Cirque Free company
A mateus roleplaying free company
cirque from an in character perspective
Cirque operates as a magic and machine based spy organization masquerading as a traveling Circus Troupe and Adventure Company. Funded by wealthy backers who choose to remain anonymous and acting internationally in the shadow of world events, Cirque is an unseen actor that deals with issues too dark and unsavory for more noble heroes of the world. Slavers, cultists, world-threatening organizations and more have numbered in Cirque's list of enemies both in the past and in its future.
The house of mystery
Based out of the House of Mystery, their enigmatic base matches the diverse and secretive nature of their operations. From the outside, the House of Mystery appears as any other house yet inside it couldn't be farther from the truth. Rooms seem to rearrange themselves, disappear or lead to entirely different places in the world. Those visiting the house may get visions of something far larger than it appears, winding in long red carpet hallways for eternity. That may not be too far from the actual truth.
Feel free to visit us! Lavender Beds, ward 10, house 3!
cirque from an out of character perspective
We are people who like to roleplay in a video game setting. That is the long and short of it. We create fictional personalities and backgrounds for virtual avatar characters inside Final Fantasy XIV and act out scenes and encounters much like a Dungeons & Dragons or other tabletop dice game. The purpose behind Cirque is roleplay; both promoting and nurturing the creativity needed to make that happen. We explore dark themes and story arcs that challenge character personality growth and evolution.
We are writers, first and foremost. That reflects everything we do as a group from beginning to end.
The house of mystery
The House of Mystery is the player base for Cirque, and is intended to always be a publicly open character interaction space for all players. Most all rooms in the House of Mystery by the nature of the Free Company are themed with a purpose and design meant to be unique and eye catching. From indoor gardens to libraries to far-eastern dojos and more, any room in the House of Mystery deepens the lore and mythology of the company.
Feel free to visit us! Lavender Beds, Ward 10, house 3!
Our Upcoming Show
"Nothing? Nothing Tra La La?"
Our roleplaying system
Cirque uses a custom Skill System which allows dynamic roleplay to take place using simple d10 and d20 roll-based bonuses and exclusive skills. Our system breaks down into four blocks to build a skill sheet with.
Skillsets are what your character is generally skilled at, and confer +200 to any Roll Check requiring one of those skills. A player can choose up to 5 skillsets for their Character Skillsheet. Skillsets include both Skill bonuses for Roll Checks and Power Skills that provide unique bonuses for roleplay encounters that occur during play. Power Skills can only be gained by choosing a Skillset.
Skills are what your character is expert at, and confer +200 to any Roll Check requiring one of those skills. A player can choose up to 10 (12 with flaws taken) skills for their Character Skillsheet. They define what your character's specialities are. Power Skills cannot be purchased through Skill Points. A player can choose to use their skill points to further empower Roll Check bonuses an additional +200, for a total bonus of +400.
Voluntary Flaws are optional detriments that can negatively impact a player, but may also confer unique benefits. The most any player may choose is 2 of the total 10. Each flaw is different in its effect to fit character archetypes, but none are required for any skillsheet to be completed.
Limit Breaks are a staple aspect of the Final Fantasy game series and Final Fantasy XIV. Adapted to our combat roleplaying system, a player can choose 1 of the 6 Limit Breaks to execute in combat should they achieve the requirement for the limit break to be used.
Apply to join our company
For those interested in joining as contractors for roles in upcoming productions and shows.
As Cirque gets more popular and our diversity of cast increases, it has become increasingly necessary to point out that parts in shows are given on MERIT. Directing a live production every month requires consistency, ambition and dedication. We put a LOT of time into these performances done live and without expectation of reward for the FFXIV community as a whole. Those who have been in past shows in minor roles often are given key roles in future shows.
That is MERIT.
You will never join as a contractor and be given a headline part out the gate. Parts are cast on MERIT, which means dedication to showing up to rehearsals for bit parts, and earning the trust necessary to know you'll be there, can follow direction, and will do your best to make a stellar performance.
Cirque's Story so far...
CIRQUE SEASON 1
The Job That Never Changes... had changed. A wrench was thrown in the works. Cirque had completed its first large scale job and in a single action had taken out the group named Wonderland that had evaded Maelstrom and Immortal Flames forces for 5 years running. The head of the beast was cut off, and hundreds if not several thousands of slaves would be set free and find a new better life for themselves outside the confines of both mental and physical shackles... and yet.
Kir Jaab had played Cirque however. At the last moment, disguised as a Raen slave girl, she, the last great real head of Wonderland revealed herself by stabbing Brandt in the gut, and escaping in the chaos. What she left was a Single Black Obsidian Poker Chip, and... an invitation. To what? That was left for the future... for now? There was a play to plan, and the next job to consider. Kirei's own troubled past would be brought to bare, and dismantled one brick at a time... The Job... it never Changes...
ARC 2: "ECHION"
Cirque was approached by Kirei Meztli, and asked to help save children from the clutches of an evil slaver organization named 'Echion'. While they may have stumbled, in the end 52 children were rescued from a life of indentured servitude.
ARC 2.5 "FAUX"
Upon rescuing Felme from what was clearly becoming a greater threat, Seirun recovered a myriad of papers from this as of yet elusive organization. He found their mission statement.
--We exist to merely corral and control the foolishness of sentience by any means necessary. People can and will easily be liabilities, so our goals are to formulate and maximize ways of ensuring control over the populace through experimentation, and maximization of processes meant to instill trust, safety, and most importantly ‘stability’.--
The fight against Faux is still ongoing
ARC 2.6 "The Tram Heist and the Mammet"
Cirque acquired through heavy efforts the core of a Mammet that was highly irregular and rather complex. With it, they gained great insights into the workings of Calcifer, and the machina of their present and likely future enemy, Faux.
ARC 4 "BACK to the FIRST"
FAOL ISEFARE: "I am recording this for you all because you'll whine if I don't... someone has to remain behind on this other world. It is unavoidable, and I know for a fact that you'll all be heroic dunces or attempt to stop me talking about comrades or friendship or... well, rest assured... there is a journey before me. One that will lead somewhere, I am certain. I shall be fine, I have liberally tested my aether against that of this 'Norvrandt'. If it is meant to be, it is meant to be, but do not concern yourselves over me and my life. I do not..." A pause. A sniffle... a sharp inhale. "I will be fine. This must be. Goodbye."
Cirque, Season 1, Part 1 Epilogue.
Having gone to, by no purposeful means save accident to another world named Norvrandt, Cirque returned to Hydaelyn and presumed all was returned to normal. A new Modus Operandi would be needed, one expanding their current motivations and actions and broadened their approach to how they took on and did jobs. Cirque was growing, and changing for the better...
On the night of Corsa'ir and Katalin's anniversary, a contingent of other-worldly enemies broke through a barrier thought impassable, and entered Hydaelyn. Dopplegangers that appeared much as they all did, save for a different upbringing, name and purpose fought hard tooth and nail to break out of the House of Mystery into the Shroud, but were stopped. Would this somehow be the beginning of their road back to finding Faol? Or perhaps something even greater loomed on their horizon...
Cirque, Season 1, Part 2
Tall Might, newly arrived at Cirque with a mission of importance handed down from the Joint Grand Companies! At a public forum where Ser Aymeric would be speaking at, one of the holy clergy of Ishgard was attacked by strange enemies with strange powers, who seemingly put innocent children under mind control!
Through the confusion and chaos, the true purpose of the plot was made evident after Cirque captured some misanthropic Xaela, and interrogated Frederic Luo! Faux attempted to destabilize and destroy the burgeoning peace of a more tolerate Ishgard by stoking outsider fear and hatred through an attack by children and the Xaela from the steppe, then have former temple guard defeat them all!
Having met briefly the terrifying lalafell codenamed SMALL FOR ONE and experiencing firsthand his terrifying power as it warped Radasa's mind temporarily and with ease, Cirque recovers having succeeded in saving hundreds of Ishgardians and keeping Faux's plan to destabilize peace from happening!
ARC 5 "My Cirque Academia"
While disparate threads and threats gathered, Cirque wasn't once resting on their laurels! A splinter group broke off from the self-righteous and evil manipulator organization Faux, lead by a lalafell who was the lead designer and operator of an Allag Refabricator that was responsible for many a mutated and unstable monstrosity! Cirque followed this lalafell to a base on the edge of Abalathia's spine, and with Plus Ultra attitude, Cirque came out of the situation victorious! Now with Small For One, and a Hrothgar named 'Lynx' in their care, Cirque could relax... right?
ARC 6 "The Cinquante Plot"
In Coerthas, a group of heretics known as 'The Cinquante', were attempting to create a new Dragonsong War! Cultists with a strange powers were taking ordinary Ishgardians and forcefully turning them into dragons! Cirque, working with the Ishgardian Temple Knights, acted behind the scenes of public knowledge to dismantle this group before they could create a new threat that would spark unrest and fear!
Arc 7 "The Wedding Snatchers."
Infiltrating deep into a mafia-style group of slavers who operated under the eyes of the law for over a decade, Radasa used herself as bait to lure out their vindictive and egotistical leader, Kado Vatke. In the end, Corsa'ir Boon and Ashe Braum suffered through a week of hell in a slave pit, had escaped, and not only got exceptionally important information pertinent to their future successes, but broke up the slave pit and saved the 238 slaves being trained and abused inside.
Seirun, Blaisie Wright and Vhardia infiltrate as criminals, and join the Vatke group to get close and get information. At the night of the wedding, they're instrumental in taking out Vatke, their explosive charges disrupting the whole wedding, and taking out scores of enemy agents while still playing deep cover.
Radasa and Katalin infiltrated the Vatke manor, and spent a week of mental fatigue as they rubbed elbows with slavers and criminals of the darkest kind. In the end, Vatke went up in an explosion so blinding and brilliant it lit up the night sky.
Arc 8 "The House on the Silent Hill"
A house that appeared three years ago was referred to Cirque by way of Tall Might for all the help they did for the massive Roe. A house that was seemingly haunted...
People went into this house and never returned, and it seemed to accept or not accept people at its leisure. What it was though was far more than any in Cirque could have ever expected.
Built by Faol after she had gotten trapped in the First, it was Faol's Moving Castle, an imitation of Calcifer meant to return the lalafell back to the Source. Having lost it, it wound up in Othard 3 years ago.
On their final exploration of the house, it was revealed the calamity that Cirque would have to prevent. The myriad corruptions of space and time manipulation by an endlessly growing list of groups around the world invariably destabilized and eventually causes reality itself to break down. Just moments before Cirque's memories were stripped from them of the house ever existing, of their company, of their former lives, they learned this dark truth. Reality was far more strange and complex than one could ever know, and they had found themselves ejected from the Source itself, bereft of their own real memories. What came next? Well... the darkest of possible timelines...
Their legend was just beginning...