    This one will probably be one of the Wonygs. You knew that, though. However, I did want to see if it would be possible to be the smuggler/person with contacts/knowledge about acquiring goods before I actually start on some kind of character skeleton.

  5. #5
    Culturess Extraordinaire agreyloon's Avatar
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    Quote Originally Posted by ANMC View Post
    This one will probably be one of the Wonygs. You knew that, though. However, I did want to see if it would be possible to be the smuggler/person with contacts/knowledge about acquiring goods before I actually start on some kind of character skeleton.
    A Wonyg is possible, since they're not really considered a threat in any way, shape or form, and because they're already mercenaries. Of course, they're also well-disliked and considered cowards.

    A smuggler for Free People would also be something like a missionary, helping to connect the cultureless and get them roaming and roving and in touch with ways to survive in between the civilizations. So basically, something between a priest and a thief/smuggler. It's a necessary role within the running of a mercenary troop and totally possible.

  6. #6
    OH GOD I SEE EVERYTHING The Dripper's Avatar
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    I'm working on my character right now, I'll post it tomorrow or so.
    Last edited by The Dripper; 03-19-2013 at 02:01 PM.

  7. #7
    Culturess Extraordinaire agreyloon's Avatar
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    I've decided to introduce two new groups: a soft matriarchy (that isn't defined by it being a matriarchy) and a hard patriarchy (that basically is). The two of them will be allies.

  8. #8
    Culturess Extraordinaire agreyloon's Avatar
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    Added the Kingdom of Esque. Next up is the Aqerro Dominion.

    They're both done.
    Last edited by agreyloon; 03-25-2013 at 01:47 PM.

  9. #9


    I'm kinda disappointed in this CS myself, tbh. I don't know about you folks.

  10. #10
    Khan The Magnificent GrievousKhan's Avatar
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    This looks very interesting.

    If I join this i'm thinking of creating a clan based on a larger tribe of that's ok.

    I can give you a link to my basic idea.


    - - - Updated - - -

    And desert kingdoms per chance?

    I'm reading through and I don't believe I see any.


    ^^Credited to Silux, the Mighty God Emperor!!^^

    “Life is change, chaos, filth and suffering. Death is peace, order, everlasting beauty.”





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