
Along the North Shroud trade routes leading towards Coerthas lays a branching into rougher dirt road about half way through that seems to have been recently uncovered. A stone tablet laid along the new fork as a sign pointing towards it with the label 'Lost Grove'. Not completely out of the way, the path would lead towards collection of local wisteria trees encircling a large stump that seems to have once been apart of a great tree. Now lost to time and carved into with walls of what seemingly appears to be a home built into it. Another stone tablet dug into the earth beside the home's entrance had 'Forgotten Subterranean' and 'Come rest for a awhile' carved into it.Entering the building however, would not reveal the interior of a house--but walls that were simply built around a large stone opening leading down into an underground tunnel.
About
Beneath the Lost Grove lies a subterranean area that had perhaps once been forgotten to time. Down the winding stone steps forever lit with the soft glow of teal crystalline wall lamps one eventually makes it to the 'entry area' where those passing through can spot locals of the subterranean going about their daily lives.Fresher wooden walls and stone brick appear to have been built into the older stone structure and plant life, making the area a bit more friendly to those not used to the constant shifting depth of the rough brick stone beneath their feet. Those who are familiar with history or have some other connection to Gelmorra may be able to recognize the structure of the subterranean and mannerisms of the locals better than others.Welcome to The Lost Grove, home of one of many forgotten subterranean. Here you can find an underground community slowly rebuilding within the ruins beneath the surface that had been seemingly lost to time.

Market Openings |
Once a month, locals and travelers alike are welcome to use the indoor market areas within the subterranean. Although space is limited, so be sure to reserve a spot as soon as possible!
Open every 2nd Sunday of the month 5pm - 8pm PST.
Next Opening May 11th
Local Postings |
Near the entrance of the subterranean one can find a wall of various papers, posters, and pamphlets local and foreign alike. Looking for some extra coin or excitement? Need a bit of a hand with something? Come take a peek at what might be posted.
Affiliates |
Whether it is a local familiar face or a frequent traveler passing through, The Lost Grove welcomes those of all walks through the subterranean. So long as they do not bring harm to others seeking solace within and around the immediate area.
Hooks
Traveling on one of the trade routes between the North Shroud and Coerthas Central Highlands? Perhaps you've seen or heard of the new dirt road branching off main route.
Looking for a new home or place to rest along your travels or simply away from prying eyes? So long as you or your business pose no danger to other locals, you are welcome here.
Heard rumors along the wind of some groups investing in old Gelmorran ruins and looking to be apart of the reconstruction or even simply dive into the unknown yourself? Maybe you should come by and have a peek!
Looking for work or have work that needs to be done? Leave a posting on the front wall for travelers and locals alike to see.
A merchant or company looking to expand their wares? One might occasionally find postings in the city-states on a new market area beneath the surface.
A researcher in certain fields or studying ancient subterranean cultures? You might be familiar with the ancient construction or other details hidden beneath The Lost Grove.
Your now dead grandpa/grandma/uncle/aunt/relative/dog sent you a letter/will saying you should totally look into this place? ...While the locals might be confused, you're more than welcome to do so!
Shops
Open every 2nd Sunday of the month 5pm - 8pm PST.
Next Opening May 11th
Main Shops |

Location: Downstairs passed Katsu's Corner & Job DeskA shop specializing in traditional far eastern herbal medicines and mixtures to help promote the natural growth, healing, and strengthening of one's body.

Location: Beside the stairs leading down and the Koi pond.Ran by Teodore—offers an enchanting array of occidental knickknacks that seem delightfully out of place. He's also the mad bun behind the 'Cura Cuddlies' plush shop.

Location: Downstairs across from the Job Desk.Up steps of the Subterranean, one would find themselves in the Diner of a freshly stocked establishment ran by a friendly Seeker of the Sun. While some items on the menu remind those of farther lands, most of the food is made with care for inhabitants of the forest.

Location: Downstairs beside the Job Desk.The wife team of Cetah and Lazne are here to soothe the stress away. Selling beauty products, sleep aids, medicinals, and contact for custom tailored attire. Look within to find your dream purchase.
Upcoming Market Guests |
NPC Ran |

Located in the Foyer, the general store is run by Gerald. An elderly duskwight man who wears a thin cloth over his eyes due to light sensitivity. He has stock of everyday items used by locals and travelers alike.

Located in the Foyer, the bakery is currently run by Amy. A scale loving hyur woman who likes to dress up as an Au Ra. Promising she's not weird in the slightest, she has a variety of breads and things you put on or in them!

Located upstairs in the Bulletin Board area, is Rufus the specialty goods store owner. He doesn't say much, but he has great pride in his wares. Food stuff, curiosities, and drinks from things around Lost Grove and the Subterranean.
Merchant Affiliates
General Affiliates

Bulletin Board
Here at The Lost Grove we put weaving stories with one another above all. So we've adopted a very simple d12 dice system some might recognize from Dungeon World. It's, in short, a Fail, Partial, Success system without counter rolls from the DM/Opposing party.You roll--and everyone knows at that moment how well (or bad) you've done!This system does require a bit of trust between the active party and DM, please remember to refrain from metagaming/godmoding/etc. and keep your posts open ended.To participate in job postings, you must read the dice system information here or on our discord. Job postings are also found in the bulletin board section of our discord as well as some FAQ on the system!
You can find more information about the postings above on our discord!
Steelthorn Recruitment
Job Participation Rules |
All participants and their characters must be over the age of 21.
Darker themes may arise during storytelling and some scenes may be more graphic (or graphically implied) than others. If you are faint of heart, overly sensitive, or otherwise--we do NOT recommend taking up any missions marked as such. At the same time--we ask all our DMs to be transparent in these matters.
Stay within your character. Please keep OOC questions and chatter to your DM to a minimum. Questions like "Can I have Y do Z?" or "What happens if Q does N?" are things that will be answered when a character does it. If it's something your character would do--then do/try it. We want you to play your character as you envision them. Now whether such things are successful or not boils down to the situation. Surprises are always funner told through storytelling.
Please note we do not encourage retcons here, more so if you're just trying to avoid the consequences of your character's actions. Most requests for retcons will be rejected. Everyone is investing time to weave stories with one another, it's not fair to the whole.

Rolling on FFXIV |
When rolling in game, we will be using the standard dice commands that allow us to customize the amount of 'faces' a dice has. We will be using a D12 for most things in RP. In this method, any dice bonuses that need to be applied must be remembered by the players/DMs/etc. As the game's dice system does not allow you to add modifiers to the strings./say Example
/random 12
Other Chats (Example: Party)
/dice 12When using other chats, the default setting of your chat input must be set to the chat you wish to post in. (Example: /p /dice 12 will not work.)
Your Rolls |
The rolls are to compliment writing and add variety and flavor. Please act according to how your character would in any given situation presented. Do not ask the DM if something is immune or not to a spell or otherwise. Try it anyways or use your character's knowledge. META Gaming is not allowed.You will roll AFTER your post and your DM will respond accordingly. We recommend you consider your last roll when you write your next roll. (And of course the happenings and rolls of others!)That being said, should you find yourself on the DM side of things. Please be considerate to the "character sheets" of expected participants. If someone's says "Allagan Knowledge" then if it's relevant have it ready to send them in a /tell. You are here to write a story with and for all characters involved.
DM Rolls |
When DM'ing 'fodder enemies', they will roll the same way players roll on a Fail, Partial, Success d12. This will be the majority of enemies in any mission or encounter. If you find yourself on the DM side of things, please use Bosses and Trials sparingly. A mission with a Trial should be planned on it's own and not with a precursor.Enemies considered "Bosses
" will always hit the party, while the party must roll to hit them. They do not have any 'special mechanics' to be handled.Enemies considered "Trial
" enemies will always hit the party and the party will always hit them. They will have 'special mechanics' players can either roll during their turn to figure out or act accordingly and pray. Characters with appropriate combat skills or knowledge may find these 'special mechanics' easier to deal with. . .
Failure |
Failure ( 6 and below )
You fail at what you were attempting to do. In the case you roll a Critical Failure (1), you also suffer a negative return.- Your action causes a step back.
- Critical Failure/1 : Your action causes a step back, and a setback.
- Combat Critical Failure : -1 HP + Additional Setback.Writing Failures
When your action fails, think of how it fails. Did your character put enough force into the blow? Did your character miss? Did they get distracted?
Typically, the DM will reply with how the failure is presented. In the case of a Critical Failure (1), they will add an additional trouble for the player or party to deal with.
We ask DMs to make sure it makes sense.
Partial |
Partial Success ( 7 - 9 )
You partially succeed in doing what you attempted, however you give something in return.- Your action partially works, but you trade something in turn.
- You don't take a step back, but don't take a step forward either.
- Combat : You deal -1 HP and take -1 HP.Writing Partials
You partially succeed in doing what you attempted, however you give something in return. Be it strain on aether, person, damage from oncoming strikes, or otherwise.
You were able to do a bit of what you wanted, but what are you giving in return?
Alternatively, you weren't able to do what you wanted, but you did something else good instead.
We ask DMs adding flavor to make sure it makes sense.
Success |
Success ( 10 - 12 )
You succeed in what you were attempting to do. In the case you roll a Critical Success (12), you gain a bonus.- Your action grants you a step forward or upper hand.
- CS/12 : Your action grants you a step forward and a bonus.
- Combat : You deal -2 HP
- Critical Success : You deal -3 HPWriting Successes
You fully succeed in doing what you attempted (story writing willing), without any negative return. Was the button the correct one to open the door? Was it not but you noticed a key?
Note that if you try to Sleep a target, but they are immune to sleep, you should still be given some sort of edge. Writing a success means the player and party are stepping 'forward' in the story.

Taking Action |
Before combat begins, everyone will roll a d20 to give them a place in Initiative
. In the case of a Surprise Attack
, all allies will go first regardless of enemy rolls. In the case of an Ambush
, all enemies will go first regardless of ally rolls. In the case the active party is allowed a Preparatory Period
, players may situate themselves in initiative as they please. [Example: Make the 'tank' first and the 'healer' last.]
Offensive Actions |
The standard everyone is used to doing. You're trying to attack the enemy! Or maybe you're trying to grab and toss them! Casting a spell? Shove something or someone? Curb stomp a member of the illuminati? None of the above? Improv!When attacking a Singular target;
Critical Failure :
You take -1 HP + Setback
C.Failure + Support :
You suffer a Setback
Failure :
You suffer a Setback
Partial :
You take -1 HP & do -1 HP.
Success :
You do -2 HP
Critical Success :
You do -3 HP
C.Success + Support :
You do -3HP + BonusWhen attacking Multiple targets (AoE/Cleaves/etc) ;
See chart above, additionally when Failing or Partial you take a flat -2 HP, regardless of the amount of targets hit.
Defensive Actions |
You use your turn to defend or otherwise cover an ally (or allies) from negative effects. You do not roll, however their upcoming rolls as well as enemy rolls towards them will dictate how much or how little damage/negative effects you sustain covering them until you get to act again.You will take all damage the ally would sustain. Including partial damage from their own roles. You're focused on protecting them in some manner, so you will not be using your turn to attack enemies or otherwise.Use your shield! Parry with your weapon! Sustain a shield with aether on your target! Whatever you're doing, so long as you continue to defend them you do not need to roll, but do keep in mind you're taking everything and anything that they would have.
Recovery Actions |
You use your turn to heal an ally for +1 HP. You do not roll, however you can only ever recover +1 HP to a singular target. AoE healing is available should your character know it and has a 2 turns cooldown.Example :
T1 AoE Heal => T2 Wait => T3 Wait => T4 AoE HealIt takes two turns to "Raise" an ally. Basically one turn to snap them back into the fight, and another turn to grant them +3 HP. If the character acts after the person "raising" them finishes, they must wait for the next round to act. They can, however, emote themselves getting up and ready to fight again.This allows characters to not sustain any damage from only rolling a partial success--then immediately being knocked out by someone rolling full success of damage on them.
Supporting Actions |
You use your turn to support another ally's action. You do not need to roll, however you still need to emote how you're supporting them! Write together and be creative! When you support an ally, their level of roll will move to the next tier.Examples;
Critical Failure => Failure
Failure => Partial
Partial => Success
Success => Critical Success
Critical Success => Additional Bonus
Since you're focusing on aiding an ally in their attack, you are not taking your own action. Instead, write how your character would empower the action of the character they're trying to assist!
Character Surge |
In the heat of battle, your character pushes themselves to the limits causing some strain in exchange for performing two actions in quick succession.Once per adventure, a character may use two (2) actions instead of one (1) during their turn. It can be a combination of any two actions and is treated as 1 action. This means any Support, Bonuses, Defenses, etc. on the character are apply to both actions.In the case of adventures that span across multiple days In Character
back to back, they are only still allowed one. It does not 'refresh' the next day, as your character is still 'under strain' from using it the day(s) before and are likely in no condition for a good nights rest. Use it wisely!
Limit Breaks |
Limit Breaks are turning points in combat or intense moments between such in battle and will be given to players at the DM's discretion to fit the story as needed. They do not require a roll.Your Limit Break is specialized to your character, and will always be as you make it description, how it works, and its effects. Unless there is a major change that makes sense with your character (like a Bozjan Blade losing Queen's Blessing for example) your Limit Break is permanent so please choose wisely.Select two (2) of the following effects to form your personalized Limit Break. You cannot double up. ;
- Deal -4 damage to a single target.
- Deal -3 damage to all targets within range.
- Damage dealt is doubled for this turn and the next.
- Heal a Singular target to Full HP.
- Heal all allies for +3 HP.
- Remove all applicable magical detrimental effects from all allies (KO included).
- Negate all incoming damage for all allies for 1 turn from each remaining enemy.
- Negate all incoming magical detrimental effects applicable for all allies for 1 turn from each remaining enemy.
- Grant the Support effect to all allies for 1 turn. In the case of Partial Success, allies take no loss/damage.
- Grant all allies an additional -1 damage on their next turn.

Your Character |
All characters and 'Fodder' NPCs have the same amount of "HP" which is 7. HP is not seen to us here as 'Health until knocked unconscious', but as the character's entire state of being. It can mean how much until knocked unconscious, but it can also mean; until someone is killed, the strength left they have left to fight, falling from aetherial exhaustion, etc.Please take note when your character hits 0 HP it does not mean they're dead (unless you wanted them to die, please consult your DM first however). It simply means they are--for whatever reason--unable to continue the fight until they receive help. They can be in a daze, stuck on their back, lost their weapon or composure, and whatever else you can think of that would prevent them from taking action until someone assists them.That being said, "Raise
" does not always mean casting a spell. It can be going to help someone retrieve their weapon followed up by helping them regain their battle composure. It can also mean using the Company Issued smelling salts followed up by helping them up. Write together and be creative! Just remember it takes two turns to "raise" someone and return them to combat.
Character Base HP State : 7/7 HP |
[OPTIONAL] Character Creation [RECOMMENDED] |
Planning on staying long time and peeking into events that require dice when they eventually arrive? You may want to opt in for bonuses with character creation! We understand how frustrating dice can be, but we also acknowledge not everyone wants to keep track of numbers. So like our dice system, we made everything rather simple. It might seem like a lot at first--but it's actually a lot simpler than it looks. The emphasis of the entire system is to play your character oppose to playing the dice, while still giving opportunity for flavor through failure and success!
Traits |
All characters have their skillsets, you do not have to pick traits if you do not want to. Your character will be given a default state which is their APPEARING race's trait as well as the typical 7 HP. Once you select your traits, you will not be able to change them. So be sure to pick the traits that make the most sense for your character to have given their background and amount of time dedicated to such craft. However, If for some reason your character goes through a major development (such as losing an arm or something) you will be allowed to fix your traits as needed.
Genetic Traits |
These are character traits that are genetically apart of your character's race (or lack of). While some might be combat oriented (typically not), they are more for breathing life and acknowledging your characters strengths and weaknesses. Helping both veteran and newer DMs know the basic traits characters have in this wide ol' world of Final Fantasy XIV. If you do not discuss with us before hand (since this is optional) what your character's true race is, we will default to the most prominent appearing race they show up as in game.Should your character be of mixed race, they will take the traits of their body or their mother.Example ;
Au Ra mother & Miqo'te father
Your character will take on the majority of traits of Au Ra. Mechanically speaking that is the same hearing and sight efficiency as a hyur, but able to pin point where said sounds or movement are from better. Aesthetically speaking, you can still dress up your character however you want.
Android or something Robotic Related
Your character doesn't necessarily need food or drink to function. Depending on their make, they might not even need to breath air! However they still do require some source of power to keep ticking, be it sucking up ambient aether to some core or otherwise.
Please Note: If your character is of mixed races your genetic trait is that of their MOTHER more than their father. HOWEVER, if your character has some form of "Corruption" to their aether--then their traits align with their most prominent trait. You will be taking the race's strengths AND weaknesses. Choose wisely.
Knowledge Traits |
Your character is exceptionally knowledgeable in this field or study. Be it through experience, study, or both. All rolls relating to this Knowledge Trait are at least Partial Successes. The trait must be specific to a field. The 'broader' your trait sounds, the less exact information you may end up with from your DM.Select one of the following or ask about another;
- Miner, Botanist, Fisherman, Shepherd, Peddler, Carpenter, Blacksmith, Armorer, Goldsmith, Leatherworker, Weaver, Alchemist, Culinarian, Magitek, Enchanter, Blitzball, Arcanima, Thaumaturgy, Swordplay, Archery, Tracking, Bestiary, Scalekin Bestiary, Allagan History, Far Eastern Lands, etc.Don't see something here you'd want to pick or have questions? Just ask us!
Combat Traits |
Your character is exceptionally versed in this field of combat or magic. Be it through experience, study, natural talent, or any of the above. How you play this off must make sense with your character (Ex. Efficiency because a character is strong or uses two weapons). The trait must be specific to a singular form, as it's for their BEST type. Does not matter how old or how learned they are.Select one trait option from the list, then one of the following from beneath that catagory that is within your trait's options Accuracy , Efficiency , Clarity , or Pet Action. Please remember to specify your weapon or field of magic. One option, not one each. ;
One Ranged Weapon :
- Accuracy All rolls are considered at least a Partial Success.
- Efficiency All rolls deal an additional -1 HP.One Melee Weapon :
- Accuracy All rolls are considered at least a Partial Success.
- Efficiency All rolls deal an additional -1 HP.Offensive Magic :
- Accuracy All rolls are considered at least a Partial Success.
- Efficiency All rolls deal an additional -1 HP.Defensive Skills :
- Efficiency You can defend up to 2 targets within your range at a time instead of 1.
- Clarity You can now defend a target beside you while making a normal action.Healing Magic :
- Efficiency All sources of your healing now grant an additional +1 HP.
- Clarity You no longer need to wait to cast AoE Healing.Enhancing Magic :
- Efficiency You can now support up to 2 targets instead of 1.
- Clarity You can now support a target while making a normal action.
Pet Actions :
Before combat, you must select your pet's type. Right after your turn, you emote your pet performing one singular basic action. If your pet is a living creature (Couerl) it has 7HP, if it hits 0HP you may end up losing it (DM will discuss with you). If your pet is an aetherial creature (Carbuncle) it has 5HP, if it hits 0HP it is unsummoned and you must spend an equivalent of 'Raise' to resummon it.- Trusty Partner Attack a singular target. For your pet's attack, you must roll a d12. For Successful attacks, your pet only does -1 damage.
- Dependable Heal a singular target. Regardless of support, your pet only heals +1 HP.
- Companion Command your pet to support or defend a singular target.Again you are selecting one (1) Combat Trait and one (1) Option from below that selected trait. NOT one each.When selecting a Ranged Weapon
or a Melee Weapon
, please specify what weapon.
[Example: Gun, Bow & Arrows, Crossbow & Bolts, Gunblade, Sword, Great sword, Axe, Daggers, etc.]
When selecting an Offensive Magic
, please specify what type of magic.
[Example: Thaumaturgy, Conjury, Astronomy, Phonomancy, Chronomancy, etc.]
Background Trait |
The background trait can be one example of any of the previous trait categories or a completely custom one. Pick one or create one trait hyper specific to your character or their backstory.Please note if your character has some form of Echo
or Resonant
and you want to utilize it to its fullest--then it must go here. This requires you to talk with staff as well so we can balance this trait out.This trait is as permanent as a genetic traits. Pick wisely.Some examples you can create for here are;
Far Eastern Lord
Your character inherited or obtained title in the Far East. NPCs may have heard of you, and you may gain favor easier with them or even be provided for. Whatever it is--you're known for something, and when applicable you will be acknowledged for it.
Enemy Smasher
Whenever you fight you use your beautiful muscles, attacks enhanced with magic, or sharpshooting skills to dominate your enemies. You deal an additional -1 HP in damage to your enemies. (If you have Efficiency, it stacks.)
Doubly Skilled
You are skilled in another form of weaponry or learned in an additional set of knowledge. You can select an additional Accuracy for ONE ranged weapon or melee weapon, or ONE knowledge trait.
Pure of Whatever
You are not only an efficient healer, but your mind and knowledge in healing is peak. You no longer need to wait to cast AoE Healing. (An example if you've picked 'Efficiency' under Healing magic to obtain both options under a Combat trait.)
Echo: Clairvoyance
You are able to detect even the most subtle disturbances in the aether. You may gain insights no other character can passively obtain. When fighting in a Trial, you will likely know what is to come from an upcoming mechanic.
Echo: Visions
You may have a vision of a target's past. You may have a vision of the future. You may even have a vision of something else entirely! Who know?! It's rather mysterious.
Of the Azim Steppe
You are of the Steppe, and all of it is you. The constant warring lands filled with wild gusts and harsh weathers has hardened you. Your base HP is now 10 instead of 7.
Quick Fingers
When trying to pickpocket someone, your attempts are at least considered Partial Success. Additionally, when using an item in combat you can still perform another action.
Something else??? Get creative and tell us about it! We can help you balance something out if you feel it is too much as well. We might also suggest you buff your trait if we feel it doesn't feel like enough.

[Optional] Inventory |
Good adventurers know to always keep a supply of emergency goods on hand! One should never neglect a quick potion or ether to help quickly recover their body or aether levels. Just like one should never neglect antidotes or even just a bandage roll! ... Unless they want to slowly be poisoned or bleed to death, but hey! It's your character's life not ours's! Using an item in your inventory consumes the item--in the case of "Consumables" or renders it useless for the rest of the quest--in the case of "Rechargeable".A Consumable item is something that gets used up and is technically forever gone after it is used. Things like the liquid inside an Ether, Potion, or Elixir. Some sort of magical pill you eat or alchemical shot you needle shove into your arm. (Although personally, I'd save the bottle--you never know when you can use it as an improv weapon to chuck at someone's face .) A Rechargeable item functions similar to an Action Surge, in which you use it--but it is not technically 'lost'. Just needs time before you can use it again! This can be a character's lucky charm, or maybe some sort of heirloom from their family or treasure they found somewhere.Both are pretty much just terms to flavor your RP and writing. At the end of the day, you've used up the item that was allocated to that slot and can't use it anymore. So flavor it as you like. In the case of Custom Items, you must bring it up in your character page thread and discuss it with the DM team first. When it's approved it stays apart of your character sheet for DMs to see, so they know that you've been approved of said item and what it does.You must update your DM on this before the beginning of the RP if asked by a DM. Please have in general mind of the items your character would bring, or don't bring any at all if they wouldn't! DMs are not required to "enable" Inventory. This is just purely bonus if you'd like to allow players to have access to such when hosting events through our system.Players are given 5 amount of points to allocate towards available inventory items from the list in the post below!
Custom Items |
Custom Items need to be brought up when discussing your character sheet. You can have as many as your character would have. HOWEVER, you can only bring what fits in your allotted # amount. The effects the item will have must be discussed and approved before added to your character sheet. You cannot swap "loadouts" during quests or in between a quest chain. Your DM may override this just like they may grant people an additional Action Surge, but please do not pester them to give it to you.## Pre-Approved Custom Item Options
A custom item may only have ONE (1) of the following effects. If you have an idea for something else, then discuss it with us!- Heal : Once per use/recharge, recovers 3 HP for yourself or a target.
- Recovery : Once per use/recharge, removes 1 status effect for yourself or a target.
- Attack : Once per use/recharge, doubles the damage of your next turn. Calculated after all other damage factors.
- Defense : Once per use/recharge, you take 1 less damage until the start of your next turn.
- Support : Once per use/recharge, your next turn is considered a success.
- Luck : Once per use/recharge, you may reroll your dice.
- Explosive : Once per use, your attack does AoE damage of 3 per target in range. You do not take any damage like you would if you used an AoE attack if out of range, HOWEVER--friendly fire is on.
To see available items, please view them on our discord in the 'Advance: Inventory' room under 'Dice System'!
Rules
General |
You do not need to join the free company to participate in our events. (You don't get your own room/space for obvious reasons though)
All participants must be over the age of 21.
We are 21+ due to darker themes, language, drinking, and whatever shady dealings might be involved. Please keep anything NSFW out of public chat.
We are open and accepting to; LGBTQ+ and persons with disabilities. Bigotry, "gamer words", and such is not allowed here.
Keep any and all potentially controversial topics or debates (like politics) outside of general/open chats. You are free to discuss/debate with one another elsewhere.
We do not endorse or reject 3rd party programs here. Do not harass or guilt trip others into using such.
Roleplay Rules |
All actively roleplayed characters participating in open events must be over the age of 18. (Please do not bring your character's NPC 5 year old to missions etc.)
We accept morally grey characters here, but respect the setting. This is a neutral ground. This is common knowledge. Purely righteous or purely evil characters seeking to do harm to residents or otherwise within the area of the Lost Grove and Hidden Subterranean will be banned. We also suggest you keep your secret shady dealings quiet.
Please take any altercations between persons, factions, or otherwise outside the building and immediate grove area (off the front lawn of the FC).
No individuals or persons who seek immediate harm to locals will be welcome here (for obvious reasons).
No established/well known NPCs (scions, etc.) please. If that's your cup of tea then be smart about it. No The Warrior of Light (from MSQ canon), you may be A Warrior of Light (hero) of much lesser degree. However, remember the setting.
META gaming--obtaining information a character would otherwise not have access to--is not allowed. This can be OOC knowledge you know, or having one of your characters off screen stalk a situation while you actively play another.
Godmoding--forcing someone else's character or NPC into a puppet state by controlling them in your own posts--is not allowed. You may /tell or discord DM and plot with one another, but please be sure you have consent from another party if you're doing something that may fall under this category. Remember to leave your posts open ended.
Your character must make sense within the game's CANON lore. Not sure if that's you? Just ask, if anything we can think of something. If you can make it make sense in the game world's rules, then you're welcome here. This is for immersion and continuity's sake.