The Dawn Cross
"For the good of the realm and its people."
Who Are We?
A coded message falls into the pocket of a high-ranking official at a masquerade ball, unraveling a burgeoning political alliance.Under the cover of night, a lock of hair changes hands, a hidden token of identity that reveals a dangerous spy hidden in an ally's ranks.Strangers play a game of Triple Triad in a public square. The cards they play reveal that they have much more in common than they might suspect--and one of them is in grave danger.The Dawn Cross is a roleplaying group of like-minded adventurers from across Hydaelyn who use their diverse skills--both lethal and not--to make the realm more peaceful, more prosperous, and more stable. The group works from the shadows, often maintaining cover identities and day jobs, as they wield power from the shadows to undermine the ambitious, the greedy, and those who would step on the common folk to make their way to the top.
The Dawn Cross is a roleplaying community based on the Mateus server in Final Fantasy 14.Out of character, The Dawn Cross is a group of friends who seek to tell compelling stories, support our fellow characters' growth and players' creativity, and be extremely decent to one another. Our themes vary but weird cults, forbidden magic, power-hungry ne'er do wells, and destabilizing political movements are common threats. We have a heavy but not total focus on intrigue, and have a place for any character who cares about the little guy and has skills that can be put to good use.The Dawn Cross is an inclusive, welcoming, pro-LGBTQIA, antiracist group of folks of many persuasions. Come as you are and be welcome.
Our History
In ages long since past, steady hands guided the fate of the Star, working across borders and cultures to ensure that no one power grew too influential, that an aetheric balance was more or less maintained, and that the world was preserved from ruination. They worked from the shadows, building and spending influence, sequestering artifacts of excessive power, and removing threats before they could threaten the peace, stability, and prosperity of the realm and its people.
As time passed, this group fell to neglect. Its centers of power fell into disrepair, the artifacts it guarded fell into less trustworthy hands, and their resources decayed and were not replaced.Now, following the End of Days and the dissolution of the Scions of the Seventh Dawn, the organization sees the need to regain its former station. The Dawn Cross is one its foremost cells, and it seeks to ensure the realm has and maintains:Hope, especially if despair can be prevented in the first place. People need to have a reason to keep going, even when vast forces are arrayed to use, exploit, or disregard them.
Stability. As flawed as the existing order is, revolution leads to hungry bellies and shattered families. The Dawn Cross seeks change, but incremental change is best.
Distributed prosperity. The Dawn Cross believes every Spoken should have a good shot at a decent life. Extremes of greed and ambition crush everything that gets in their way.
Safety. The average person should feel that their lives, families, and belongings won’t be taken from them.
Code of Conduct
1. This is an inclusive space.
Out-of-character bigotry is not tolerated. This includes (but is not limited to) racism, sexism, homophobia, and transphobia.
11. Be kind to one another.
Basic human decency goes a long way. Show an interest in other people. Try to observe our trigger list as best as you can (which you can find in our Discord). Give folks the benefit of the doubt.
111. Seek Consent.
Seek consent before engaging in behavior that might someone else uncomfortable, in character or out of character. Use good judgement and if you aren't sure, err on the side of asking. If someone says they are uncomfortable with something, respect that and adjust roleplay so that everybody remains comfortable.
1v. If you need help, ask.
It's a tough world out there. If you're in a bind and don't know how to go forward, let someone give you a hand.
v. Please only play characters you've created yourself.
This is not a place to play canon characters. Please don't portray other players' characters without their consent.
Dice System
Our dice system is significantly influenced by the Powered by the Apocalypse roleplaying system created by D. Vincent Baker. It's intended to be fast, narrative, collaborative, and works on the assumption that even if you're facing imposing threats, players are cool, competent people who are generally pretty good at what they're doing. We don't manage hit points for players or enemies, preferring to handle things narratively.We base our rolls on a random number between 0 and 1,000. To roll dice in FFXIV, set the channel to where you want the results to be sent and type /dice.
In general, the dice system has three possible outcomes:0-299: Failure. The thing you intended to happen doesn't happen. That doesn't necessarily mean you miss! Maybe you see an opportunity to get into position next round. Maybe you throw a friend a quick healing spell instead of taking the shot. Maybe a guard rounds the corner and you stay in position. Don't like the outcome? You can combo with another player or use a limit break. More on that below!300-699: Complicated success. You get what you want, but it's not all good. Maybe you score a hit, but you take a hit at the same time. Maybe you evade the guard, but step on a hidden pressure plate. In general, you've got control over the nature of the complication--but it should make things interesting! Don't like the outcome? You can combo with another player or use a limit break.700-1000: Success! You do the thing you wanted to do.If you didn't like the outcome, consider a combo! A combo lets you join efforts with a friend for an automatic success. If you'd like to do one, ask them OOCly and come up with something amazing.Two failures (earned by rolling 0-299) earn you a limit break. Spend your limit break for an automatic success!
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Members of Dawn Cross
Members of the Dawn Cross have a wide range of skills that they bring to the table. We think about these skills as being divided into different spheres:
The Tradecraft Sphere: spying, subterfuge, espionage, etc.
The Martial Sphere: fighting and combat
The Magic Sphere: magic, aetherology, witchcraft, and other mysteries
The Support Sphere: building tools and gadgets, forging weapons, providing transport, etc.
The Listeners' Sphere: folk who are our eyes and ears in their everyday lives
In our roster below, we note which spheres each member has strengths in, but this is not proscriptive. Many of our members do work across many spheres even if it's not their core focus. Rather, this is intended to be a guide to help you understand which characters you might reach out to for relevant roleplay that would fall under those areas. Some characters have additional notes on special characters they have that might also be of interest.
Adi Lamoureaux - Magic; via alliance with Tangled Boughs
Alek Kazuma - Tradecraft, Combat; partners with savvy businessman/accountant Otto (an Otter, NPC)
Aloix Sideain - Tradecraft; Cross co-leader
Arthur Adair - Martial; a knight who abandoned his duty to seek the honor he lost
Bode Happenchance - Martial, Magic
Callum Gloamfury - Support, Martial; specializes in bio-magitek engineering, prosthesis, and augmentation; skilled herbalist; trained with a greatsword
Cellia Dotharl - Martial, Listener; weaponmaster, martial trainer, combat seer
C'xaiake "Xaia" Kuna - Magic, Support; Alchemist and (less known) Auspice. Specialises in medicine but covers all areas of alchemy.
Ellevere de Dzemael - Support, Martial
Erim Moks
Etienne Clairemont - Tradecraft, Magic; via alliance with Tangled Boughs
Evangeline Thorne
F'reya Falh - Magic; the enigmatic wizard who has earned the title Wizard Prince
Four-star Comulo - Support, Listener; Ul'dah criminal connections
Frax'ir Sothel - Listener, Tradecraft; a well-connected matchmaker with effortless charm & a keen mind
Gabineaux de Dzemael - Support
J'vala Tirasch - Magic, Support; doctor, strong aethersense, Echo visions, Echo translation
Kaine Frysta - Tradecraft; an outlaw with a bounty in every city state
Legion Kheerin
Luxe Levalle
Maeve Dracht
Magnus Dharkan - Martial, Magic; Swordsman who specializes in blood magic and healing. Strong in desert climates.
Morgan Yetra - Support
Neneru Neru - Martial, Magic; aetheroligical, a political dissident and vigilante recruited to give her passion and skills focus
Parih Sha
R'hyot Hyun
Rinne Savage
Rowland Holte - Support; courier
Sanni Kheerin
Staelufre Lysmerl - Tradecraft, Listener; Echo-bearer who can hear the spiritbonding of the realm; specialized in infiltration and scouting; ex-information seller/assassin
Stovoj Tirasch - Support
Trachnwyda Veor - Support, Martial; healer and ship captain, a martial powerhouse when necessary
Tristan Lee - Tradecraft; Cross co-leader, cryptographer, translator
Valisen Prochazka
Vander Thuun - Tradecraft, Magic; via alliance with Tangled Boughs
Velorei Saiton
Veturlioi "Vetu" Dharkan - Tradecraft, Martial; Utilises aetheric tattoos, specialises in survival in hot climates
Vinanne Noirterel - Support; Alchemist, poison expert, non-magical medicine
Vose'ra Sutri - Tradecraft, Martial; can detect glamours, deft at tracking
W'vhern Grimm - Martial, Magic; specializes in the Void & Void-adjacent, traditionally trained Garlean Reaper with military experience
Yhen'a Prochazka
Zhelvi Brenin - Martial, Magic; Field Medic, specialises in handling voidsent