FOREWORD

We have known it, for we have kept it. As history gave way to legend, and legend to myth, we remembered.There are few others who do, and fewer still trace a lineage to it. Harken unto me then, for I will tell you what we remember of that time: when black and white magic tore the world in two, and from whence the great flood arose.It began thousands of years ago. Three major powers reigned supreme in Eorzea’s past: the scholars of Nym, the white mages of Amdapor, and the black mages of Mhach. As with all Spoken races, coexistence was a tenuous thing that, when malice and ambition were great enough to delude their leaders, shattered into a violent catastrophe.Mhach’s devices became something perverse, dabbling with taming voidsent. There are scarcely less dangerous creatures than those of that damned plane, ravenous and accursed. Higher voidsent are incredibly powerful.It had allowed them to become one of the most powerful nations in this star’s history. They tamed Diabolos himself, one of the mightiest voidsent to ever breach our plane. With this dark magic, Mhach brought war to Amdapor.In a mixture of unbridled ingenuity and desperation, the white mages of Amdapor fashioned great constructs of stone to combat them- golems, animated by umbral magics, and most sources conclude there…yet that is not the whole truth. My people recall that those blessed with the greatest concentrations of aether, their premier mages and soldiers, had led their golems in the fore with similar suits of stone. Their bodies had been tampered with and in their wording, “unshackled”. Enhanced to tolerate greater aether flow from their own flesh, and to bear the burden of tremendous external forces.Their armor of stone was laden with aucracite, magical stones that entrap and redirect magic as batteries, yet so often they contain souls, even those akin to primals. With their bodies linked to this armor enriched with auracite, they wielded artifacts as weapons and tools whose records are long lost. Those most gifted took into their armor the spirits of the old gods that ancient Bozja had wielded against the Allagan Empire.In an attempt to stay Mhach’s madness they had toyed with their own, for such power could corrupt or kill the wielder in a short time. The “unshackled” thus lived shortened lifespans or went mad with corruptive power from the activated shards of primal souls. The balance of the natural world had been thrown into chaos, and a Great Flood was foretold as the ending of their world.My forebears attempted to stop it. They rushed to the battle of Amdapor, fighting their way into the heart of its violence. There was said to be a maligned presence somehow deeper than the insatiable hunger of Diabolos and the all-consuming light of umbral magic. It was the true catalyst of apocalypse that they made their way toward.They failed. The Great Flood came. Were it not for Nym’s exceptional shipcraft and the Twelve Archons’ aid, my people would have been swept away as all the others. Yet they persist still, sailing to the Skatay Mountain Range and starting anew. Now they scour ancient ruins and hallowed halls, they find their ways to the mouths of the mighty and listen. They record, account, and ensure.Ensure that the world might not by chance rediscover what undid us an age ago, that the old weapons of Mhach and Amdapor, of Nym and e’en Skalla remain untouched, unseen…forgotten.Annwn. A fairyland, a “realm of delights, eternal youth”...your Grandmaster took to it, and I might understand him. A place that might not exist save in the minds of the young. Innocence. He wishes to preserve it, to make a future where the young have a chance to be just that, even for a short time. A sanctuary which he can never enter, but that he can guard with ferocious conviction. If he and his might keep evil at bay, perhaps the good of our world will be protected and fostered into something grand.None of you are innocent, yet bathed in blood you may stand between paradise and the evil that would prey upon its bliss. So gather ye Hounds of ill repute and heavy sin, of long hunts and longer sorrow. As a pack, you might find purpose, strength, and a chance for peace.You scorn the light of day as it shines upon your sins and sorrows, yet you see a glimmer of promise in a paler light. Run together, and chase Moonrise.

ABOUT

OOC

The Hounds of Annwn (Pronounced Ah-noon) is a High Fantasy Roleplay Free Company for Final Fantasy XIV set in the current timeline of the game's MSQ. With a strictly adult audience and mature tone, HoA strives to make a home for passionate RPers, committed artists, and ambitious storytellers. To that end, HoA's main focus is to deliver a compelling FC Story of its own as to facilitate the creative contributions of likeminded artists.Ancillary to FC activities, HoA is a closed community for folk to make great friends, discover shared interests, find parties for games outside of FFXIV, and overall be a home for dorks like us. We hope to take our stories very seriously, not ourselves.

The Main Story of HoA is 21+ with good cause: it contains graphic violence, strong language, sexual themes, ugly people with uglier beliefs, and an acknowledgement of just how a world broken by global wars for survival can be. Stories can vary in subject matter and are far from perpetual heartache and gloom, yet an emphasis on authenticity is what we strive for. We don't believe in a gratuitous indulgence of dark themes, yet a story without imperfections after so much loss would be decidedly false.Characters, cultures, and settings will reflect a believable, living world interpreted in FFXIV's narrative framework, whether that be a visit to a poverty stricken corner of the Source, or a painful meet-up with insensitive in-laws. Take the overall tone and direction of the game and darken its presentation here and there, and you have the heart of HoA's main story.

IC

The Hounds of Annwn is a young, private "Order". A Military Order is a "society of warriors", yet the Hounds go well beyond its traditional meaning. They hire soldiers and scholars, saints and sinners, and keep their cause a mystery. Those who join its ranks swear an oath of secrecy to those outside "The Order". They must use deception as a method of eluding their enemies and protecting loved ones.The Order is driven by a straightforward goal: to secure, study, and eventually decide the fate of powerful artifacts to keep them out of the hands of the corrupt and malicious. Many are remnants of magical arsenals from past civilizations, while others are brand new inventions with an intolerable destructive potential. The Hounds do not let propriety or law limit their options: a museum heist, a raid on a military compound, or a favor for the unsavory, it's all on the table.

Yet much of their mission would be impossible without a place to live and fight from that could follow them wherever leads took them.

The SHIP


An airship built from the carcasses of ships near and dear to The Hounds, The Dalamud's Vigil is a large combat-capable vessel that serves as the home and headquarters for the Hounds of Annwn. It is piloted through a direct neural linkage, making it incredibly nimble and responsive to those with the means of controlling it. The task of neural linked piloting such a mighty ship is deeply taxing, and can only be done in short intervals.The Dalamud's Vigil custom build has given The Hounds the liberty to design their own facilities: laboratories for magical and scientific study; a complete workshop to keep The Hounds prepared for any mission; a library to catalog their own findings and explore the discoveries of others; and more, with enough extra space for the crew to make additions as new needs arise!

THE HOUNDS

The Hounds come from all walks of life whose common cause binds them together: the securing, research, and ultimate fate of powerful objects throughout Aetherys. They need not have specific experience, nor is there a requirement for any social station. So long as one can contribute to the mission and is deemed sufficient in commitment and capacity, a new Hound is accepted into The Order.There are three key roles that members fill. They are not official, nor are they mutually exclusive, as they serve to illustrate a Hound's duties in broad terms. Warriors can research and infiltrate, and vice versa!

Warriors


The Direct Action (or "raiding") element of The Hounds' mission. Artifacts are typically guarded, either by forces of nature or maligned powers across Etheirys. It takes a core of strong folk with diverse skillsets to overcome physical adversities.They are almost always outnumbered, surrounded, and in enemy territory. By their tenacity and their wit, they must defeat whatever comes their way with unflinching bravery. They have the full firepower of The Dalamud's Vigil at their back only with open skies. When they fight beyond the Vigil's reach, they face their truest tests. They are an elite force as a matter of necessity, for the margin of error is often far too small for anything short of excellence.

  • Veteran soldiers and officers

  • Martial artists and duelists

  • Sappers and marksmen

Researchers


Where infiltrators gather intelligence and warriors act on that intelligence to secure artifacts and defeat enemies, Researchers are the ones who process all of it into something useful. With little known about so many powerful objects in the Hounds' mission, their Researchers must have a vast and eclectic knowledge set to leverage against them.

They may not be the greatest fighters or most deft shinobi, though many are capable operatives too, but theirs is a value felt well beyond the field. They must decipher the secrets of critically important and dangerous artifacts while limited to the Dalamud Vigil's facilities; thus, they are renowned for their ingenuity, and are selected amongst the finest intellects the Hounds can find.

  • Academics and healers

  • Archeologists and historians

  • Engineers and technicians

Infiltrators


Usually the first of the Hounds in an Area of Operations, Infiltrators exploit an enemy's unawareness and their own cunning to unearth the secrets of man and nature.

It's not enough to go unnoticed by guards, nor will a silver tongue get you out of every situation. Sometimes, The Hounds delve into ancient ruins without knowing they are guarded by sophisticated automated defenses or crude pressure traps. Infiltrators are valued, above all else, for their dynamic thinking and quick decision-making.The Hounds need a particular set of skills to accomplish their mission. So long as they remain loyal to The Order, a Hound's past may be forgiven as they use their ill-gotten skills for the good of their cause.

  • Sleuths and enforcers

  • Assassins and spies

  • Smugglers and thieves

HIERARCHY

LEADERSHIP

I

The Grandmaster of The Order, or "The Chief" of The Hounds of Annwn serves as the Officer In Charge of the organization, setting standards and procedures as well as developing their overall mission into something comprehensible and actionable. He makes all final decisions on personnel, on research, on artifacts, and so on. He has overall command of The Dalamud's Vigil and its constituent units, but has delegated much of his authority to those Masters and Mistresses he's selected.

II

Masters/Mistresses of The Order, or "The Officers" are a diverse and dynamic cast of leaders hand-picked to accomplish the difficult mission set by Annwn's Chief. Officers often hold multiple titles, as responsibilities are heavily delegated to them as a result of their sheer capability. Whatever the scope of their post, Officers are afforded special authority to carry out their duties while maintaining order and discipline where necessary.Officers are given tactical command during missions, meaning they lead the Hounds into combat and their commands are law while deployed. Officers obviously handle administrative and managerial affairs as well; their directives must be followed, but their authority is not beyond reproach.The Hounds are not a rabble, nor are they foot soldiers to be ordered around without an explanation, but a selective Order where each member is due a measure of trust and respect. Those who have opinions are not shunned as outsider dissidents so long as their disapproval does not manifest as a subversion of an Officer's authority when carrying out their duties.

III

Priors OR Seneschals, as to the preference of those selected. These leaders are hyper specialized Sworn members of the Order, given a special privilege to oversee "departments" within The Order. They are not officers, but standard members who have the skillset and aptitude to lead their kin in non-combat roles and problem solve day to day. As such, their authority is strictly tailored to the demands of their department, yet within it they wield great authority. So long as goals are met and standards kept, Priors and Seneschals are given space to set the tone of their team.These departments include The Forge, Artifact Research, Medicine, and so forth.While these departments can and are run by Officers from time to time, it is often left to Sworn Members to take managerial positions within The Order to see its tasks completely to the Chief's high standards. Priors and Seneschals are appointed by The Chief personally with counsel from The Officers.

The Sworn (Core Membership/Player Characters)

IV

Annwn's Chosen are a prestigious group of members. Their name betrays their special status as those Chosen by their peers to represent their interests within The Order. Typically, they organize and lead the Companions where The Officers are absent, have delegated such authority, or when the chaos of combat demands. Think of them as senior NCOs (1st Sergeants, Sergeant Majors) in an army where many are cut from the same cloth as enlisted.

V

Annwn's Knights are the elite of the inducted membership. They have served for a substantial period, and have shown valour in combat and/or laudable achievements in research, engineering, intelligence-gathering, and so forth. They are entrusted with more experimental and dangerous equipment, and their additional privileges enable them as thoroughly proven members.

VI

Annwn's Aspirants are the bulk of the Hounds' fully-inducted membership. They have passed selection, meaning they have been approved by Officers and are fully briefed on The Hounds' overall mission. They are given a long list of privileges and are privy to a great deal of secrets. They have sworn a vow to keep said secrets from any outside the Order, and "Aspire" to become fully fledged "Knights" within The Order.

Companions (Lower Rank Personnel, mostly NPCs)

The Companions, or "The Crew" are the dozens of sailing privateers, mechanics, support staff, and grunts employed to man The Vigil and Terrier day-to-day. A great deal of work is required to maintain such large vessels, after all. They are mostly veterans of the Imperial Wars in Eorzea. They are not briefed on the Hounds' full mission, but bear witness to its deployments consequently, thus they are all selected and monitored carefully. Their high wages and brotherhood make them loyal and dedicated to running their ship together, and they see the Hounds as mysterious yet trustworthy brethren...so long as they make an effort to get to know them.(Players may elected to be Companions instead of Sworn members, but only on occasion)They have their own rank structure as well:
1) Sergeant Majors
The Non-Commissioned Officer in Command of the Marines OR Engineers
2) Sergeants & Engineers
Veteran Marines who are given access to heavy equipment like plate armor or powerful magic items | Senior Specialists that serve in highly secure sections of the Vigil and Terrier, like the Helm or Forge. Note: New Aspirants may be selected from this rank.
3) Specialists
As the name implies, they are specialized into a particularly important role onboard. They typically operate more difficult areas of the ship, or utilize highly technical equipment in combat.
4) Companions-At-Arms & Shipmen
Marines tasked with security of the ship, securing landing sites, or repelling any boarding actions | Sailors that make up the bulk of those who sail and maintain the ship. Often on more manual labour duties.
5) Apprentice
Fresh blood looking for a chance at stable living, or even glory down the line. Apprentices can be marines or sailors, but are too new to be entrusted with more that basic tasks unsupervised.

FRIENDS & VOLUNTEERS

Volunteers are those who contribute to the Hounds' cause without full membership, either as prospects going through selection, friends of membership and leadership with a personal stake in a mission's outcome, or allies who wish to remain outside The Order and it's myriad obligations. They are given permission to board The Dalamud's Vigil and can be briefed on any mission they wish to take part in, but are otherwise limited to a narrow scope of knowledge.

DICE SYSTEM

In order to give weight to in-game events, as well as elevate character expression and RP, we have designed a proprietary dice system. It's decently complicated- far easier than DND, but not something that can be mastered in an evening either. Its relatively basic framework has emergent complexity that can entertain the more game-savvy types while remaining accessible to those who play tabletop games on a purely casual level.The point is to give players agency in how their characters express their capabilities. The Hounds are talented and highly capable, meaning they need a system that gives them a sense of potency when fighting or problem-solving; we want to have a community full of bad asses, but we want every moment of that earned rather than given in some lazy power fantasy. The Hounds often go up against very powerful foes, so they'll need all the strength they can pull from themselves and get from their comrades.We've created Quality of Life tools to make the user experience that much easier, as well as make events go smoothly when we're knee-deep in the chaos. Instead of yapping about it, have a look at the example sheet we have here!

OFFICER PROFILES

Barrett Banner

Grandmaster of The Hounds of Annwn

Barrett was born into war. A master swordsman and veteran of many conflicts, he has led units into combat against myriad foes. He has few peers as a fighter and leads from the front. He bore witness to how malevolent opportunists used others to further their own ambitions, himself included. Too often they sought and wielded powerful artifacts to crush any who might resist them. Now he wishes to assemble passionate folk with the strength to stand against the malign. Together, they could deny the corrupt and evil that power they seek. It is their strength alone he can rely upon. He is sparing with his trust, as are so many of his comrades.

Medousa Grosvenor

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Cecille Durenwol

Lady of House Durenwol, Mistress of Medicine

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Sorocan Borlaaq

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Rika Iryut

Ship Mistress, Helmswoman and Princeps of the Dalamud's Vigil

Rika does not merely pilot her ship: she wills it. To fly a ship with a spirit of its own is no simple matter, requiring that helmsman (or pilot) join themselves to it in both mind and body. Through this link, they become an extension of the ship, able to 'feel' and guide it as intuitively as they might their own flesh. Yet such a task is neither safe nor forgiving, requiring focus, immense willpower, and no small dedication of time to master. Not every living ship is so willing to submit to the direction of another. Doing so successfully is to engage in a perpetual dance, never faltering... lest the ship subsume them.

Ingiel Anouilh

Lore Mistress of The Order, Missionary

RECRUITMENT

Recruitment is PENDING FC completion! Please stand by as we get everything up and running!

If you're here, it means you're (hopefully) interested in joining our community. So long as Recruitment is OPEN, we will be checking for submissions. If it's CLOSED, chances are we'll be happy to hear you out, but we won't be actively reviewing our recruitment form for updates as we focus on other priorities. We don't mind Discord DMs or /tells in game by those who are interested. Please check the above text for our current status.The next steps are rather straightforward.1.) Please submit an application through this link!2.) Upon completion, we're likely to reach out within the next few days via Discord.3.) Once we have an initial OOC chit-chat and things go well, we'll establish a time and place for an interview!4.) Interview time! We typically negotiate the who, what, where, when, why, and how. While we have a structure and methodology, we want to lead by example with our FC's emphasis on collaboration with membership! Be prepared to make decisions of your own, set scenes, and reactions to ethical and emotional challenges as your character is exposed to a secret society's call to duty!

AFTERWORD

The End Times have ended. The far fewer living mourn the ever greater dead, and the free world has taken its first breath after emerging from its deepest plunge. The wars are over. Finally, an end to fighting.Who yet has the will for bloodshed now? But it is when all wish to sleep that monsters prowl. Generations of soldiers told to disarm and disband. Where are they to go when home is but a pile of ash? No harvest nor bounty, no future to look forward to. Only ruin. Folk who had given all in an all-consuming calamity; when naught can be made, all must be taken. An army for hire forged in the greatest wars' fires and with nothing to lose.The free world tends to its wounds. It looks ahead, not to the piled bodies it leaves behind, nor to the envious and starving faces to its flanks. Only ahead. Hungry forgotten eyes linger in the dark. They will strike the sleeping, naive, and busied world square in its back. They will plunge deep. They will tear and pull with all their might, dragging all back to war, back amongst the hungry and dying and dead.Few are the folk who stand while others sleep to protect rather than take. For scant reward, they stare into the hateful visage of the hungry predator, of the demented sadist, and of the endless deep of the dark. They live in the dark with monsters. They are oft sleepless, bloodied, and thankless. Few have the strength to live as a monster without becoming one. Few love enough to give themselves to the dark to bless those in the light. But if the few do not stand, then the light will fade, and they will all die in the dark together.The few go by a lantern in the dark. They cannot wait for the morning, but must walk by its promise in a reflection. Eyes turned upward and gazing out of the sea of black, they await.To chase the moonrise.Are you one of the few?