O̵̱̠̊̍̿̆ͅṁ̷̠̀̎̌b̶̪̓ř̷̘̳̯̯o̴̦͍̤̽j̵͉̽̅ ̵̻̥̈́̋d̸͍̬̮̒̃͝ͅ'l̷̢͎͙͒͂ă̶͉͘ͅ ̴̡͓̹̐͋̃͊v̸͇̱͑͆̌ǐ̶͍͌͗ṿ̴̟̹̄̒̅̚a̷̫̥̦͓̔ņ̸̨̑̃͝t̷̼̭o̸͇͎͗́̎͂j̶͖̈́ͅ
P̵̹̓r̶̜͘o̷̦̯͐m̸̭̃è̴̡͂n̵̳̑ư̴̳ ̶̠̌į̵̃ļ̸̋͊ï̶̭͑ả̷͓n̶̬̮̑ ̵̫͑ŝ̴͎͕ó̸̞ͅr̸̰̭͆̕t̵̟̫̆̓õ̸͉ṉ̷̇ͅ ̸̀ë̴́͊ͅn̷̟̩̈́e̸͔̚ ̵d̸̢̲̿̀ẽ̶͍̻̂ ̵̺̺̋m̶̆̒͜͜ỏ̶̳̯r̸̜̝̋͝t̵͍̽͝a̸̮̠̔ ̷̧t̴̬͆e̸̳̋r̵̮̂o̸͎̼
About Senmorta
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For Whom Do You Fight?
Drifters, Vagabonds, Misfits, and Nomads. Senmorta exists as a gang for those whom society failed. Centralized in the region of Greater Gyr Abania, Senmorta represents something different to each member. Fraternity to some, a purpose to others, or as a means to discipline one's mind and body. Independent to each personal code, members strive to be a beacon of stability to an otherwise chaotic land. Whether it be against marauding desert gangs, human-magitek hybrid monstrosities, or the ravenous beasts of the land, Senmorta stands ready to defend those whom they shelter, no matter the threat.
For What Purpose Do You Live?
Acting as mediators, emissaries, and peace makers, the members of Senmorta act to keep the balance between the warring tribes of the Gyr Abanian Wastes. Senmorta does not seek personal wealth or glory, but to hold fast to the covenant between mortal and immortal, made when the land was young. Though the tribes have long since lost their way, Senmorta remains to to the broken covenant, to stand as an example so that others may one day care to follow.
Where Does Your Soul Wander?
Centralized within the depths of remote Gyr Abania, known colloquially as "The Wastes", the gang called Senmorta endure the harsh climate and deadly fauna to eke out a living amongst the spirits of the land. Caught between warring rival gangs and ever encroaching threats from abroad, the men and women of the broken covenant stand resolute.Life is hard in the Wastes, but those who aren't broken by the land shall harden and discover who they truly are and become all the stronger for it.
Our History
Passed down in the oral tradition, or shared as the wisdom of aged mystics and collected from within forsaken timeworn tomes, the story of Senmorta spans the ages. Many who hear it have come to doubt the veracity of such tales. But to whose whom have born witness to the coming of the spirits, to those whom have walked amongst them within the shelter of Holy Jericho, there can be no doubt.The spirits ask not for your faith, only that you hearken to their tales. For those whom have witnessed the passing of ages will offer much in the way of wisdom should you be willing to listen.
OOC Note
The following can be considered plot spoilers. For those who wish to learn story details through in-character development, turn back now.Otherwise, read on as you wish.
The Great Flood
Fifth Astral Era
The tales stretch back to ages long passed. They tell of the existence of a mere mote of aether in the Great Wood--the conjoined forests of the Black Shroud and Gyr Abania as they are known in modernity.This small mote existed as an elemental of the wood, one that carried with it a fondness for the beasts of the world. To the things that crawled, walked, and flew. The elemental spent its time imitating the beasts of the land and its primordial intelligence strove to understand the nature of these corporeal beings.This entity, like its fellows, existed in near stasis. They grew and swelled as aether flowed into the land and so too did they fade upon its leaving. Thus it was with caution did the Elementals feel the rise of the powers of mortals. Of Nym, Mhach, & Amdapor. They witnessed distantly their great works and deeds and, like all the elementals of the world, watched with growing wrath at the breaking of the War of Magi.Swept up in this growing collective wrath, this simple Elemental, like it's fellows, surged forward with the tide of anger and participated in the Great Flood. In doing so, the elementals of the wood wiped the land clean of all corporeal beings. This simple mote, swept up in the tidal force of rage came to destroy everything of which it had grown to love.This flood was a calamity unto itself that carried with it unforeseen consequences. The tides of aether within this star, a delicate latticework of aetheric currents that ran throughout the land had forever been damaged, shifting and flailing like a thing alive until it settled once again, forever altering the flow of life giving aether, now flowing around the region of Gyr Abania, to pool its energies instead into the Black Shroud. These currents now filled it with ever richer and denser pockets of aether while leaving Gyr Abania to diminish. Thus, did the primordial elementals abet in destroying not only the corporeal beings they loved, but also the very land they were bound to.
Isolation
With great sorrow and regret did the Elemental and its fellows resign themselves to fate. Self isolation and eventual fading would be the penance for their sin. Centuries would drift and the land changed. Where verdant groves and great trees once stood, withering decay now surrounded the ailing spirits. Starved of the aether that sustained them did the remaining life of Gyr Abania grow sickly and frail and finally, to die and in doing so change part of the Great Wood to a desolate barren land of sand and dirt.In a cruel twist of fate, starvation of aether had not the anticipated effect on the few remaining elementals. The link each elemental shared had began to fail. Their collective consciousness faded from their minds, isolating them not only from the life they had enjoyed, but also from one another. Now existing as half faded wraiths, they were forced to experience, for the first time in their existence, the burden of individuation.The passage of years and the utter isolation the elementals were forced to endure had long forced each into a state is dormancy. It was not until the next age, upon the arrival of the first Gyr Abanians did these beings once again begin to stir. Movement. Sound. To one experiencing their absence for centuries, even the smallest stirrings were as cacophonous as the calamity that began their isolation. Thus did these wraiths discover the return of corporeal life.
The First Al'vain
Men. Creatures not of the land. Beings who walked with defined forms, who stirred and broke against the harsh inhospitable lands. Centuries had passed since the last corporeal life was seen. From whence did they come?One wraith took great interest in these new beasts, casting it's mind far into the distant past to remember the time of plenty when it took shape of beast and bird and tree. These beasts who walked upon two legs seemed to endure these lands where all others had failed. And so the wraith watched, struggling to remember life as a solid being.Until one day, a lost child had wandered into a cavern during a vicious sandstorm. Blind and half faded, the child groped and cried in the dark of the Wraith's den. Its faded and ephemeral form remembered where it's mind did not and shifted to take solid shape. Where once was open air came a being of immense height. It stood upon two thin legs and bore two too-long arms. Its pale bloodless face bore no features, a smooth surface from which no hair, nose, or mouth, bearing only two black holes where eyes should be.A horrifying sight to behold, when delving into the unknown. But blinded and lost as the child was, it had no choice but to trust this strange silent man of the cave. Cautiously, the Wraith led the child to water and used what energy it had to care for and mend its wounds. Other time, sight returned, and soon after, trust. The Wraith first among the rest of its race, loved the creatures of the world. It alone understood them more than it understood itself. Thus in the days that passed, it learned to use the sound of wind, the echo of stone and water to mimic the speech of this child.Days passed and the child was now well enough to make the journey back. The Wraith did not stop it, but watched the curious thing walk upon its legs and fade from sight. The child left the Wraith to return to its solitude, but with it was carried the story of the strange healing spirit of the caves.Days after more men came into the Wraith's den. Seeking to give thanks for the return of their child. These men did not flee upon the Wraith's manifestation, rather they knelt in supplication. These Men thus called this entity 'Al'vain', emissary of the land. Thus began the covenant, between man and the multitude of Wraiths that they had come to name 'Immortals'.
The Covenant of Flesh
Over time, the relationship between immortal and mortal took on that of shepherd and flock. Under their guidance, the First Men of Gyr Abania flourished and multiplied, spawning new families that broke off to form new tribes. But the nature of Man is fickle and chaotic. Often, the tribes of Men would quarrel and fight. This animosity escalated to the point where Men whose grandfathers had broken bread with one another now made war against each other.The rise and fall of the old nations and the War of the Magi was still fresh in the minds of the Al'vain and the Immortals and thus did they convene with one another. It was in this convening did they decide that order would need to be established.Thus did the Al'vain lead the grim task of culling the flock of First Men. The spirits of the land rose up and struck down Tribes of Men who would quarrel and war, heedless of intent or offense. Upon the falling of the last blade did the Al'vain call the tribes assemble and set before them a new covenant. War was not to be avoided, but was to be conducted upon the sole blessing of the Immortals. This Covenant of Flesh would be given such that each mortal man must spill his own blood before given leave to spill another. Thus though this sacrifice he would learn: To injure another, Man will, in turn, injure himself.
Shadows of the East
The covenant did little to abate Man's lust for war, but it succeeded in keeping the carnage from overtaking the land. With this covenant in place, rather than committing to open warfare, the Tribes of Gyr Abania developed a system of treaties and feuds, with the occasional pitched skirmish. This complex web of alliances and rivalries lasted for generations until the arrival of Men of the east. These visitors carried with them stories of the lands beyond, of the rise of a great walled city and a man who called himself the King of Ala Mhigo and thus proclaimed that all of Gyr Abania was to fall under his rule.The isolated tribes of the Wastes had little regard for outsiders and gave the men of Ala Mhigo little mind. A decision they would come to regret. For while the complicated web of tribal relations lent relative stability, it offered little protection against the combined might of the Ala Mhigan King.The Al'vain, seeing this new menace conferred with the immortals to discuss the threat of these outsiders. This was a matter of great debate as these men knew naught of the immortals, nor did they seem inclined to partake in the covenant. Many sought to gain further knowledge of these new corporeals, surely these men were just as understanding as the tribes of Gyr Abania? Others, however, reasoned that they made for poor shepherds were they to allow wolves within their flock.It was an uncomfortable fact that the immortals had grown to depend upon the tribes of the First Men, gorging themselves upon the aether of offering and sacrifice. There was much at risk, much to lose should the Tribes be scattered. Consensus could not be achieved, and thus the immortals aided in what manner each individual thought best.Some would journey to the tribes and bestow unto them great blessings of war. Others, like the Al'vain, being an emissary to the race of Men would seek further talks with the King of Ala Mhigo.
The Broken Covenant
War raged within Gyr Abania. Worse than ever before. Had consensus been reached, it likely would have lead to a swift victory against the outsiders. But the disunity of the spirits forced the fighting to a drawn out stalemate. It was only when both sides had felt the weariness of the war settle upon them did the King of the walled city answer the call for parlay.The Al'vain, along with a contingent of the First Men journeyed to a place beyond the wastes, deep into the lands of the King. Heedless of the duplicitous nature of Man did the Al'vain come forth in good faith and it was there that the Ala Mhigans sprang their trap. No sooner did the Al'vain reveal himself did the trecherous King order his royal thaumaturges to engulf the company in foul magics.In one ill conceived moment of naïve trust, the entire company was destroyed. The Al'vain was not sparred from the cruel touch of magic. Surviving long enough to retreat back to its cavern, it fell before the ancient spring from which it first entreated with the child of Man. And it was there as a last act, the Al'vain dissipated itself into the waters of the spring, gone.The immortals had lost their emissary and with that loss so too was the covenant broken. Gyr Abania was soon subjugated and unified beneath the banner of Ala Mhigo and within a few generations, knowledge of the immortals of Gyr Abania was all but forgotten.
Truth Speaker
The L̴̩̿a̷̢͇̓ģ̶͚̾͑ǒ̷͈̋ ̸̪̬̔ḍ̷̌͂'̷̟̊̋S̴̛̺̪e̴͎̬͊͂n̴̨͝m̸̟̹̚o̷̭̞͗r̸̰̤͐t̴͕͠a̸̯̎͆s̷̡̐̔͜, or tongue of the immortals is a primordial language. It is one of creation and dreams, or so it is believed. It is a tongue shared primarily through thought, but upon the decline of Gyr Abania the capability to communicate though such means was lost. The immortals had lost their connection to the lifestream and it was not until they came upon the First Men, with their oral language, did the immortals consider such methods of communication. To mortal minds, the tongue is beyond reckoning. To them, it is a speech of dreams, for one hearing the tongue soon finds the words slipping from their memory, as that of a dream upon the waking mind.There are those, however, seldom born mortals who possess the spark of creation and are gifted as V̶͍̹̾ẽ̸̤̼r̷̥͆ȯ̶̠ ̸͕̣͛́P̴̮̩̆a̷̻͔͗ḽ̷̥̿͌a̵̲̓n̸̼͒̈́t̴͇̰̾͊a̷̦̯͗r̶̠̠̈́̓o̴̥̎̊j̴̯̎̓, or Truth Speakers. In one event that could only be considered an uncanny twist of fate, one such individual was born of neighboring Gridania. A child touched of the Elementals called Padjal, one ever thought stunted of tongue and thus slow of mind, once came to the edge of the Black Shroud. This Padjal had ever felt a calling beyond the sea of dense forests that was its home and thus found itself walking amidst the wilds of the Wastes. Lingering immortals watched this child-like creature suffer in the sands that were so unlike its home and thought back to the doings of the lost Al'vain. Thus, they took pity of the child, leading it to the Caverns of Jericho.To the surprise of both, Padjal and spirit both found they could speak to one another. News that quickly spread to all remaining immortal who converged upon Jericho to bear witness to this mortal emissary. To this Padjal, the tales of the immortals was told. They spoke of the flood, of isolation and the Al'vain. They spoke of the days of plenty and the dark days that came again. All this the Padjal learned and sat to contemplate for three days of silent prayer. Upon emerging on the fourth day, the Padjal spoke a desire to see the resting place of the Al'vain.And so the Padjal ventured into the dark placed of Jericho until it fell upon the edge of the lone pool of the ancient emissary. It was there the Padjal, touched of the elementals, drank from the pool. It took in the lingering essence of the Al'vain and left behind a part of his own. Thus, when he emerged he returned as more than we has when he had left. Thus did he call himself Al'vain, the first of the mortal emissaries.Since then, an unbroken line of mortals have taken up the mantle of Al'vain. Each drinking upon the essence of the previous host and carrying within themselves the unbroken memories of this heritage, blending mortal and immortal minds to become someone and something else entirely. To live as an Al'vain is to share in the conflict of the Immortals. As immortals are forced to face existence with individuation, so too must the Al'vain be forced to endure the life with the loss of their individuality. They speak as one of many and thus lose their own voice in the chorus.
Our Purpose
The following shall denote the organizational structure of Senmorta. While the organization differs from Al'vain to Al'vain, the current structure is newly established after the fashion designated by Elam Al'vain developed after years of experience as a partisan. Because of this, the structure lacks a strong centralized foundation in favor of decentralized autonomous crews. These small groups can be expected to function with relatively little input. Training is disseminated down the ranks with those who cannot survive in the wilderness are quickly lost and replaced. Only the most tenacious of operatives last long enough to be counted among Senmorta.
The Faithful
Organized by Adeline Al'vain, Elam's predecessor, the Fidela Senmorta, or Faithful to the Immortals, are a group of mortal militants whom are fanatically devoted to the spirits and the old ways of the First Men of Gyr Abania. They were first formed as a means to sabotage and conduct guerilla warfare against King Theodoric of Ala Mhigo, but soon gained a new target upon the invasion and occupation by the Garlean Empire.The Fidela were zealous men and women who disseminated into occupied territories to foment insurrection and partisan activities. Fidela were particularly ruthless during the Ala Mhigan occupation as they considered both Garlean invader and Ala Mhigan citizens to be enemies. To an occupier eager to enact collective punishment like the imperials, any act that resulted in harsh retribution to the civilian population was a favored tactic to the Faithful.It was the Fidela infiltration into the burgeoning Ala Mhigan resistance that true seeds of chaos took root. The already radicalized Ala Mhigan youth provided fertile soil for the propaganda of the faithful. Resistance members Cirice an Laudus and Emileigh aan Laudus , better known by his alias 'Elam' were noted as potential agents to spread dissension of the faithful.Years later, under the leadership of Elam Al'vain, the purpose of the Fidela has turned from fomenting insurrection to ensuring stability and security of the Gyr Abanian Wastes. Currently, the Fidela act as rangers, scouts, and wayfinders through the most desolate and inhospitable regions of the Wastes.Occasionally, the Fidela are called to move in force against the enemies of the Al'vain. In this capacity, they move with silent and deadly efficiency, often favoring firearms and rifles to strike down their targets while remaining out of sight.Chosen amongst the most capable of the faithful are the dour titled 'Black Eyes'. These serve as the pinnacle of skill and tenacity the Fidela should strive to become. Noted for their black magitek augmented eyes, it is rare that a member of the Black Eyes are seen in the field. If you happen to see one, it is likely only because they wanted to be seen.
Knowledge Seekers
Established by Elam Al'vain, the Sciata Senmorta, or knowledge seekers, spend relatively little time in the Gyr Abanian Wastes and instead pursue infiltration of outside organizations. These deep cover agents often take on entire new identities and lead entirely new lives. Where members of Fidela use their gifts to move about unseen, members of the Sciata typically prefer to hide in plain sight, seeking to exploit familiarity the inherent trust of others to their advantage. Once established within an organization they will transmit any pertinent information to contacts within Gyr Abania, as necessary.Members within other organizations are often sought out to join the network of the Sciata, often without full knowledge for whom they truly work for. As such, information coming to and from the Sciata is kept under a strict need-to-know basis. Despite the lack of traditional armaments afforded to members of the Sciata, it is considered a far more ruthless and unforgiving sect of the Senmorta, with operatives conditioned for the most harsh and inhumane of situations, should their duplicity be discovered.
The Irregulars
Senmorta Malregulara, or 'The Irregulars', are those few trusted individuals who work on the periphery of the organization. While they may not directly interface with the command structures of the Fidela Senmorta or Sciata Senmorta, these irregulars make up a large majority of the organization. They are craftsmen, laborers, merchants, or administrators.But that is not to say they are helpless. Each member of Malregulara are armed and willing to fight to defend themselves or their lands, should the need arise.
WANTED
BY THE GARLEAN EMPIRE
Case No. 01211 B5
Cirice aan Laudus
WANTED FOR:
TREASON, MURDER, ACTS OF TERROISM
BIRTH YEAR: | 1547 6AE |
HEIGHT: | 5 fulm 10 ilms |
WEIGHT: | 180 ponz |
BUILD: | Athletic |
OCCUPTATION: | Operator |
COMPLEXION: | Fair |
HAIR COLOR: | Red |
EYE COLOR: | Blue |
RACE: | Midlander Hyur |
NATIONALITY: | Garlean |
Rules
Maturity and Conflict Resolution
Members of Senmorta should conduct themselves with maturity. Specifically, members should be able to work through issues as they arise responsibly and respectfully. We understand that conflicts will happen. Thus, if any members are experiencing issues that they they are unable to resolve independently, we encourage them to reach out to an officer for assistance. This is not limited interpersonal conflict, but also for issues that a member may have with a storyline or their character’s place in the company.
Please understand that the primary role of the officers is not mediation. If necessary, an officer may step in to issue warnings to members who have been found to be disruptive.
Please note that members may be removed at the discretion of the officers if they exhibit continued patterns of disruptive behavior.
We expect a certain level of respect from our members. As such, we ask members to refrain from speaking negatively about other players or FCs in our channels. We also ask our members to be mindful of others and behave in ways that reflect positively on our community.
Boundaries and Privacy
Thematically, Senmorta exists in the bleak and chaotic landscape of a aetherdrained wasteland. Violent and sexual themes may occur during the course of FC sanctioned plots and general roleplaying. Members are expected to communicate Out of Character (OOC) if a particular scene makes them uncomfortable.
Once expressed, their limits are to be respected and a possible resolution is to be discussed OOC. Private RP should be kept behind closed doors or in private channels. No one is expected to RP situations that they do not want to.
In Character and Out of Character Separation
As a morally ambiguous free company, members may regularly be placed in stressful and dire situations during the course of roleplaying plots. Character mistakes may result in injury or trauma. As such, it is imperative that members are capable of keeping "In Character" consequences separate from "Out Of Character" emotions. If this is an issue, we implore members to contact an officer to resolve the conflict.
Lore
The region colloquially known as The Wastes is a desolate and remote region of greater Gyr Abania comprising of more than 60% of the land mass while holding less than 10% of the population. A barren and largely unsettled region, the Wastes have a rich and storied history, were you able to find one knowledgeable of such things. As it stands in modern day, the Wastes are a mere shell of its former glory with its peoples reduced to little more than rabid and ravenous gangs of thugs and lunatics. If you find yourself lost within this dying land, succumbing to exposure may be preferable to what else may find you. However, those that still remember the proud heritage of these lands may yet provide you aid. That is, if they can find you before some other gruesome fate...
The once proud tribes of the First Men of Gyr Abania have long since scattered. What the Kings of Ala Mhigo had started, the occupation from Garlemald had all but finished. The long years of occupation had sent many of the remnants to ground, but as the Imperials pulled out of the region, the lawless underbelly emerged from their holes and began to swallow up territory, wealth, and influence. The few remaining descendants of these tribes have faced untold hardships and have grown all the more tenacious for it. Such tenacity comes with a price, however. Push a man past his breaking point and what you create may be nigh unrecognizable and more than a little mad.
The Factions of the Gyr Abanian Wastes
The once proud tribes of the First Men of Gyr Abania have long since cattered. What the Kings of Ala Mhigo had started, the occupation from Garlemald had all but finished. The long years of occupation had sent many of the remnants to ground, but as the Imperials pulled out of the region, the lawless underbelly emerged from their holes and began to swallow up territory, wealth, and influence. The few remaining descendants of these tribes have faced untold hardships and have grown all the more tenacious for it. Such tenacity comes with a price, however. Push a man past his breaking point and what you create may be nigh unrecognizable and more than a little mad.
The following groups and factions are a sampling of the new powers that control the vast stretches of the Gyr Abanian Wastes. Dubbing themselves as the "New Tribes", they seek to once again regain their autonomy over themselves, free of influence from outside powers.
Daughters of the Sun
Following the the annihilation of the Black Hand resistance cell in 1569 6AE, former resistance leaders Svana Horn, Ingvil Butcher, Petra Thorne, and Cirice aan Laudus evaded both Imperial and Immortal forces before fleeing into the Gyr Abanian Wastes. Utilizing the harsh landscape, they created a nigh unassailable fortress of natural barriers, valleys, pitfalls, and sniper perches. This fortified position, combined with massive stockpiles of munitions and supplies is enough to outlast and repel a small army with but a handful of well trained operators. At this time, their primary goals were concerned with the continued struggle of the liberation of Ala Mhigo. But with that complete, their new target lies nearly within reach. To take vengance against Elam Al'vain and his 'so-called' Immortals.
Harvesters
Ever a remote region of the world, the Gyr Abanian Wastes has seen relatively little in the way of outside influence until the invasion of the Garlean Empire. Where the sudden influx of technology might be expected to influence a rejection of mysticism, one tribe in particular has become ever more paranoid and fanatical in their devotion to the spirits. Lead by a Grand Shaman, the harvesters seek to purge the Wastes of the unclean machines and those who they feel have suffered undue influence at their artificial hands. These wasteland mystics have grown in power and influence through their brutal rites of human sacrifice and ritualistic cannibalism. For now, the Harvesters keep well within their territory, marked out with grisly totems of their victim's remains.
Magitekanicus Apocrypha
Fleeing the destruction of Galean holdings in Gyr Abania, several teams of rogue Garlean scientists transported much of their work and data into secure locations within the Gyr Abanian Wastes. Formed in the year 5 7UE, the Magitekanicus Apocrypha has since dissolved any allegiance to the Garlean Empire, seeking autonomy over their own territories to continue their research free of the (already lax) ethical strictures present within Garlean society. While there is no concrete information about the goings on behind the highly sophisticated walls of Castra Apocrypha, there are rumors of a great work being conducted beneath the surface of the Castra as well as some shadowy Magitek Cult. Currently, the Apocrypha are a relatively neutral faction, willing to offer their "services" to anyone. Provided you sign the necessary release of liability forms first...
Project Unity
The occupation of Ala Mhigo was a fruitful endeavor to the imperial biological engineering community. With an entire nation subjugated, as well as the overburdened prisons of Mad King Theodoric, ample test subjects were made available to become fuel for the fires of the Garlean human augmentation programs. So dubbed "Hyper Tuned", these human machine amalgamations ran the gammut of biological augmentations with the price for in untold human suffering. Failures, or subjects that did not meet preferred thresholds were simply discarded, turned loose upon the Wastes and doomed to die in the harsh wilderness. One particular series of tests sought to utilize the newly discovered concept of "Resonance". Resonance was to be instilled within a new kind of military unit such that orders could be given and recieved entirely through remote mental stimulation. Dubbed "Project Unity", these human experiments in collective consciousness were unwittingly released with the fall of Castrum Abania. Having evaded capture, these partially resonant subjects fled alliance coalition forces and make their way to the relative freedom of the Gyr Abanian Wastes. There they found an uncanny ability to control the other roving bands of surviving Hypertuned. Now, surrounded by biologically modified and half-sane freaks of science, they seek to predate and grow off the remains salvaged from other ruined imperial castra.
Scrapyard Gangs
Scattered about the Wastes, one can find numerous Imperial holdings, ranging from former garrisons, to vehicle depots and stockpiles. All left to rot in the Gyr Abanian sun when the Empire was forced from their place of power in Ala Mhigo. No sooner than the last soldier left their post did the scavengers move in. What were once poor and desperate salvagers had soon grown to powerful rival Scrapper Gangs, vying for control of ever growing piles of scrap. These men, bolstered by the strength of Garlean firepower, have taken to reverse engineering imperial machinery to traverse and make war upon their neighbors. Had they the foresight to unit the Scrapper Gangs beneath a unified banner, they would represent a truly troubling power in the region. Thankfully, they do not seem willing or able to capitulate as they greedily fight for control of the great Gyr Abanian slag heaps.
Vultures
Plagued by frequent and sudden sand storms, the inhabitants of the Wastes know well the importance of shelter. Both from the flesh stripping winds, as well as the things that lurk within them. The Vultures are less a tribe and more a force of nature. No one is quite certain where the vultures dwell, but there is not a soul in the Wastes that has not borne witness to their flock. Wearing full body wing suits, these scavengers ride upon the tides of the winds and descend upon settlements that the storm drifts through. Should any leave their shelter, or be caught out in the open, they will soon find themselves swarmed by the screaming demons of the storm. A favored tactic of the Vultures is to keep to a high elevation in order to drop bombs or stones upon their disoriented victims. Only after they have killed will the Vultures descend to pick the corpse clean, scavenging what they can before taking flight upon the winds once again.
The Worm People
Crossing the vast empty landscapes of the Gyr Abanian Wastes is a daunting prospect, even to the well supplied. The intense heat quickly bakes any exposed skin and unpredicable weather can whip up gret walls of biting sand without warning. Whats worse, in addition to the hostile climate, the fauna that remains exists solely to consume. Deep within the central core of the Wastes exist such creatues. Great carnivourous worms that lurk beneath the surface, waiting for the careless traveler to stop upon its carefully woven trap before swalling them whole. By some measure of insanity, or uncanny matters of perception, a tribe of men have long since thrived in the desolate region. Though not by braving the elements or warding away predators, but by abandoning the surface and living within the depths of the worm burrows beneath the sands. This tribe have long since adapted to life underground, traveling through deep cavernous tunnels and creating an evergrowing network of subterranian outposts from which they launch surprise raids against the surface dewllers. Those they raid they capture alive, to drag back into the dark tunnels below the surface to a doubtless gruesome fate.
Notable Locations within the Gyr Abanian Wastes
Being mostly empty, the few settlements that have managed to survive the harsh conditions of the Wastes are notable in of themselves. Those that dwell in them are as wary of strangers as they are of the outside world. The Wastes are a merciless land, and it's inhabitants have only survived by being just as ruthless. Take care when walking into strange places, rarely will you find a friend.
The Black & White
Having appeared seemingly over night, this large mechanical structure is home to a gang of peaceful friendly Goblin merchants. Their headquarters, the so called "Black & White" has earned the reputation of a neutral ground. It is an oasis of peace within a land of eternal conflict. "Neutral" for purpose, due in large part to the automated neutrality protocol employed by the structure's defenses. This pacification process activates autonomously at the earliest onset of violence, transporting the would be assailant safely into a padded cell for mandatory "chill time". No one, not even the Goblins themselves know exactly what the Black & White is. To hear them tell it, the Goblins simply found it appearing to them as mysteriously as it had within Gyr Abania.These days, the Goblins have fashioned the Black & White to be a fully loaded resort and casino, holding large recreation areas for gambling, eating, and is equipped with any drink your mind can possibly think of. (Goblin bartenders earn hazard pay because of this.) If gambling isn't your fancy, the facilities boast a large botanical garden, a subterranean 'Battle Royale' combat pit, and the mysterious "Sublevel 9", a section so mysterious that no one has ever come back to reveal what they found. Exciting! Rooms and suits of unstable sizes are available to guests, free of charge, provided you're brave enough to stay in one...
Bleachpoint Badlands
With the fall of Dalamud, much of Eorzea had undergone some kind of change. Coerthas' climate stalled into an eternal winter while Thanalan's deserts began to see more rain, rapidly turning the land arid and fertile. Even the Shroud, ever held in check by the will of the Elementals fell into an uneasy slumber, their guardians growing deathly quiet.Ecological effects of the calamity are still the subject of ongoing study, some being uncovered quite recently. One such being a remote region of Gyr Abania colloquially called the 'Bleachpoint Badlands'. So named for the colorless landscape, the Badlands are a region of dangerously low background aetheric density that draws inward toward a central point. Archaeologists and aetherologists have recently tracked the source of this anomoly to a newly collapsed fissure in the earth where current studies suggest some artificial device to be actively consuming the region's aether. The innermost layers of the fissure are yet unexplored, but archaeologists note similarities to the presence of Allag structures. Research into this anomaly has been slow, both in part to the remoteness of the region, as well as the hostility of the local inhabitants.
Castra Apocrypha
Located in the outermost reaches of the Wastes, Castra Apocrypha stands resolute against the chaos of the dying lands. Formed by imperial dissidents, Castra Apocrypha is the wasteland's center for new scientific study and augmentation development. The castra itself commands an oppressive appearance for malms around, a lone spire rising into the air while flanked on three sides by jagged mountains.Life within the spire seems to be a closely guarded, as visitors who are given leave to enter the walls are typically closely monitored by their escorts and kept will within the clean and accommodating network of boardrooms and well furnished office spaces. It is here where the members of the Apocrypha will attempt to entice you into one of its many biological augmentation programs, all performed in house with minimal risk to life or limb.True to their word, those who undergo treatment typically do not suffer problematic effects as a result of these procedures. But one cannot help but be apprehensive at the too clean corporate exterior. Even the least paranoid wastelander would think twice before taking such a deal.
Deadman's Alley
Colloquially called both Deadman's Alley or No Man's Land, the alley is the sole passageway leading to the territory of the Daughters of the Sun. The approach leads through a narrow and largely exposed valley now littered with the bones of those foolish enough to wander within. If the buried landmines don't kill you, the hidden pitfalls might. Otherwise one of the many snipers employed by the Daughters may pick you off at the ascent into the open ridgeway.There have been no tales of those who have seen beyond the alley, not even the spirits of Gyr Abania dare venture too close as the Daughters are famed Immortal hunters, having more than a few spirits lost at their hands. Though intangible to mortal eyes, the Daughters seem well equipped to kill that which isn't visible.
Half Point
Located roughly at the middle point of the Gyr Abanian Wastes, the outpost of Half Point has grown in stature and wealth in recent years as it's location facilitated a great deal of commerce and trade throughout the region. Serving as a refuge for weary travelers, or a staging point for further ventures, Half Point's merchant's merchant guild has become a force to be reckoned with, as they are capable of cutting individuals off of much needed supplies for further ventures into the Wastes.Currently under the control and protection of the Senmorta, the town serves as a neutral ground for all who come in peace. It also serves to project much of the gang's power due to the capability of rapid deployment its location allows. Despite the stability Half Point projects over the region, Senmorta's hold on the outpost is tenuous at best. Politics within and without the bounds of the town keep the gang in check while incursions and raids from neighboring factions constantly probe their defenses. Losing Half Point would represent a loss of Senmorta's grasp on the region and thus it is a focal point of the Al'vain's attention much of the time.
Holy Jericho
It was deep within the northern mountain ranges of Gyr Abania, it is said, that the First Men made contact with the spirits of the land. When searching for these spirits they had encountered a great cavern with a bounty of water and shade. Naming this place "Jericho", the First Tribes of the First Men lived in peace amongst the immortals. For hundreds of years did the tribes thrive, and from them spread the other tribes of the Wastes.Great laborers and movers of earth, the residents have burrowed and discovered deep cavernous openings beneath the mountains. From great subterranean rivers to natural geothermic pools, they found the deep places to be a place of plenty. Though those that spread from these First Men fell to bickering and war, the men of Jericho never fell to these vices. Ever did they hold themselves to the covenant, to conduct yourself with honor, to abstain from violence, and to offer charity to your fellow man.The city itself is split into two portions. Uptown is the network of tunnels and caverns that make up the upper interior of the hollowed out mountain. It is the primary settlement of the Senmorta is their central base of power.Downtown comprises the lower half of the mountain, existing from a carved passageway that opens up into a vast stretch of cavern that glows with the soft firelight of the city. Downtown is so vast, its tunnels so numerous, that in the hundreds of years of mortal lives have they yet to explore them all. Downtown is composed mostly of civilians, craftsmen, laborers, and the families of the Senmorta. It is a place of calm and quiet, nestled in a land that is anything but.
Sand Barrens
Comprising the core of the Wastes, the Sand Barrens are a vast stretch of sand dunes that are believed to be an ancient lakebed. Seemingly unremarkable beyond the vast emptiness of the sands, the Barrens are where the tribes calling themselves the "Worm People" have decided to make their settlements. Where empty sands may stretch out for malms before you, beneath your feet may yet hold hundreds of lives as the Worm People toil away to build their settlements in the carcasses of ancient worm tunnels.General wisdom states to avoid the Sand Barrens. Any time you may gain for its crossing may not be worth the price paid. From massive prowling worms beneath the sands, to the horrifying flesh eating sand mites, or to simply fall into a pitfall to bake alive in the sun for what salvage you may offer, the Sand Barrens offer many unique hazards to those who dare brave the shorter path.
Members
Recruitment
Small Scale and Creatively Driven
Senmorta has grand ambitions, but we currently seek to build our Free Company around a small and dedicated player base, such that each member has the opportunity to feel their input to the company as a whole. While we would love to accept all people who are interested in joining us, we at this time seeking those who fulfil our personal ideals in terms of creativity, drive, and personability. All recruits will join the Free Company and enter a mandatory trial period. This trial period allows us to get to know one another and ensure the Company is a good fit for the recruit, and the recruit is a good fit for the company.
In Game Expectations
Trial members should make an effort to come online regularly. Most of our plot development happens on a day to day basis, so we encourage members to be around for day to day RP. Trial members should not hesitate to ask if anyone wants to RP and/or reach out to other members to schedule RP, if availability is limited.
Senmorta's official plots are lore flexible. We interpret this to mean that players have broad discretion in determining their character's abilities. However, we do ask that players self regulate to a degree that matches the other members of our community. We will not hesitate to invoke GM privileged to regulate matters related to official Free Company canon and plots.
Out of Game Expectations
Due to the mature content present within FC plots, we expect a certain level of maturity/courtesy amongst our characters. As such, we will not be accepting players under the age of 18.
We seek members who are capable of creating their own RP without assistance from leadership in providing plots. The role of our FC storylines is to supplement member RP, and not be the exclusive reason for membership activity. We strive to cultivate a community of characters who seek one another out for RP.
Interaction with the Free Company Community Discord is a requirement to maintain membership beyond the trial period. It is difficult to get to know people when they cannot interact with the greater community out of the game.
We encourage trial members to reach out to an officer if there is an Out of Character reason why they may not be active for an extended period of time, as activity level is a determining factor in whether a prospective member is a good fit for the community.
COMING SOON