Exploration/Barbarism

Started by Istiqlal, April 02, 2009, 07:39:45 AM

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Istiqlal

I normally don't like doing this sort of thing (OOC recruitment), I don't see a problem with it, I just prefer to do things IC for a variety of reasons.

This idea, though, people could use being warned and a little introduced to beforehand. I am planning to start a cross between an adventuring troupe, an exploration company and a nucleus for 'barbaric' living on the server right now.

Adventuring troupe because I don't see this group (at least initially) growing to become anything other than a small band of close associates/allies/friends who together delve into the wilds of the Isle and look for interesting challenges, stories, lore and indeed their own personal betterment.

Exploration company because (again, at least initially) a big focus of what I/we will try to do is discover new things about the mostly-uncharted/untouched as of yet area of the module/island - the wilds. (I know there have been a lot of wild-oriented characters, I just haven't seen much from the wilds myself, other than the Cult of Rot and other very interesting, but still very mysterious things!)

Nucleus for 'barbaric' living because... Well, this one is slightly more complicated to explain, but I guess you could say this is the 'flavor' of the concept. Exploration companies and adventuring troupes we've seen plenty, but I plan to have this be something more 'primitive' in nature. Roleplay-wise, we will focus on trying to develop a more harmonious manner of life with the 'wild' of the island; We'll likely side with the druids, for instance, in matters pertaining to the wildlands, but this is more than what I have in mind. By 'wild' of the island I mean not only the actual natural world of it, but also the spiritual, almost animistic interpretation that can be drawn from its many bizarre occurrences (i.e.: what is the Mist? Why are the wilds of Ymph so different/dangerous? Are there unknown/inaccessible areas if the island? - many of these questions are already starting to be answered, and we'll try to merge into that).

I kept things purposefully vague; the examples I've offered to detail how this will work are just examples - it may be the IC world will lead us in completely different directions. Send me a PM if you want more details - my playtimes are varied, but usually (may) go from late GMT to late EST.

Otherwise, see you folks IG.


Addendum: I'd say chaotic and chaotic-oriented classes would have an easier time with this; in the good-evil axis, alignment tends more towards neutral. Since, however, I plan to have this be a sort of an 'alternative' to living in the Ziggurat, with all the drawbacks that has (from a Chaotic character's point of view, in comparison to the apparent 'total freedom' of the wilds) I hope to accept even lawful characters into the fold, if they want to join up to, for example, have their character start leaning towards the Chaotic side of the spectrum a bit more. An ex-Colonist looking to escape the law, someone dissatisfied with the government or particularly powerful people, those interested in discovering their purpose for being on the island, other than to dominate the Ziggurat for seemingly no apparent reason other than material profit are some examples. In the evil-good axis, you can be anywhere, I fully expect to have problems maintaining cohesion and believe this will be an interesting aspect of what we will do.

Istiqlal

DMs please feel free to put this into the "Introductions and Group Management" sub-form. I placed it here by mistake.