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Post by Insano-Man on Jul 7, 2022 14:52:55 GMT -5
THE STUFF OF LEGEND History's one thing. What people have to tell you is another. Down on Erf and even up in orbit, facts get muddy. Details get lost. Not everyone has a camera pointed at the object of interest - and the people that do don't always remember to turn it on. Even when it's all been written down and saved away as clear as day, that's not always the end of it. Sometimes, people want to relive it. Sometimes, they want to put a new spin on it. Sometimes, they can't come up with a rhyme or reason as to why it even happened in the first place - which is usually how it goes out in the wilds. So, when reality breaks down - or when people want to break it down - all the common folk can do is tell you a story.
In a world where fundamental constants like gravity get a little tipsy every weekend, people can't do much different. Even honest, validated history books are full of total nonsense like the Cackling Circle turning bright pink for years at a time. Separating fact from fiction would take a time machine to set the record straight. At the end of the day, the best anyone can do is dig through all those tall tales for their little nuggets of truth. Whether it's a campfire legend, a video game, or a chiseled slab stolen from a burial site, everything's got a little sliver of fact somewhere - even if it's from another universe entirely.
This is an open topic. Stories are the lifeblood of Erfbound. This is the place for those one-offs and cultural concepts to come together. It can be anything at all; books, oral tradition, video games, movies - as long as it tells a story, it's fair game. Even slightly-altered duplicates are acceptable - just as long as they're noted down as such! Get weird. Get wild. Tell us your stories.
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Post by Insano-Man on Jul 7, 2022 15:07:35 GMT -5
EXAMPLE STORY Type: What format and genre this story fits into. This should be laid out as "Format, Genre". In example, "Book, Non-Fiction", or "Video Game, Shooter". Language: The original language this story was written in. Dispersion: Where on Erf - or in orbit - this story is most told. Date: When this story was first told, or when it was first discovered. Author: The person, people, or organization responsible for creating this story.
A single paragraph description, at least, outlining the fundamental ideas presented in the story. This should include at least a brief synopsis and overview of its influence on the world. In addition, the description may also include the entire work itself, but only if so desired.
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Post by Insano-Man on Jul 13, 2022 1:16:35 GMT -5
THE TRAVELLERSType: Various, Folklore Language: MultilingualDispersion: GlobalDate: Unknown, estimated 300-400 OSC Author: ManyOne of the most pervasive themes in Set's shared cultural fabric is a motif that sounds a lot like the planet itself. Somewhere in the murk of the First Jump came the Travellers - much as that one word is about as much identity as the tale's got. Slippery as the idea is, the stories of the Travellers are the closest Erf's got to a unified mythos. The Travellers aren't a specific story, or any one narrative in particular. Just as the unifying title is plural, there's a story about the Travellers for every slice of Set. They're a religion, a nursery rhyme, or the plot to a made-for-TV movie. They're board games, computer games, and the loose inspiration for full-contact ball games. They're told by campfires, cited at funerals, and touched on at weddings. They're invented, reinvented, and fused together every day of the week. They're an idea that refuses to die - no matter how on-the-nose it might all sound for a planet that can't stay still. The core idea for a typical Travellers tale is pretty simple. Way back in the time before time, there were between one and four adventuring types on Erf - which has always been a useful bracket whenever video games get involved. These people were the eponymous Travellers. They wandered Set before Set was Set and did stuff - the story's never the same twice. Sometimes, they were bandit-fighting do-gooders. Sometimes, they were tomb-raiding spelunkers. Sometimes, they were just ugly dudes with bad attitudes and big guns. What's important is that, whatever they did, they did it big. The usual narrative goes along that, with all the trouble they stirred up - or put down - the Travellers ended up pulling people together. Sometimes, they were peacemakers. Sometimes, they were trailblazers. Sometimes, they were just so flamboyantly vile that all the proto-Loonies and split-up towns came together to put them down. By accident or by design, the Travellers brought the Erf together - for better or worse. They were the glue that brought the Pioneer Network into being. Then they got bored and buggered off. Some of the stories say they died, or melted away into polite society, but most share the idea that the Travellers didn't just end. Instead, bad or good as they were, they left. They went off to another planet, disappeared into the wilderness, or vanished from the universe altogether. They went on to more terrible villains, more precious treasures, or more audacious scores. No happily ever after, no blaze of glory - just that ominous idea that they might come back one day. When it comes to who tells the tale the most, terrestrial townies are always at the front of the line. There's always something romantic about unchained adventurers to the folks who are stuck at home all day - and it sure does make founding a faith a whole lot easier. Wanderers and sailors come close behind, usually with a skew more towards tall tales than scripture. Dirt-dwelling Loonies come next - and most would be shocked to hear how faithfully the cavemen have reproduced some of the earliest legends. The Cult comes after, but mostly for the sake of perverting the myths into religious rambling about their great champions. Spacers only register on the radar for how many video games they've made - but that quantity definitely has a quality of its own. One of the weirdest things about it all is that some Loonies out there are convinced there's a single progenitor to the whole concept. What few anthropological types are down in the dirt are sure that there's a source they can find; a Travellers tale that set the trend for the rest. What's more is that they're sure it was a Looney myth - or maybe even an intel article - when it first started out. Given how many times the Godsons myth has invoked the Travellers, it's hard to debate it. Some of these cultural archaeologists are ready to track it down to see the original story - or would be, if that wasn't totally antithetical to Looney nature. Possibly as a consequence of Looney chronicling, the Travellers do, in fact, have some sense of identity. Not a whole lot, but enough that a few general gists keep coming back. Retellers of the story might drop them for the sake of innovation, but four figures have held on for centuries; the Stranger, the Hunter, the Youth, and the Monster. - The Stranger is the one that always comes back the most. The name says it all; the Stranger is the unknown one, from far beyond, who could never be understood or accepted. They're a figure of mystery that's never the same twice. In one tale, they're saving lives through alien guile. In another, they're burning down towns as part of a wicked ritual. Most paint the Stranger as incomprehensibly intelligent, enigmatically silent, and so beyond understanding as to be phantasmal. What they look like - what they are - that's something that's never the same twice.
As one of the most regular recurring characters, the Stranger goes by many masks. Townsfolk like to build them up into a messianic figure above mortal understanding. Wanderers claim them as a protagonist of a kind; the outcast forever wandering, remade by the wilds. Loonies liken them to a super-scientist, so thick with degrees they've ascended to some kind of intellectual divinity. Spacers turn them into the DPS class. The Cult claims them quietly as PLANESEND TIMESPINNER, Third of the Whispered Names - whenever they're not some smoky chained demon in their version of the myth.
- The Hunter is a close second. The name isn't everything with this one. The only central concept for the Hunter - when they're not someone else altogether - is the idea of force. The Hunter is the one who fights. The Hunter is the one who destroys. The Hunter is the one who...well, hunts. Thanks to that core idea, the Hunter is the one who flip-flops the most. In one tale, they're the fist of freedom, stampeding through bandits and tyrants. In another, they're a dread psychopath, killing everyone they meet. One way or another, the Hunter can never ride the line.
When flavored vanilla, the Hunter is a he, usually the strong, confident type. Townsfolk have trouble telling whether they like him better as a superhero, or a super-bandit. Adventurers see him as the wise woodsman, ready to swoop in to save the unwary and show them back to the path. Loonies put him in a suit of Fatboy powered armor and call it a day. Spacers reckon he works better in action movies. The Cult claims him firmly as STEELCHEST SLABROCK, Tenth of the Whispered Names - and that Faultless Giant's alias as the "Nomad of Spirit" is worth a second look.
- The Youth struggles to come back in most tales. Part of that has to do with their identity crisis. The only idea that ever seems to stick is exactly what their name suggests; young, inexperienced, and enthusiastic. As it turns out, you can only drag the spotlight over the folly of youth so many times before it loses its shine. Evolution as a character doesn't swing so hard; most of the time, that just ends with the Youth turning into the Hunter or the Stranger halfway through. What does keep coming back is the Youth's noble nature - even if the trope of childlike innocence hasn't done much to improve their staying power.
When the Youth does make a reappearance, female portrayals edge out men by just a few hairs. Villaging types usually play her out as a cautionary tale to scare their kids. Wanderers prefer her as either a companion to their favorite figure, or the star of the show herself. Loonies trend toward casting her as a calm-hearted civilian foil to the firmer types around her. Spacers usually put her up as the face of the party. The Cult, meanwhile, has trouble with this one. Sometimes, she's redressed as a he - as BACKSLIDE SPINSPLATTER, Seventh of the Whispered Names - but they usually just omit her entirely. When she stays to the common concept, she's an infiltrator - as a thrall to the Wretch-Traitor.
- The Monster recurs only just enough to claim there's a fourth Traveller. Right along with that unpopularity is the Monster's nebulous nature; there isn't any single idea that ever keeps the concept together - and not in the shadowy, purposeful way the Stranger gets it. The name itself is only a suggestion - and with how many times the Monster's been a loyal beast, or a killer with a conscience, it's not even a clue to their moral compass. The only thing that's ever tried to stay steady is that the Monster is hated wherever they go - when they aren't a dog, or a war elephant.
Townies can't figure it out; reformed murderer, sentient glass siren - talking crab? Wanderers skew towards pets - if they can even remember that the Monster's on the board - but a pet tiger doesn't get much dialogue. Spacers make them either the tank or brawler. The Cult and Loonies usually just drop the Monster altogether - which is hard to piece together with the people who deify the meat.
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Post by Insano-Man on Jul 13, 2022 1:25:59 GMT -5
THE MEATGUY Type: Computer Game, Shooter Language: English Dispersion: Global Date: December 11th, 493 OSC Authors: - Juan Capstone †, Project Lead - Fritz Gurnudy †, Level Design - Roman Jackson †, Audio Engineer - Tom Farber †, Graphics Design - Edward Grandberg †, Programmer - Steven Stewman †, Lead Writer - Michael Barling †, "Meat Consultant" - Montgomery, General Assistant
The Meatguy is the Looney shooter to end all Looney shooters. It's the quintessential classic; one man, one mission, two-and-a-half dimensions, and a whole lot of meat. The original concept was just a parody of the old days of shooters - a cheap laugh packed full of meat puns and screaming guts. The end result was a smash hit so immense that it's been cemented in Looney lore as the metric by which all other games are compared. It's gone everywhere from Talto to Cloneston, the Chambers of Myth right up to high orbit. It's held a powerful place in Looney hearts for eight centuries and counting - and it's only getting more sequels as time's gone on.
At its core, The Meatguy is a shooter. At its absolute most basic, it's about splitting meat monsters in half with a shotgun. Its core gameplay is what's kept it in Looney hearts for centuries. It's zippy, punchy, and so full of explosions and intestines that it's nearly impossible to tell what's happening at any given moment. It's built to the classics' specifications, with smooth, crisp, no-frills gunplay and a deep supply of killing tools. It's packed to the gills with freakish monsters using simple, intuitive attack patterns that all complement eachother like a well-oiled machine.
Topping it off is the endless variety in the game. For The Meatguy, there's no wrong way to play. Fists-only economy runs, beastmaster style with monster infighting, or just holding down the trigger until the exit pops up - nothing's off the table. Small features add on to it at every turn. Reliable physics interactions allow for environment-based playstyles. Robust hand-to-hand mechanics enable melee action limited only by the player's creativity. Detailed stealth factors with a heavy emphasis on light and sound make for a game that can run at any speed the player wants.
A massive, sprawling campaign with a dizzying amount of level variety keeps the game running for a long time. Secrets and hidden levels are everywhere. At the same time, only six of its eighty maps are absolutely mandatory. Players pick the path they're comfortable with on their rampage across the meat. Every level has its own gameplay, its own soundtrack, and its own host of nasties on the prowl for the player's pancreas. Three different endings with a different path to each make for a surprising level of replayability even at its fastest.
The Meatguy's story has been described as a "sinewy power ballad of ground beef." It follows the enormous, eponymous Meatguy on his quest to rip things apart and tear monsters to pieces. It starts off with the Meatguy waking up inside a Looney bunker's refrigerator with a handgun. All three of its endings thrust him into the global spotlight as a hero - and promptly hurl him back into another adventure against the meat. Most Loonies laud it for its lighthearted comedy, realistic portrayal of the meat, and its extensive lore - most of which is consciously nonsense.
The Meatguy was developed long, long ago in 493 OSC. According to its credits, it was produced by the Loonies of Fort Thunderguts. Not many people are ready to believe the name was truth. Its creators were a mix of patrolmen, research staff, and miners, who strung together their free time to work on the title. Originally, the project was supposed to be done in a week and dumped off as a quick giggle. Instead, according to the credits, it sprouted chunky legs and took off on its own. It stayed in development for two years and went live on the MASTER network on Christmas day.
It's held on ever since, bouncing between bunkers, computerized towns, and even spacers and Space Loonies up in orbit. It's been kept alive as a nugget of Montgomery's code that's snuck into just about every Looney facility on the planet. It's something of the same breed; a cherished, ancient relic from the Loonies' glory days as Set's chiefs and protectors. It's been used as a training tool for miners, spawned countless fan sequels and derivatives, and even been catalogued on Unity Station as an example of indigenous art. As doofy and goofy as it is, The Meatguy is Set's premier shooter - and he's not about to let go of his throne any time soon.
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Post by Forge on Jul 30, 2022 21:41:55 GMT -5
BLADE OF VEN'STELAIType: Various, Folktale Language: MultilingualDispersion: The Veinlands and Outlying RegionsDate: Unknown, estimated 700-800 OSC Authors: Tal'Karim, 7th Scriptkeeper of the Sakjarin
One of the more peculiar sub-stories that wasn't immediately perceived as Cult propaganda was the story regarding the Blade of Ven'Stelai. Once used by a Sakjarin warrior named Ven'Stelai and lost to the sands of time, this weapon was said to have been forged in the second century of the organization's creation with rare metals from the Well of Japes. From there this steel was supposedly carried into the unnavigable depths beneath the deserts long before they became the Veinlands and cast within an unnatural forge of crimson fire.
It's appearance was in part the most unique aspect of its design. The hilt was wrapped in a murky rust-colored cloth that met a dulled bronze handguard, scripture adorned into its flat handguard in an unknown language. It's shoulder was broken in what appeared to be fatigue-break in the metal, giving off the impression that it was nothing but weak metal attached to an ornate grip. This was but an act of deception. The hilt was capable of constructing a short-blade out of the very earth that would softly glimmer between the reformed cracks in the light, and dissipate at the user's command as if it were nothing but an illusion.
Such a weapon did not come without stories of bloodshed, however. Men have stated they saw the blade's edge easily cut through flesh like butter spread on bread, whilst it's point would pierce the bones of the Meat with such ease they would shatter and splinter on contact, felling even the greatest of foes. This in turn gave it a reputation of being a holy artefact that was worthy of taming the meat with it's simplistic desire to spill its blood across the Erf. The sword disappeared and passed into legend when Ven'Stelai wandered into the deserts in his elder years, never to be heard from again.
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Post by Insano-Man on Nov 29, 2022 2:25:32 GMT -5
THE DEEP DOGS Type: Oral Tradition, Folklore Language: English Dispersion: Ventannen (Loonies), Iron Rock (Origin) Date: 817 OSC (Alleged beginning), 1066 OSC (First retelling) Author: Grut Gutsomundo
For the Loonies of Ventannen, in and out of the meat, there's a legend of the ancients. There's a story of a great hunt, lost to time in the turmoil of the Splinter Wars. There's a tale of old heroes, left for the listener to think they might still be out there; the Deep Dogs. What not many could ever believe is where the story came from. In spite of it being an acknowledged aspect of Looney culture, the tale of some of the toughest miners on Erf came from the ugliest of places on the continent - and one of the ugliest men alive. That man is Grut Gutsomundo, the Corpulent King of Iron Rock - and he's held it as fact that he was one of them.
The legend of the Deep Dogs begins in 839 GSC - or 817 OSC, for the rest of the planet - during some of the worst fighting in the Splinter Wars. From the king's own mouth, five veteran miners and one outsider were gathered together by the top strategic minds of Madness Command Post. It was known then that the Pioneer Network wasn't long to last. Political feuds with the Zaschia and Unity Trust were boiling over during the war. Frustration with the species-wide involvement of the redworlders with the Cult of Meat was tearing at Loonies on the ground. The Violet Uprising, the scars from the harvesters - the wise ancients of Madness knew that any victory would have Hell to pay, no matter how it happened. The six they gathered were to be their means to a solution.
So says Gutsomundo, they were charged with a simple task, still bordering on the impossible. Lost across the years were timeless minds - immortals beyond reckoning - that were thought to be the keys to unity. They were remembered as peacemakers, that could bring together even the most unlikely of alliances, with nothing more than a firm hand and a kind word. Even with the many years behind the minds of Madness, finding those lost old souls was no small feat. Every name on their list - when and where they had names - had been missing for centuries. Some had been gone for so long as to have been thought taken by the First Jump.
The king's telling of the tale paints a picture of six colorful characters - of which, he's only ever named one. The first was the outsider, so titled as the Mastermind; a man of potent intellect, ruthless ambition - and a twirly moustache right off a cartoon villain. The second was his kinder counterpart; the Wise One, a Looney combat engineer, and the beloved leader of the team. The third was their deadliest, and tiniest; the Wild One, a miner, an accomplished assaultsman, and a mouthy shrimp of a man even in his powered armor. Fourth and unfathomable was their most senior; the...well, the Weird One, a fatboy miner made of nothing but hair and gumption. Fifth was a troubled soul; a patrolman, just shy of his assaultsman glove, remembered for his worried heart as the Dark One. Last as a loner was the king himself; the Wily One, once trained as a medic, then remoulded as a miner.
They were brought together first to assess their fitness to the task ahead of them. Their training was trial by fire; they were deployed across orbit to contested derelicts, across the planet to anomalous events, and beneath the surface to chart the depths of oddities beyond reason. As Gutsomundo claims, they were there at the graveyard orbit to stop the first tendrils of the Ognascite plague. They were there at the Shrine of the Broken Path to break the back of a ghostly rebellion. They were there under the Erf to thwart the Cult's claims on the mysterious relic known only as Klaad Zuto. They were tested, again and again, and not once found wanting.
When they had proven themselves to the satisfaction of the immortals of Madness, their task was finally laid at their feet - and not a moment too soon. Their base of operations was an orbiting Looney supply depot far from Madness - and far from the same protection. The war pressed closer to the station. The fleet defending the station was whittled away. The minds of Madness made an unprecedented decision; the newly-christened Deep Dogs were to join the ranks of the timeless. Even were the Pioneer Network to fall, the Dogs would go on, only concerned with their mission - never with what time they had left. So it was, that in the same hour as they had earned their assignment, the six were granted the gift of immortality - and ran straight from their treatments to the escape pods.
In that same hour, their home station was sighted in by the Third Invaders and blasted out of the sky. By the next, they were all planetside in a life pod that'd landed in a deep chasm - almost as if their name had come to collect its due. From there, it was an uphill struggle against danger, darkness, and demons - if the king's to be believed - just to get up and out to the nearest Looney base. For each of them, it was a time of self-discovery, of acclimation to their new condition, and a recommitment to their mission - or so it was for most of them.
Each man found a new purpose in life with their newfound eternity. The Wise One devoted himself wholly to the mission - and to its meaning, to seek a deeper peace for the planet. The Wily One, Gutsomundo himself, believed he could find a truth of existence that could turn evil against itself - and the jury's still out on whether or not that's working out. The Mastermind thought only for his own meaning; he would pair his immortality with his intelligence to assure he would one day reign supreme across time itself. The Wild One sought control over chaos, to be one with war, and to "mrmmmfrmmrmmnum!" - and even Grut couldn't translate that for him. The Weird One...well, it was hard enough for Gutsomundo to figure out what the Wild One was on about, so he - in his own words - "didn't even bother with that syllable stew."
It was the Dark One that would turn aside. He did not - and could not - find a deeper meaning to his endless future. He could scarcely find faith in their mission. He believed the war lost. He believed the world drawing to an end. He could never imagine a day in which the Pioneer Network - or some imitator thereof - would rise to unite the planet again. He sought comfort in his humanity, in the same things he expressed his wants and desires for, when his life was finite. Years and years passed. Battles and battles raged on. The Deep Dogs persisted for a century, shepherding refugees, quelling horrors, and scouring the world for immortals lost. The Dark One's bleak heart could find nothing but simple survival in his future - until someone crept inside it.
In the long wake of the Big Split, in the year of 944 OSC, the Deep Dogs were dug in with a town of exiles; the lost and broken the rest of the world wouldn't take in. Loonies from broken bunkers, aliens refused their rise to orbit, even cultists ashamed of their own atrocities - all walks stood together there. The Dogs were their protectors, and their messengers to others nearby. It was among those masses that the Dark One found a soulmate - and even the Corpulent King himself refuses to utter her name. It was there that man's greatest muse awakened within him - and love planted a bitter seed.
The Dark One succumbed to a deeper fear. He was overwhelmed with thoughts of his beloved's suffering - that an attack on the walls might wound her, that a drought might wither her, that his own passing might leave her with nothing. He gave no thoughts to the infinite possibility in his own future. In secret, he confided in the Mastermind, and the cunning of the schemer's twistly moustache sunk its fangs into the Dark One's soul. Their new home was the largest settlement for as far as they could travel. So long as it stood alone, the Dark One's bride would forever be imperiled. So it was that they hatched a scheme together; their bastion would rise as the capital of a new nation, one that would forever shield the Dark One's love - and that the Mastermind would rule from his shadow.
The rest of the Deep Dogs were skeptical, but saw merit to it. Though they could scarcely keep control of an empire, to have sway in such a tremendous machine would empower them in their quest. So it was that their adventures turned to diplomacy. The Wise One did to their neighbors as the Mastermind did to his new pawn; with guile and wit, he promised prosperity in unity. With the Wild One and the Weird One at his command, he had the horrors of the wilderness crushed, and showed them the strength in his wisdom. It was within the decade that towns united, and the Deep Dogs' home grew into a city. To this day, only Gutsomundo remembers its name, and its legacy - as the...well, the "Big Bad Idea". Sometimes, the "Really Bad Idea".
The rise of the nation took its toll on their brotherhood. The Wise One saw through the Mastermind's schemes, and was soon cast out for his protests. The Weird One followed soon after, incensed with the Wise One's banishment, and imposed exile on himself in a rage. The Wild One grew distant as their toil bore no fruit in their hunt for the ancients. The Wily One, as admitted by his own word, had grown too distracted with the advances of the Cult, and his own quest to turn evil against itself. The Dark One labored on the throne, but it was without the insight of his brothers that he could not see the Mastermind puppeteering him - with endless invented threats to his soulmate.
It was another century of growth that saw the empire - that, so we can hope, nobody actually called the "Big Bad Idea" - embroiled in war. Loonies saw it as a threat. Mercenaries saw it as bloated and ailing. A callous slaying of stranded Space Loonies drew the ire of guns above. As the sun set, the Mastermind exacted his toll. He saw fit, then, to start anew. He gathered up dissenters and his inner circle, and readied for a departure. He scattered the armies of the nation, stirred its people into revolt, and antagonized the heavens above. He did all this, and poisoned the Dark One - with but a few barbed words to the woman of his devotion.
As fire rained from the sky over the capital, from orbital gunfire and Looney strafing runs, the Dark One's bride met her lover deep within the subterranean command center of the empire's capital. As raiders and rioters mingled in the streets, she confronted him with what the Mastermind had told her - all truths, too terrible for her heart. She told him of the Mastermind's schemes. She interrogated him over his obsession with her safety. She spoke in horror of how he had dismantled the defenses of an entire nation in his escape. There, as she finished - as the Dark One struggled for his own words - she found that cold, bleak place in her lover's heart. Her will faltered. Even as orbital bombardment collapsed the command center around her, she stayed frozen where she was - and the Dark One begged her to escape with him.
In those great halls, the Wily One had watched on in terrible astonishment. He needed only a look in the Dark One's eyes to see how the two were ensnared. He fled to the surface, to escape the crumbling capital, and to find the brothers he hadn't thought to follow. As he ran, the Wild One tore through the streets to follow, cutting through an endless tide of invading monsters and rebelling guards. The two were not to meet. The Wise One and the Weird One were lost to the Wily One. There, in that maelstrom, was the end of the Deep Dogs - with the Wily One running blind into the Veinlands.
As always on Erf, things aren't usually that simple. Gutsomundo's take on it might be detailed - and might be backed up by at least a few hundred bunkers' worth of recognition - but it's all still got that big, fat stamp of "legend" on it. There have been uppity city-states rising from nothing, bands of nomad Looney buddies tearing through the wilds, and even real, honest, moustache-twirling villains, but anybody on Set knows that fact and fiction are on kissing terms. The only thing anybody can be sure about is that Gutsomundo is definitely immortal, and definitely thinks he can turn the Cult against itself - much as most reckon that his immortality is all because he's just too fat to die by now.
Much as nobody's got much empirical proof on it, Loonies still eat up the Deep Dogs tale. It's the kind of grand adventure any wanderlusting miner can get behind - even if most are sure they'd do better in the end. What doesn't help is that people keep saying they're running into the big figures in the story. People keep saying that the Weird One is the guardian of the underground, blazing caves clean whenever fate's not giving miners a fair deal. Bunkers around the Chopping Blocks and the Veinlands borders keep saying that the Wild One is out there, fragging freaks and gibbing goons wherever a bit of righteous might is needed. There's even that damned "Let's Go Deeper" documentary - and people are positive that "that guy" is one of the Dogs.
As for why the tale started life from the lips of the not-quite-Cult-crazy Corpulent King, and why Loonies have been trying to quietly sweep that detail under the rug - well, that only makes the whole thing even more confusing.
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Post by Insano-Man on Dec 25, 2022 1:49:36 GMT -5
THE CAVE RANGERS Type: Franchise, Toys Language: Multilingual Dispersion: Global Date: 600-800 OSC Author: Chrematophobia-77 Observation Post (Original), Bigam Polymer Laboratories (Commercial Production)
When you're the closest thing to a standing military that Set has, you're part of the culture whether you like it or not. When it's your job to bulldoze a meatscape, hose down a tide of terrors, or pull a town back together after an ice tornado, people are going to look up to you. When you get all the cool gear and fancy uniforms, when you get to drive tanks and fly jets, somebody's going to make an action figure out of you. Plenty of toy lines have come together with the Loonies as the stars of the show - and plenty are still coming out - but the small soldiers that set the trend were the Cave Rangers.
Put simply, the Cave Rangers are the biggest commercial toy franchise from back before the Big Split. One-inch figurines, three-inch action figures, six-inch and one-foot battle dolls - with all the guns, vehicles, and decor anyone could ever imagine. RC cars, tanks, and Stork-shaped drones - some even marketed with built-in cameras and flashlights for home security. Comic books, video games, and cartoons - with more weird proprietary handheld devices than you can shake a tablet at. Legend has it that there was even an attempt to push out a line of AI-controlled action figures that could stage little battles on their own - or wrestle down some of Set's shrimpier horrors for kids on the ground.
As with any toy line of its type, the Cave Rangers weren't exactly authentic. Probably, it couldn't be helped; patterning a kids' product after a bunch of hole-dwelling hermits with guns wasn't easy. Colors were never exact, engineers and security personnel didn't exist, and the proportions on everything but Stork gunships were always amiss. Dress uniforms were all wrong, and turned up nearly as often as work clothes and combat gear. Most toy lines totally forgot that Looney women existed, and the remainder were crammed so full of overrepresentation that a real bunker couldn't tell them from spacers. Some lines were even all greys - which wasn't necessarily wrong for the time, but wasn't as right as often as they'd have had you believe.
Even still, the Cave Rangers were popular down on the Erf. Back when trade lines actually ran across the planet, there was usually a chest in every caravan with a few bumping around. When just about every town had a radio tower, there was always at least one channel with an advert ready. Back when Loonies actually met people in person, when seeing a rifle team kick over a crabhill was something people lined up to celebrate - to put it lightly, those were the golden days. It was all the more so given that most towns ran on strict power budgets. Parents didn't often have the luxury of parking their little gremlins in front of a computer or a television. Instead, they needed something physical - something that'd still keep them busy when the batteries ran out. Much as gaming spacers scoffed at them, toymakers got along just fine with terrestrials - even if the toys were being printed in an orbital factory.
The Cave Rangers got their start as something like an inside joke in the Chrematophobia-77 Observation Post, somewhere in 600-800 OSC, before the Splinter Wars. Chrematophobia was a mix of a sentry station and trade post near a few major settlements in the northern hemisphere - but where, exactly, nobody's ever been sure of. The Rangers were put together by the bunker's patrolmen, as a lighthearted Christmas gift for their kids. All of them pooled their personal savings to put together a complete first run, with a unique "action pack" for every child. Given how fast little Loonies grew up, it wasn't much surprise that some wanted laser sights and pistol holsters instead.
The Rangers that'd been refused were sent up and above to be sold off as trade goods for the bunker's benefit. The townies nearby gobbled them up just like any other Looney export. It didn't take long for parents to come clamoring for more. It didn't take much longer for the admins to see it for what it was; a lucrative opportunity. They went on to commission those same patrolmen as creative advisors on a new export commodity. At first, it'd just been a chance for Loonies to giggle to themselves over how little people understood them. Inside a month, it grew up into a convenient set of padding to their weekly income.
It was some time later that a ship from orbit put down for their own trade. Spacers were offloading more advanced goods to the towns; high-performance fuel, automotive parts, consumer electronics - nothing that was out of the ordinary for the Pioneer age. A few of them were employees of the then-bite-sized Bigam Polymer Laboratories, who were there to help replace some of the structural components of the towns' electrical grid. When they caught sight of the little not-quite-Loonies that'd been brought in, a different kind of spark took them. They swooped in before the last few Rangers flew off the shelves.
When they were finally back in the orbital offices, they took the plastic men to Bigam's bigwigs. They told their stories of how they had to muscle through wide-eyed dirt-eaters, haggle hard with savvy scalpers, and then dodge disgruntled children to get back to their shuttle. They described in detail the shoddy wooden dolls, scrappy tin toys, and other cottage industry products the townsfolk made due with. They presented their prizes as a new means to profit. Bigam was still small enough for spontaneity to have an impact, so the people in charge gave it more thought. They took the toys, and retreated to strategize.
There'd always been a big gulf between the industrial capacity of Set's surface and orbit. Every spacer enterprise that ever came to be always had a few ideas on how they could make a killing by exploiting the technological leverage they had over the mud-suckers down below. The toy market was no stranger to the idea - especially since they were always fighting a losing battle with spacer computer games - but the logistics were always the kicker. Most could never figure out the obvious obstacle; orbit itself. Getting a product down to the surface and a profit back up were always questions that could never be satisfactorily answered.
That was until the time of Bigam Polymer and the Cave Rangers. When their idea started filling out its mould, spaceport infrastructure was doing the same. There were more landing zones, more launch pads, and even a few mass drivers in play. Ship construction was starting to favor more advanced designs that could handle repeated re-entries and unassisted single-stage launches. There were more connections to the major hubs, and more options to branch out beyond them. More than that, there were more Looney bunkers who were integrating with the global economy. More bunkers were churning out exports just for trade's sake - or accepting drop crates as middlemen for businesses above. With all that on the table, Bigam reached out to Chrematophobia, and negotiated the rights to produce the Cave Rangers' first toy line.
There was more to it than that, but the details beyond are all hazy and sketchy. Even historians remember the toys' story better than the franchise's rise to power. Sergeant Cobalt and the Deep Divers, their rivalry with the Adamantite Fist, their climactic battle in the Last Keep of True Hope - people remember the goofy cartoon more than they remember Bigam being blasted out of orbit by the Third Invaders. Nobody even knows if Chrematophobia blew up, emptied out, or if they're still quietly playing with their dolls in a corner somewhere. At the end of the day, their legacy outlived the both of them - and, in a way, it still lives on.
The Cave Rangers still pop up from time to time in old ruins. Scavengers and adventurous adolescents still find those cocksure military men in the hands of little skeletons. They still find planetside toy factories full of mint-condition Corporal Limestones, old shipping trucks next to piles of spilled Red Tactical Officers, and cargo ship hulks with waiting battalions of Major Bedrocks. People in orbit still make knock-offs, and still ship them down to the ground. Loonies under the Erf still begrudgingly print off playsets, and ship them out to their townsfolk trading partners. The franchise might be dead, but - just like they did in the comics - the Cave Rangers are still winning the fight against the Time-Death.
As with any lost artifact of the Pioneer age, there's always somebody who wants to know the real history. Much as it's not as big a deal as the Vault of Janitors or the Flatfoot Project, there are still toy collectors' organizations out there trying to compile the truth on the Cave Rangers. Some are looking for Chrematophobia - much as most Loonies groan and cringe whenever someone comes knocking with one of those never-correct toys in hand. Some are trying to track down Bigam's main factory - which involves the impossible task of trying to find centuries-old station wreckage on a planet that shuffles the deck every other decade. They might not be making much progress, but the people they hire for it usually make a killing - especially when they stumble over a new-in-box Commander Kotzaan.
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