The Freelancers Guild


The Freelancers Guild

Welcome to the Freelancer's Guild Carrd! We are a group of roleplayers whose Free Company is designed to emulate the feeling and sentiment found within the Job/Class Halls within Final Fantasy XIV.


We host a Safe For Work community, meaning we welcome new or experienced writers, both young or old, who want to experience a great way to write, develop and become engrossed with their characters. The Guild itself focuses on a Adventuring narrative dispersed with optional teachings from the Guild itself through forms of RP contracts, hunts and excursions allowing all characters under its banner to develop equally within the activities they find most engaging for their own growth.This Guild we share is a space created for those looking for RP focused on development, adventure, intrigue, plothooks and lore associated and established with the World of Hydaelyn. A Guild which strives to create a safe, welcoming space for all demographics, including those more formative, new writers that stand to make the next generation of Roleplayers.

Crystal - Mateus | The Freelancer's Guild Hall | 27th Ward, Plot 56 - Empyreum

The Freelancer's Guild aims to host a midweek open-RP or Tavern Night and a weekend Main Event every week, on Wednesdays and Saturdays from 7pm EST/6pm CST/4pm PST or 12:00am GMT. If you're looking to catchup on previous events, or to see what events we offer, see our Contracts page!


Please note that by engaging with the Freelancer's Guild you agree to uphold our Agreements and Rules as part of interacting and associating with the Guild itself.

While we don't, and never will, expect any of our community members to recall and follow our rules flawlessly, we do expect all participants to adhere to them to the best of their ability; or otherwise ask for guidance in instances of uncertainty.

For our policies on content, RP, canon and other essential Community Agreements necessary for participation, please see our Rules section in the Discord for more detail.


Guild Lore

The world of Final Fantasy XIV is one filled with a myriad of possibilities, and this too is the case for the Freelancer's Guild which inhabits it. Within this section you will find linked pages to all resources, which canonically are publicly available to both Freelancers of the Guild and the curious public, inside you will find answers to the Guilds inner processes, hierarchy, abilities and other fragments of things to come.While the lore written here aims to be as adherent as it can be to currently established game-canon, FFXIV is an ever-changing beast when it comes to its story, written within contradictions, unreliable narrators and vast valleys of cryptic vagaries.As such, the Guild simply strives to write all these resources, and link to those, that we believe truly upholds the spirit of our shared desire to keep grounded, but accessible narratives at the forefront of our RP.


What is Canon or Lore Adherent?

The Freelancer's Guild elects to define this vaguely, because at best one can only point to so many sources we see in-game as reliable, but the perspective of the Warrior of Light is not the perspective of the denizens of Hydaelyn.As such, we presume the lore held within the Encyclopedia Eorzea is the most reliable, concrete and accurate representation of facts as to the events, flora, fauna and magicks of the world our characters inhabit. Beyond that, and between those lines, further interpretation becomes beholden to subjectivity of the reader's interpretation, with some exceptions, for example while many, if not all, people of Hydaelyn may agree that both sea and sky are blue, they may argue as to whether or not the nuances of magicks and aether are wholly understood.No one belief is king, and theories are permitted to exist, such is what gives our own lore as much credence as any other fan-made creation.

Lore - The Guild

To many, the Freelancers Guild is often completely aligned, or rather attributed to be, merely an Adventurer's Guild, in some fashion this assumption is largely correct in terms of the Guild's focus in its line of work. In truth, the Guild's mission is of dual purpose, the first being the protection of all denizens of Hydaelyn that seek coexistence with one another in the face of the differences that divide us all, whether poor, rich, unknown or unseen the Freelancer's Guild will take contract from any member of Hydaelyn's Star should the cause be one ignored by the greater Grand Companies and truer Adventuring Guilds.The Guilds second purpose is more distinct, teaching open-minded adventurer's the methods by which to become a Freelancer, much like one would when joining the Gladiators' or Archers' Guild, the Freelancers' Guild is no different.


What Does a Freelancer Do Differently?

While battle-tested warriors and scholars of Hydaelyn often dedicate themselves to narrow, disciplined paths, the Freelancer defies convention as a practitioner of all arts, yet master of none. Though incapable of channelling the sanctifying might of a Paladin or the primal fury of a Summoner, Freelancers meticulously curate a combat style both broad and bespoke, transforming versatility into an unorthodox weapon.What Freelancers lack in the raw aetheric output of their peers, they compensate with near-limitless potential. They triumph not by overpowering foes, but by harnessing their indomitable will—adapting tactics, weapons, and even borrowed techniques to surmount any obstacle. While they possess no singular martial or magical speciality, this absence becomes their strength; Freelancers master fundamentals to such a degree that they wield any armament with competence and mirror fragments of other Jobs’ abilities, rendering them unpredictably potent allies or adversaries.Observers upon Hydaelyn’s Star might note a Freelancer’s curiously restrained aetheric signature. Unlike seasoned Adventurers, Freelancers deliberately cap their reserves at a fraction of their true potential. This self-imposed limitation serves two purposes:By rejecting overflowing aether, they awaken a latent wellspring of focus, sharpening both body and mind to a razor’s edge, and in doing so are oft perceived by those able to view aether as weaker than they truly are. Additionally, restricted aetheric output forces total mastery of combat fundamentals—footwork, timing, and improvisation—allowing Freelancers to adapt armor, weapons, and tactics mid-battle with fluid grace.To outsiders, Freelancers may seem mere jacks-of-all-trades, their eclectic methods lacking the grandeur of a Dark Knight’s abyssal blade or a White Mage’s luminous sacraments. Yet beneath this unassuming facade lies a philosophy of boundless growth. By embracing limitation, Freelancers transcend the confines of traditional Jobs, their mastery of adaptability evolving over time, into something far greater—a force of pure, unyielding resilience that reshapes the very notion of potential.


Hierarchy of the Guild

Upon joining the Guild each member is offered the opportunity to sign their name within the Guild's logbook, and in essence writ their name upon the Guild's history, yet in doing so all members of the Freelancers' Guild begin their journey from the humble beginnings of so many adventurers before them.Hierarchy, in the sense that it effects most members of the Freelancers' Guild, does not actually denote any real means of additional authority, instead the Guilds' hierarchy is a reflection of dedication, experience and discipline as it relates to the Guild's values and criteria. Below, you may review a brief description of the ranks available to those within the Guild, and the requirements therein to fall beneath them:



Moppet

A child and fledgling of the guild, named only as such not to deride but to emphasise the beginning of a new journey, to teach humility and underscore the need to begin this path as one of relearning. A Moppet is the embodiment of limitless potential etched into the very being of a mortal soul, one whose failings and victories have not yet scored their path in stone.

Freelancer

Official Members, whom have earned the right to bear the Guild's namesake. A Freelancer is borne when a Moppet undertakes enough contracts to enable the Guild to determine their capability, reliability and suitability in regard to the Guild itself. Once named as a Freelancer, opportunities and capabilities begin to open up for the Guild Member.

Vanguard

Named as such in regard to their leading the charge among the newer members of the Guild, the Vanguard form those who step apart from the Standard Freelancer in an effort to become something more to the Guild itself. A Vanguard shows elements of leadership in their interactions, and are given the option to join an Order.

Brave

A Brave marks those who have distinguished themselves through service to the Guild, license-holding members all, a Brave is a truly capable ally in both battle and cooperation alike, these few have earned a great deal of merit upon their licences. To become a Brave, one must select an initial Order to represent for within the Freelancer's Guild.

Paragon

Those few Braves who earn the merit of their Ordermaster go on to become Paragons, Paragons stand as the Guild's pinnacle of achievement, through dedication and tireless efforts, Paragon are often expected to begin taking on Guild duties at this stage, fostering connections, facilitating contracts and building rapport as an example to their fellow Guild members.

Onion Knight

A selected few are tutored by the Guild's internal Orders to become an Onion Knight only when in possession of a Licence and upon receipt of a Writ of Merit from all three Order masters. It is those few who are offered the Guild's secretive Soulstone, and insight into the true potential of a Freelancer.

The Orders

Following the Guild’s 2nd Anniversary, it was decided by The Freelancers’ Guildmaster to divest his authority o’er the Guild proper unto three separate entities. This was in an effort to mimic the intentions of the Guild’s founding, where a Triumvirate of Guildmasters existed to underscore all decisions in the name of the Guild’s interests.However, as the concept did not function as intended that power was instead provided to the Orders, now, three Order Masters are appointed from the Freelancer’s Roster each of whom presides over a specific aspect of the Guild’s focus, they are known as the following:



The Empyrean Order

Leader Title: The Envoy

In a world where status is defined by knowledge, wealth, and cunning, none wield these tools more masterfully than the Empyrean Order. With their brilliance and charm, they elevate the Freelancers to navigate the upper echelons of society, rivalling even the most elite. Their silver tongues can turn foes into allies, bending the will of their enemies with little more than a calculated word. And while they are no strangers to less virtuous methods, their every move is cloaked in guile, preserving the pristine image they’ve so carefully sculpted for the Guild.The Order Empyrean serves as the Guild's master social tacticians, cultivating alliances with external organizations and negotiating the lucrative contracts the Freelancers thrive on. As the architects of diplomacy, they navigate the treacherous waters of politics, where presence and renown are currency. They trade in whispers, rumors, and favors, sowing doubt and discord among rivals to dismantle opposition from within. Every manoeuvre aims to strengthen the Guild's position, for what else would bring Adventurers to good standing, but that of a few cunning socialites with the means and capacity to bend the wills of those with power to affect real change.



The Sovran Order

Leader Title: The Howl

Where the wilds are concerned, and the beasts within them, non reign as lords more o'er the beasts more than the Sovran. An Order within the Freelancers' Guild founded upon focused principles, to not only fell marks that threaten the safety of Hydaelyn and her people, but to understand and cultivate relationships with such beasts to bring about the Order's fullest potential. Hailing from Beastmasters, the Sovran Order consists of those who wield might over beasts, monsters and the wilds themselves, utilizing sheer indomitable will to exude dominance upon the untamed.Where matters of monsters, writs of the hunt and dispatching hunt marks are concerned, the Sovran reign supreme with such as their domain. It is theirs the knowledge with which to bring low gargantuan creatures scribed in tomes of eld, but not all among them are combatants. Some are researchers, smiths and tailors whom utilize the knowledge of creatures to craft and manipulate materia in order to bind more effective equipment, consumables and curios for the Guild. It is the Sovran Order's exclusive aim to not only coexist with the wild things, but to utilize their boons to the advantage of all Freelancers, be that by flora, fauna or fell beast.



The Telos Order

Leader Title: The Reeve

When words fail, and marks are not so simple as beasts or monsters, a third and final Order was required. There have been times when, reluctantly, the Guild must address the Star's most dangerous quarry, that of mankind itself. Though the image of a cruel order that wields power against the common man may jump to the forefront of your mind, know that members of Telos Order are not assassins. No, instead the Order Telos' primary objective is that of understanding what drives mankind to the brink of desperation, and what their reach might gain them from ruins and grimoires of eld. It is magicks–time and time again–that have wrought the body of mankind into something far more powerful and dreadful than mere monsters. From Blasphemies to the Void-possessed, and even those who wield unique and otherworldly power through methods unknown, Telos aims to research, understand and mend the rift between those individuals and the natural order.Of course, the order must acknowledge that in its esoteric knowledge there rests the uncertainty and suspicion surrounding those who turn blades upon their fellow man, such is why the order operates in relative secrecy. Theirs is a preventative approach, but when times call for action–or reaction–it is their blade that brings low and binds the boundless cruelty of man.

The Curios

Over time the Guild has collected a great-many relics, many of which they have elected to return to their rightful resting places, however a few among them remain in the hands of the Guild itself. While not all are objects to be wielded, and some among them are larger or smaller than some may anticipate, each of these is a curio not only for it’s esoteric nature, but for that which it symbolizes to the Guild itself.Within these annals you will find detail, though brief, on each of these precious things the Guild has either crafted for itself, or inherited from ages long-since passed.



The Broken Onion blade

Melded together by the Guildmaster’s aether, the Onion Blade was a relic of a former Empire which now rests for eternity within Mor Dhona, fashioned from an old stone seal, a gem cut from Xande’s throne, a rusted blade hilt sequestered away in an Ala Mhigan King’s tomb and an ancient, dull blade.The Onion Blade represents a weapon of such might that, without the knowledge of its original craft, this attempt to recreate it resulted in a mere replica which chipped upon the first use. Now, it lays dormant in the Freelancer’s Estate, a testament to the effort that went into it’s being there, and the sacrifice it made in its own destruction to bring about a better end for one of the Guild’s own.


The Freelancers' Soulcrystal

The sharp-edged soulcrystal of the Freelancers’ Guild denotes it’s newly created facets, yet upon the multicoloured gemstone lies a strange sigil.

The Freelancers Guild

Sign-up

To join the Freelancer's Guild is pretty simple, and there's one of three ways to do it based on your preference, comfort and overall availability, of course, the only true requisite to joining is becoming a member of our DIscord, beyond that is only the following:

1. Using the Discord, request an introduction via an interview or simply RP scene with a member of the Sentinels or the Guildmaster, a time and a date that suits both parties will be arranged and your introduction will be offered from there.2. Jump in to one of our active or ongoing events! By joining in on any event as a free agent, you can get a good idea of what our RP is all about while taking part in the big group narratives at play.3. Send an application via the Free Company menu, or send a /tell or DM via Discord to Tyrn Djt-Setlas for more information.

Joining the Free Company roster in-game is not required to become a member of the Freelancer's Guild, many of our members who are active participants instead use our Cross World Link Shell chat or Discord to communicate.


You do not need to join the Freelancer's Guild FC to take part in events, nor do you need to have a character on Crystal - Mateus, all are welcome!


Hooks

Finding an in to a narrative can be difficult to conjure up on the fly without a little help, but here's some things that over the past two years may have garnered enough of your characters' attention:



- The Freelancer's Guild has been posting public contracts in every Adventuring Guild within Eorzea for the better part of two years now.- The Guild commonly functions and operates within Ishgard, and is often seen training or instructing within Coerthas and within Ishgard itself, especially the Empyreum- Members of the Freelancers eliminated a mage utilizing Gelmorran magicks in the Shroud to harm innocents some years ago, but also made themselves somewhat notorious among the Wailers for brandishing particularly potent magicks.- The Freelancer's Guild hunts marks regularly in cooperation with Clan Centurio and the Grand Companies, particularly those too unsuitable to be listed to the general adventuring populace.- The Guild, in it's formative year, commissioned and created a bespoke airship with the aid of the Ironworks and the Guild's members named the Strahl, the vessel is as impressive as it is unusual, being capable of air and submersible travel both.- Members of the Freelancer's Guild have been seen operating within Tural, far from their base of operations, likely in an effort to establish working bonds with the New World in particular, but have been mostly active in Urqopacha and Kozama'uka.- Rumors have it that a vast variety of back grounds, races and creeds occupy the guild, including Viera and Garleans both.- The consensus among those who have witnessed the Freelancer's in combat seems to be their eclectic and almost esoterically general style of engagement. Lacking one focused discipline or another.- The Freelancer's Guild is particularly famed for taking contracts from those who cannot pay with traditional Gil, be it the impoverished or downtrodden, there are few contracts the Guild does not accept shy of wetwork and broadly criminal engagements.

Contact Us

Looking to get in-touch? Whether you’re interested in a Collaborative event with our Community, have any questions, or even just want to get involved, the best places to contact us can be found below.Please note, that our Discord will always be the best place to get in-touch, given that all other methods require someone to be online to receive your messages, or individual responsibilities taking certain individuals away at certain times, utilizing our Community Discord will always yield the best results.


In-Game: Tyrn Djt-Setlas (Mateus-Crystal)
Discord (Personal): DeWyntr


Contracts

Nothing is more central to the concept of being an Adventurer than working writs of the hunt or Levequests, much like leves and writs, the Freelancer's issues contracts of their own. These contracts come in three varieties, FC MSQ or Guild Contracts, Order Contracts and Open Contracts.While these contracts are posted weekly, Open Contracts are the only variant among them that does not require a representative of the listing to be present, all of them regardless reward the Guild's own form of direct payment, License Points, utilized for the purpose of the Guilds proprietary License which, while not required, provides a layer veracity to the claims of membership to any guild member.



Guild Contracts

Otherwise known OOCly as the FC MSQ, or the Free Company Main Story Quest, Guild Contracts are provided as spanning, loosely connected story-arcs which weave a particular story relevant and purpose-driven for the Guild itself.From saving an ally, to establishing Guild influence within the New World, Guild Contracts can cover a swathing range of topics and tropes, but once the Arc is completed, theirs is the lion's share of License Point rewards. Usually, only two Guild Contracts are listed per month, and each Arc lasts no more than a couple of months, convieniently, if you're ever looking to review any missed plotpoints from the former Guild Contracts, you can find them in the subsection below!


Order Contracts

Order Contracts are those compiled by the Orders that form a part of the Freelancers Guild's whole, the Empyrean, Sovran and Arbiter Orders each are capable of creating and disseminating their own contracts at the whim of the Order Masters who report to the Guildmaster.An Order contract successfully being completed lends credence to the Order's function, and ultimately, serves to increase the Order's influence over the direction of the Guild as a whole. These are important contracts, but usually focus on the Order's specific, tailored directives.


Open Contracts

Open Contracts are those listed that are deemed non-urgent or to be taken as a Freelancer sees fit, so long as a group comprising of Freelancers is formed to undertake it, and proof is provided, the Freelancer's whom complete the Open Contract will each receive it's listed License Point reward.

Year 1578 of the Eorzean Calendar - Year 0: The Founding

From the Chronicles of the Freelancers’ Guild: The Founding Arc
Authored by the Guild Scribe, in the Seventh Umbral Era...




The Beginning, a Founding Forged Thrice.

In the days when the realm yet trembled beneath the shadow of primal wrath and imperial ambition, there arose a fellowship forged not by blood, but by purpose. At its helm stood Tyrn Djt-Setlas, an enigmatic Viera possessing knowledge of times long-since passed, flanked by two steadfast compatriots whose names are writ in the Guild’s secret archives.Together, they were known as The Three—arbiters of the Freelancers’ path, whose counsel guided the fledgling order through its first trials. The Guild’s inaugural year was one of humble labor: securing contracts to mend wards, guard caravans, and purge vermin from villages. Yet even such modest beginnings drew the eyes of fate.Ere the first snows fell, a missive arrived from Gridania’s Wood Wailers, beseeching aid to quell a surge of voidsent plaguing the Shroud. What began as a routine dispatch soon unraveled into a tapestry of peril.

The Middle, Gelmorran Magicks, Golems and Gall

Deep within the Black Shroud’s embrace, where ancient Gelmorran magicks yet slumbered, the Freelancers stumbled upon a labyrinth of stone and malice.Golems, hewn from earth and sorcery, rose to bar their path—wards of a forgotten age, roused anew by hands unseen. Though their origins baffled even the leaned minds among the Guild, the constructs were sundered by blade and spell, only to unveil a darker foe: a Voidsent Troubadour, its melody a dirge of corruption, summoned by a hooded voidmage.The battle left the Freelancers marked by a fell curse, their aether scored as parchment beneath a quill. Yet the Freelancers, ever resolute, discerned the curse’s thread led to a flickering voidgate, its maw half-opened near the Sylph Seedbed. With incantations drawn from tomes of eld, the gate was sealed, and the Twelveswood’s peace restored—though not without cost, as the Freelancers' use of ancient magicks within the Twelveswood earned them notoriety among the Seedseers' Envoy.

The End, the Stringed Master cut from Brace

The voidmage was trailed across the sun-scorched sands of Thanalan. Cornered amidst the towering spires beyond Ul’dah’s walls, the truth of his nature emerged: no mortal man, but a homunculi built in pale reflection of Allag's own make, its soul a relic torn from a mortal body, repurposed by some unseen puppeteer.Though its artificial heart beat with the singular mandate to rend the veil betwixt worlds, the Freelancers’ resolve proved sharper. Chains of enchanted steel bound its limbs; sigils of silencing stilled its tongue. Thus was the construct delivered unto the Guild’s vaults, its secrets yet to be plumbed. Though the Freelancers’ ranks swelled in the wake of this triumph, whispers endure of the automaton’s final words—a riddle of the “final kalpa” and “the hand unseen.” Yet The Three, in their wisdom, turned their gaze ever forward, their fellowship steeled by fire.As the chronicler closes this chapter, let it be known: the Shroud’s silence, bought with spilled blood and sealed gates, stands as testament to the Guild’s oath—to shield the realm, though the void itself beckon.

Year 1579 of the Eorzean Calendar - Year 1: Setting the Stage

From the Chronicles of the Freelancers’ Guild: The Hunted Arc
Authored by the Guild Scribe, in the Seventh Umbral Era...





The Beginning, and Ruby Sea’s Whispered Plight

As the Guild’s renown stretched eastward, like vines creeping toward dawn’s first light, a Xaela of the Steppe sought their aid astride the crimson waves of the Ruby Sea. His kin vanished beneath the endless skies, their absence marked by contraband herbs from Gyr Abania and packs etched with sigils unknown. In their pursuit, the Freelancers faced a Yol, a noble beast of the plains, its brow defiled by a glyph of dominion.Though its talons rent flesh, the Guild severed the fell bond, freeing the creature to the winds. Yet the trail led to the lawless maelstrom of the Federation’s pirates, whose tongues wagged only of coin. When at last the culprit was cornered—a soul once bound to the Crania Lupi—their defiance burned bright as a dying star.Flames birthed of desperation engulfed the fray, and ere the Freelancers could stay the hand of fate, the quarry’s flesh turned to ash, their essence whisked away by unseen sorcery. Bloodied but unbowed, the Guild returned to Ul’dah, their triumph tinged by the specter of a masked observer—a harbinger yet unnamed.

The Middle, The Sultana’s Coin and the Stitched Horror

Commissioned by Ul’dah’s Sultunate—though her coffers proved scant in favour of the Guild—the Freelancers turned their blades to the north, where caravans faltered and sands choked with malice.Amidst the dunes, they unearthed not bandits, but a Grotesquery: a mockery of life stitched from corpse-flesh and hatred, its howls a chorus of torment. Though the abomination fell, its birth spoke of darker hands at play. From afar, silhouettes watched, their gazes cold as Coerthian ice.Yet, days of fleeting peace followed, the Freelancers Guild walked stride-for-stride with Clan Centurio, their writs etched with the blood of beasts. Among them, Thextera, Stormhound of Sagolii, whose sandstorms swallowed stars; The Revenant, a ceruleum-tainted wraith haunting blackened fields; even a rogue effigy of Goldbert Manderville, its gilded fists swinging with comedic wrath—all fell before the Freelancers’ resolve. Yet shadows clung to their heels, patient as vultures.

The End, and the Components of Something Sinister

As a harsh winter blizzard fell, Idyllshire’s scholars begged aid, the Freelancers braved the Dravanian frosts, a stone seal in hand. Yet the blizzards hid more than ice.A masked rider, astride a drake addled by sorcery, sought to bury them beneath snow and silence. Though the beast was felled, its master fled, leaving a blood-red charm—a key to a door unopened. Yet the amulet’s song faded ere its source could be scried, leaving naught but whispers. Upon completion the Guild heeded Idyllshire’s plea once more, the Freelancers bore the seal to the Lochs, where Ala Mhigan kings sleep for eternity.Within a tomb older than grief, they faced an apparition—a horror that hollowed hearts and stole breath. Yet amidst the dread, they uncovered a relic: a rusted blade-hilt, forged of ore long lost to mortal hands. The Highlander Astor, it's keeper, swore to guard it until the day it was needed. The Stone Seal, meanwhile, was interred where none might wake its slumber.

The Gain, The Strahl’s Ascent

As the year waned, the Guild’s coffers swelled with hard-won glory, birthing a marvel: The Strahl, a vessel kissed by wind and wave, its wings wrought to pierce both sky and sea. And whither flew their gaze? To horizons uncharted—to the New World, where mysteries lay coiled like serpents in the dark…

Year 1580 of the Eorzean Calendar - Year 2: Taming Tural

From the Chronicles of the Freelancers’ Guild: Arc 1 - Across the Indigo



From the Chronicles of the Freelancers’ Guild: Arc 1 - Across the Indigo

These chronicles have yet to be etched within the Guild's libraries, perhaps they will be added ere the Guild's Second Year comes to a fuller close...

From the Chronicles of the Freelancers’ Guild: Arc 1 - Across the Indigo

These chronicles have yet to be etched within the Guild's libraries, perhaps they will be added ere the Guild's Second Year comes to a fuller close...

From the Chronicles of the Freelancers’ Guild: Arc 1 - Across the Indigo

These chronicles have yet to be etched within the Guild's libraries, perhaps they will be added ere the Guild's Second Year comes to a fuller close...