[hider=pics] logo [img]https://stackofshame.files.wordpress.com/2015/04/ff14logo1.png?w=562&h=192&crop=1[/img] 3 leaders [img]https://www.thefinalfantasy.com/gallery/square-artwork/ff14-a-realm-reborn/dynamic_previews/ff14-xiv-artwork-18_scale_800_700.jpg[/img] 1.0 image [img]https://i.ytimg.com/vi/_yljYN7R-4k/maxresdefault.jpg[/img] aetheryte [img]https://radicalreverie.files.wordpress.com/2013/08/d3521-aetheryte.png[/img] jerbs [img]https://crystaluniverse.de/wp-content/uploads/ffxiv_jobs-754x1024.jpg[/img] craftslav [img]https://www.mmogah.com/Public/news/ffxiv_crafting2.jpg[/img] font? [img]https://txt-dynamic.static.1001fonts.net/txt/dHRmLjgwLjAwMzMzMS5Sa2xPUVV3Z1JrRk9WRUZUV1EsLC4y/stentiga.regular.png[/img] [/hider] [hider=FFXIV] [center][img]https://www.gamepur.com/files/styles/max_width_770px/public/images/2019-06/Final_Fantasy_Logo_XIV.png?itok=D40aE0H5[/img][/center] Five years ago, the land was brought to the brink of destruction. With the descent of Bahamut, king of dragons and elder primal, the Battle of Cartenau was met with a rather decisive end. He ravaged and destroyed the land beneath him, taking countless lives and reshaping continents. In present time, adventurers are a common breed, doing their part to return the land to its former glory. Escorting merchants, making deliveries, and exterminating monsters are just a few things those with skill do in their efforts to help. The Grand Companies of the Eorzean Alliance suffered grave losses at the Battle of Carteneau. Bahamut's wrath cost the Grand Companies countless troops, and of those who survived, many reportedly deserted the battlefield. When the dust of the Calamity had settled, it became apparent that consolidating the strength of the Grand Companies was imperative. The resurgence of the Garlean threat could not be ignored; the Grand Companies needed to replenish their troops to ensure the safety of the realm. And so, in an effort to bolster their forces and encourage the cooperation of adventurers, the Eorzean Alliance sanctioned the creation of free companies—mercenary groups that would serve as an extension of the Grand Companies. Both established and operated by adventurers, these new organizations require little if any contribution from the Grand Companies to sustain them. Moreover, their contracts are formed on an individual basis, making the assembly of troops against opposing threats swift and efficient. By the decree of the council of the Alliance leadership, adventurers are now free to lend their aid to any Grand Company, transferring their allegiance as they please, and as a result, provide the Alliance with the manpower it needs. As the forces that threaten Eorzea continue to grow, the policies of this new system will allow adventurers to undertake such duties as transcend political boundaries. Our story begins with a posting at each Adventurer's Guild, calling for aid for a Free Company identifying itself as the Blessed Twelve... [hr] [hider=OOC Info]This RP will be taking place five years after Bahamut threw his temper tantrum following the events of the Blessed Twelve, a small group of adventurers recruited for some adventuring shenanigans. This is firmly in AU territory, with a majority of canon characters doing their own thing. What I'd like is for the party to be made up of moderately fresh faced adventurers, people who have some experience under their belt but nothing world-saving just yet. For those that are aware of the MMO, the RP is going to turn a blind eye to some job lore; I'd like it if people had jobs already without going through the classes. That said, almost everything else is going to try to stick to the world's lore. Want to be from Doma? Sure, tell me how you got to Eorzea. Want to replace or be related to a major NPC from the game? PM me, let's see what we can do. I'm open to ideas and the like so long as you understand my word is final. For those unaware of the MMO, it's an expansive world rich with culture and more lore than your local library can handle. From dungeons to politics to even the surprisingly dark atmosphere on a world that nearly ended, Hydaelyn is one where magic is prominent and commonly seen, though there are plenty of warriors that prefer swinging weapons. Because of how massively detailed the game is, a quick Google search ([s]or you can ask me since this game and Square Enix own my soul[/s]) should answer any questions you might have. tl;dr FFXIV RP starting out as saplings and havin a good time[/hider][/hider] [hider=The Eorzean Alliance] [center][img]https://vignette.wikia.nocookie.net/finalfantasy/images/6/63/FFXIV_Companies.jpg/revision/latest?cb=20110414130417[/img] [i]“And though the Land is riven and the Heavens torn asunder, It is from this Chaos that our bonds are given strength.” —Scarlet Lancer Field Marshal Ealdic the Pious[/i][/center] [hider=Gridania][center][img]http://www.ffxivinfo.com/images/gridania.jpg[/img][/center] [b]Gridania[/b] is one of the city-states located on the Aldenard continent. It is located in the midst of the Black Shroud, a dense forest also known as the Twelvewoods that serves to filter out those hostile toward the Elementals and those in cooperation with them. Gridania is by far the most unified of the city-states. Its guilds all work in cooperation with each other under the guiding hand of Kan-E-Senna, who brought back the Order of the Twin Adder. In the eastern reaches of the Aldenard landmass, home to vast, dense woodlands and coursing rivers, lies the forest nation of Gridania. The cityscape is a mosaic of labyrinthine waterways and great wooden structures, so gracefully constructed they seem a part of the surrounding environment. The Gridanian emphasis on natural harmony has led to its preeminence among Eorzea's city-states in trades such as forestry, agriculture, carpentry, and leatherworking. Gridania is also home to the Wood Wailers, a militant band of polearm-wielding sentries charged with the protection of their homeland. The favored goddess of the citizenry is Nophica, the Matron, but great faith is also placed in the wisdom of the Seedseers—young oracles who guide the nation based on the will of the forest's elementals. The elementals in the Twelvewoods around Gridania pervade all aspects of Gridanian culture. The Gridanians respect, and even fear, the elementals for the power they wield, and appease or communicate with the elementals through festivals and ritual dance. The elementals in the woods guard and watch over observant Gridanians, and would normally control creatures of the forest and use them to attack outsiders. A sort of barrier called the Hedge prevents outsiders from being subject to this violent elemental nature, called "woodsin" or "woodwrath". The Hedge occasionally falters, however, and when it does, those affected with woodwrath need to be purified through ritual dance. [/hider] [hider=Limsa Lominsa][center][img]http://www.ffxivinfo.com/images/limsalominsa.jpg[/img][/center] [b]Limsa Lominsa [/b]is an independent marine city-state. Located on the southern coast of the island Vylbrand, Limsa Lominsa is a bustling port and pirate hideout. On the southern coast of the island of Vylbrand, under the shadow of ancient cliffs worn by the relentless onslaught of the Rhotano Sea, lies the marine city-state of Limsa Lominsa. Said to be blessed by the goddess of navigation, Llymlaen, the city is spread out over countless tiny islands, each connected by sturdy bridges of iron and wood construction, earning her the name the "Navigator's Veil" from traveling bards who have witnessed the city's beauty from afar. Limsa Lominsa is a traditional thalassocracy, with power lying in the hands of the ruling party and its leader—Admiral Merlwyb Bloefhiswyn. Its economy is driven by shipbuilding, fishing, and blacksmithing, but the majority of wealth comes from the lucrative shipping industry. To maintain the safety of its maritime routes, the city employs a formidable navy known as the Knights of the Barracuda, but even in the waters nearby the city, pirate bands run rampant, raving and pillaging. Admiral Merlwyb reinstated The Maelstrom to combine the forces of the Knights, conscripted pirates, and adventurers into a land-and-sea army to combat the Garlean Empire and the encroaching Sahagin of the Indigo Deep. [/hider] [hider=Ul'dah][center][img]http://www.ffxivinfo.com/images/uldah.jpg[/img][/center] [b]Ul'dah[/b] is a city-state located in the deserts of southern Aldenard. It is the most wealthy of the city-states, its flag bearing scales as a symbol of their commercial significance in Eorzea. The city-state was once exclusively populated by Lalafell, and the royal family is of this race, but the prospect of wealth attracted all peoples from across the world. The majority of the Syndicate members are Lalafell. The bustling commercial hub of Ul'dah sits amid the desolate desert landscape of southern Aldenard. The city is organized strategically around the dome-shaped citadel at the center. Its towering fortifications and protective outer walls are visible for malms in all directions to deter would-be besiegers. Visitors from every corner of Eorzea come to Ul'dah to partake of the city's famed recreation, most notably the fighting arenas and gambling halls. Ul'dahic culture is known for its affluence, and the nation's wealth largely comes from its abundant mineral resources and prestigious clothcrafting industry. Historically, the sultan claims sovereignty over Ul'dah, but true power is wielded by the Syndicate, an elite group of six of the most influential and richest members of society. Nald'thal is the city's patron deity and two great halls devoted to his two aspects are found in the eastern and western sections of the city.[/hider][/hider] [hider=Adventurers][center][img]https://crystaluniverse.de/wp-content/uploads/ffxiv_jobs-754x1024.jpg[/img][/center] The life of an adventurer is the pursuit of fortune and fame and devoting oneself to seeking out danger and glory. It is an endless quest taken up by the most intrepid and dauntless of souls. The term came into popular use among Eorzeans little more than a decade ago. Left idle by the onset of the Age of Calm, a leading mercenary officer gathered a number of trusted companions to form a guild dedicated to the common cause of aiding the realm. Outside the modest station of their humble beginnings, a simple sign hung for all to see―Adventurers' Guild. The Adventurers' Guild has since spread, and is now found in each of the realm's great nations. Eorzeans come with their myriad pleas and requests and adventurers heed the call, whether it be slaying of foul beast plaguing the countryside, or the crafting of wares demanding a master's touch. [center][img]https://www.mmogah.com/Public/news/ffxiv_crafting2.jpg[/img][/center][/hider] [hider=Rules and Stuff] [list][*][b]Typical RPG standards, including 'don't be a douche' and respecting my position as GM.[/b] What I say goes, which is about as threatening as a level 10 Treant considering how much of a softie I am. That said, I'm not a big fan of unruly people or those who start issues, and I'm pretty particular about having believable characters that fit the setting. [*][b]Looking for at least one post every two weeks.[/b] There will be something to occupy faster posters, but otherwise this is what I'm expecting as the bare minimum. [*][b]Lore is to be followed, but we can be flexible about it depending on what you want.[/b] I'm already bending it with jobs and the like. The [url=https://finalfantasy.fandom.com/wiki/Final_Fantasy_XIV]wiki[/url] does a decent job explaining things and you can always ask me anything, my DMs/PMs are always open. That said, I don't expect everyone to speak as old fashioned as characters do in-game, but I do expect some effort when it comes to mannerisms and phrases. [*][b]I'm looking for a small to medium cast, and this will NOT be first come first serve.[/b] Don't take it hard if you're not accepted, I'm just looking for a crew that will work off one another. I'm looking at a [b][color=red]August 25th deadline[/color][/b]. [*][b][/b] [/list][/hider] [hider=Character Name Here] [SUB][U]NAME[/U][/SUB] Please try to stick to traditional naming conventions that follow both your race and clan, if you have questions you need only ask! [SUB][U]RACE[/U][/SUB] All playable races are up for grabs. If other races interest you, please PM me first so we can properly discuss [SUB][U]CLAN[/U][/SUB] This helps with lore and the like [SUB][U]BIRTHPLACE[/U][/SUB] Any Eorzean place is alright, if you're not from Eorzea, make sure to specify please! (I'll also expect an explanation on how/when you came to Eorzea in your history as well) [SUB][U]OCCUPATION[/U][/SUB] Mercenary? Hunter? Bartender? Spoony Bard? Crafting bitch? What do you do when you aren't slaying monsters? [SUB][U]SOUL CRYSTAL[/U][/SUB] This is essentially what class/job you are, I'd like some diversity in this and there are plenty of them to choose from [SUB][U]APPEARANCE[/U][/SUB] In-game screenshots are okay, fanart is fine. If using anything else, try to make sure it blends in with the FFXIV aestethic (which leans more towards traditional fantasy as opposed to modern fantasy) [SUB][U]PERSONALITY[/U][/SUB] This can be brief if you'd like, something that gives a brief idea on what your character is like [SUB][U]BIOGRAPHY[/U][/SUB] The Calamity changed the land and countless people's lives. How did it affect yours? You can be as detailed or brief as you would like, if there are any secrets or hidden pasts please make sure to PM me! [SUB][U]OTHER[/U][/SUB] Any other tidbits that don't belong in the other categories [SUB][U]REASON FOR ENLISTMENT[/U][/SUB] What I would like for this section is a sample of your writing. It can be however long or short as you want, I would like it to be the moment your character hears about The Blessed Twelve Free Company and why they decide to join. [/hider]