The lore of the past

About "The Initiative"

Initially intended as a research expedition before the conclusion of the Dragonsong War, a group found themselves stranded in the unforgiving terrain of the Coerthas Western Highlands. Battling a relentless storm, they teetered on the edge of succumbing to the harsh weather until a fortuitous intervention occurred. A wandering band of nomads, unfamiliar with Eorzea beyond Dravania, emerged as unexpected saviors. The Tribe rescued the beleaguered Researchers and guided them to their secluded enclave, providing insights into their unique way of life.
As the Researchers acclimated to the Tribe's customs, they observed a distinctive aspect of their culture — a profound reverence for a particular Soul Crystal known as The Keystone. This sacred artifact became the focal point of the Tribe's spiritual practices, unraveling a captivating dimension to their existence and marking the beginning of an intriguing exploration for the Researchers.
The Tribe held deep reverence for the artifact, asserting that it retained the memories of Lorekeepers from times past. Despite its revered status, the Keystone inexplicably afflicted a small number of tribe members with an unsettling illness, causing distress among them. Motivated by gratitude for the Tribe's life-saving intervention, the Researchers committed themselves to unraveling the origins of the Keystone. Their goal was twofold: to understand the mysterious artifact and, more importantly, to find a cure for the affliction affecting the Lorekeepers.
This commitment to research and healing marked the formal establishment of The Initiative. Driven by a shared purpose, the Researchers embarked on a collective journey to explore the secrets of the Keystone and to extend their gratitude to the Tribe that had become an integral part of their lives.
The Initiative would then expand beyond Ishgard - Settling themselves in the major city-states of Eorzea, along with other remote regions such as the far East

The Cleanse of the Researchers

The Fall of The Initiative

Over the passing years, The Tribe and The Initiative forged a flourishing alliance. The Tribe played a crucial role in guiding The Initiative through the perilous landscapes of Dravania, sharing invaluable stories cherished by their kin. In return, The Initiative reciprocated by providing essential medical aid to the Tribe. Their collaborative efforts culminated in a significant breakthrough — the synthesis of a treatment for the Lorekeeper's affliction, aptly named The Resilience. This groundbreaking remedy successfully halted the progression of the illness, marking a triumph for The Initiative and solidifying the bonds between the two groups.Tragically, one day madness descended upon the Tribe. The Lorekeepers, once revered, succumbed to insanity, turning violently on their own kin. The cause of this upheaval remained shrouded in mystery, whether it stemmed from the Keystone or if the Resilience, created to aid them, played a malevolent role. The Initiative, witnessing the chaos, attempted to intervene and restore order.
However, their efforts only fueled the flames of distrust. Accusations were hurled at The Initiative, with the Lorekeepers blaming them for sabotaging their way of life and seeking the demise of the Tribe. In the ensuing turmoil, the once-solid alliance crumbled. The Tribe, driven by suspicion and rage, seized the Researchers and dragged them deep into the heart of Dravania, ensuring they vanished without a trace.
In the aftermath, The Initiative found itself scattered and in disarray. The Tribe, now elusive within Dravania, left no trace of their whereabouts. Reports began to surface of Lorekeepers infiltrating the City-States, exhibiting an eerie ability to possess the bodies of others. Their sinister purpose became clear: a relentless pursuit to hunt down the scattered Researchers, plunging the remnants of The Initiative into a shadowy and perilous struggle for survival.

Re-establishing what was once lost

The Founding of The Section

After enduring the harrowing aftermath of The Cleanse, one resilient survivor tirelessly combed the scattered outposts across Eorzea, desperately seeking clues about the mysterious event and any remnants of her former team. However, each outpost offered nothing but desolation – mere echoes amid the settling dust.Undeterred, the determined Researcher eventually retreated to the epicenter of her journey: Ishgard, known in the enigmatic language of The Initiative as Site White. Here, she discovered the forsaken barracks of her expedition team, now hauntingly vacant. Opting for a bold pivot, she transformed this abandoned relic into a personal sanctuary, with one half serving as her research quarters and the other ingeniously repurposed into a bar.The dual-purpose establishment aimed to attract diverse company, in the hopes that amidst casual conversations and the pouring of drinks, she might uncover information or clues regarding her missing team. Closure became the elusive prize she sought.As the bar's patrons engaged in intriguing rumors and discussions about Eorzea, some alarming and others perplexing, the Researcher-cum-Barkeep executed a clever plan. The establishment became a hub for information gathering, allowing her to eavesdrop on the pulse of Eorzea while keeping an attentive ear out for any connections to the enigmatic Old Initiative.Through shared drinks, common goals, and a camaraderie forged in the crucible of uncertainty, the Researcher, now assuming the role of a Barkeep, successfully recruited like-minded individuals to her cause. The Section was born – a collective effort to unveil the truth and potentially reunite the scattered remnants of a bygone initiative.

The plan

The Goals of The Section

The Section, while it has a humble establishment presently operates out of a secluded part of the Ishgardian residential ward.

At the current juncture, The Section meticulously navigates a four-stage strategy:Unravel the Echoes:
The initial and current phase focuses on discerning the elusive whispers of researchers from the Old Initiative. This entails a dual mission: to rescue any surviving comrades and to extract valuable information by posing probing questions. The Section, fueled by determination, seeks to piece together the fragmented puzzle of its lost members.
Urban Anchorage:
The second stage involves establishing a permanent foothold within one of Eorzea's primary city-states. This strategic move serves a dual purpose: facilitating the expansion of Section operations across the realm and providing its members with a secure haven for research and recuperation. A central hub is envisioned, fostering collaboration and offering sanctuary amid the ever-shifting landscape.
The Dravanian Incident:
A pivotal objective emerges in the form of uncovering the fate of The Tribe within Dravania known as The Lorekeepers. The Section is driven by the imperative to delve into the mysteries shrouding their descent into madness. The mandate is clear: unravel the truth and, if necessary, employ any means to liberate them from the grips of insanity.
Resumption of the Original Mission:
As the Section gains traction, the fourth stage propels it back onto its original course from the parent organization. The primary directive remains unchanged: investigate and meticulously research anomalies observed within Eorzea. Armed with newfound knowledge and capabilities, the Section pledges to handle these abnormalities with precision and efficacy.
The Section, born from the ashes of The Initiative, stands resolute in its pursuit of enlightenment, restoration, and a return to the unwavering path of exploration and discovery within the enigmatic realm of Eorzea.

now hiring: various positions!

The Needs of The Section

Within the unique framework of The Section, The civilian organization operates beyond governmental jurisdictions and its diverse talents are sought to meet the varied demands of its unconventional operations:

Security Specialists: The Section, comprising non-combatant Researchers and Old Initiative members, seeks individuals capable of ensuring the safety of key personnel during missions. Security Specialists must possess the skills to navigate the unpredictable landscapes and keep potential threats at bay.
Investigators and Detectives: Charged with observing and deciphering the peculiar and abnormal, The Section requires individuals with a background in investigation and detective work. Keen eyes for details that might elude others are crucial for identifying anomalies in the complex tapestry of Eorzea.
Engineers: Armed with schematics acquired from the Old Initiative, The Section is in need of skilled Engineers capable of deciphering, implementing, and maintaining the specialized gear and equipment at its disposal. This crucial role ensures the functionality and reliability of the Section's technology.
Researchers and Scholars: At the core of The Section's existence are its Researchers. Whether hailing from the esteemed halls of Sharlayan or acting as independent historians, individuals with the aptitude to unravel the mysteries of Eorzea are in high demand. The Section provides a platform for those driven by the pursuit of knowledge.
Masters of Libation: Operation: BRICKYARD, a pivotal facet of The Section's operations, requires skilled bartenders who can maintain appearances and provide a space for members to unwind. The art of pouring a good drink becomes a crucial skill in fostering camaraderie and relaxation after the rigors of a day's work.
The Section, forging its path in the realm of Eorzea, welcomes individuals from various walks of life to contribute their unique skills and expertise. Together, this eclectic assembly strives to navigate the unknown and uncover the truths that linger within the enigmatic landscape they call home.

Thanks for stopping by!

Hello! Thanks for taking a look at the Carrd! Call me Anya! I am 28 year old XIV addict that loves to craft and to tell long stories through RP. I have been RPing in many games for 8 yearsWith my character Z'anya Nomura, I tell a story that Ive dubbed The Emerald Campaign with a wiki that Ive recently set up - with articles being added with the people I come across and the stories that are told.My themes for The Section's Roleplaying group are generally grim, dark, and political (Within the XIV Gameworld, Not IRL) There is alot of lore discussed within the campaign, along with combat encounters.We try to be Lore-compliant as possible without going into unrealistic territory - But more often than not, many of the aspects talked about in RP can be traced back to something that is already established within XIV's lore.Im open to many types and styles of RP, and encourage other FC members to share their own, taking The Section on various adventures that relate to it