About the Free Company
Born from the ashes of hardship and injustice, the Urchin Army operates from the shadowy alleys of Ul'dah and beyond. Comprised of orphans, outcasts, and those discarded by society, they survive through wit, cunning, and grit in a world stacked against them.United in resistance, they stand as a thorn in the side of the powerful—refusing to be silenced, subjugated, or bought.Led by fearless captains and driven by a burning desire for freedom and equality, the Urchin Army protects their own and fights fiercely for a better tomorrow.
Mateus | Crystal DC | 18+ Roleplay Free CompanyThe Urchin Army is an anti-establishment, anti-crime, and anti-slavery organization within the world of Final Fantasy XIV — but we operate in the same gritty underworld we stand against. Our roleplay explores themes of resistance, injustice, and survival, which means members may encounter dark or criminal storylines.Out of character, we are a respectful, inclusive community. All players are expected to follow local laws and community guidelines. Exploring dark themes in-character does not reflect personal preferences out-of-character. Consent, communication, and comfort are paramount.
Rules
DO NOT
ㅤtalk RL politicsDO NOT
ㅤshare racist or hatefulㅤㅤㅤㅤㅤㅤㅤworldviews/opinionsDO NOT
ㅤcreate minor charactersDO NOT
ㅤengage in rp with minors ㅤㅤㅤㅤㅤor minor-aged charactersDO NOT
ㅤcarry grudgesDO NOT
ㅤcreate character concepts ㅤㅤㅤㅤㅤwith major lore-bending ㅤㅤㅤㅤㅤㅤconcepts
DO
ㅤapply if 18 years or olderDO
ㅤdevelop a character conceptDO
ㅤattend FC eventsDO
ㅤhelp each other oftenDO
ㅤrespect boundariesDO
ㅤbe open to communicationDO
ㅤrespect game loreDO
ㅤjoin our discord community
disclaimer
As a roleplay-focused Free Company that stands against corruption, slavery, and systemic abuse, The Urchin Army often operates within criminal RP spaces to tell those stories. We do not engage in or permit any roleplay involving minors (players or characters), and we strictly do not condone this behavior in any form outside the game. Our community prioritizes safety, consent, and maturity at all times.
join our discord
ㅤOur discord is used for both IC and OOC communication. Click here to join our Discord.
Third-party addons
As a Free Company, we do not endorse the use of third-party addons. While some members may choose to use them at their own discretion, we do not encourage or permit the discussion of addons in-game, in accordance with Square Enix’s Terms of Service.
History
i.
The Urchin Army is born
During the Garlean occupation of Doma, a resistance spy is forced to flee to Eorzea after their network collapses. In Ul'dah, they find only scorn and suspicion—treated like worthless refugee trash.Determined to challenge the power structures that thrive on exploitation, they open a small restaurant in the city’s backstreets. With the profits, they begin supporting street kids and fellow outcasts—offering food, shelter, and protection.In return, these urchins become eyes and ears across the city, forming the foundation of a growing resistance: The Urchin Army.For years, the Urchin Army operates from the shadows—rescuing children, placing them in wealthy households as servants or wards, and gathering information wherever they go.
ii.
Bunkhouse Fires
The best revenge against Ul'dah's corrupt elite? Forcing them to spend their ill-gotten wealth uplifting the poor they so often ignore.Armed with information from a growing network of streetwise youth, the Urchin Army launches a quiet campaign of blackmail—redirecting coin from nobles and merchants into food, shelter, and opportunity for the downtrodden.But following the unrest of the Siege of Sorrows (see: Endwalker), an old enemy strikes back. The bunkhouses housing the urchins are burned, and many of the children are kidnapped and sold into slavery.A coalition of allies rallies to free the captured youth—and ultimately, their leader—setting the stage for the Urchin Army’s next chapter of resistance.
iii.
The Slave Heist
While seeking medicine for a surgery, the Urchin Army uncovers a slaver auction planned in the Brume. For the first time, they mobilize beyond Ul’dah, launching a coordinated operation: cutting off the slavers’ drug supply, silencing loose tongues, and scouting the site.When the night comes, one team poses as buyers to infiltrate the auction, while another slips into the holding pens to free the captives. The ambush is swift—buyers and organizers are slain, and the enslaved escape into the night.But the fight isn't over. Some slavers flee, leaving a trail the Army fully intends to follow.
iv.
A New Creeping Death
A desperate message from Garlemald alerts the Urchin Army to a mysterious illness sweeping through refugee camps. With local healers stymied and magitek failing, a team travels north to investigate.Over the course of fivemonths, they uncover that the sickness is man-made—a calculated plot to kill Garleans by the hundreds, born of old grudges from the war. Operating from a remote bunker, the Army wages a slow, grinding campaign to track down those responsible. After a final, brutal fight that leaves many injured, the plot is brought to an end.
v.
The Mad Visions & The Battered Doctor
A seer in the Urchin Army receives a troubling vision: a young miqo'te fleeing slavers and serpents. Acting swiftly, the Army tracks her down and rescues a visions-addled woman—one deeply averse to clothing and clearly touched by strange magic.But questions remain. Who are the so-called “snakes,” and how have they crafted a poison that blocks the powers of seers and visionaries alike?Tensions rise further when a trusted field doctor is lured into an ambush and brutally beaten, his hands shattered. Left for dead in a muddy alley, he’s barely saved in time. While surgeons fight to restore what was lost, the hunt begins for those behind the attack—and the trail leads uncomfortably close to home.
vi.
The Voidbuncles
For decades, a hidden bond with voidsent—disguised as carbuncles—lay dormant until one, Hiertaxus, turned on its host, nearly draining her to death. The Urchin Army, with help from Sharlayan allies, mounts a desperate rescue. Though the battle is fierce and costly, the host survives, left reeling from void poisoning and withdrawal.When she later attempts to summon a voidsent deliberately, tensions erupt within the Army. Seeking control over her powers and fractured trust, she departs to train under a Reaper. There, she prepares for the final confrontation with Hiertaxus—who wasn’t as defeated as they thought.
vii.
The Runaway Bride
A joyful moment turns to crisis when, during a peaceful gathering to celebrate the birth of twins to two of the Army’s own, a betrayal unfolds. Under the guise of diplomacy, masked assailants abduct the mother and children, disappearing into the deserts of Othard.The Army mobilizes immediately, launching a tense rescue mission across foreign sands. While Adelaide and the twins are recovered, the truth behind the abduction threatens to fracture bonds within the ranks: Adelaide is revealed to be a runaway bride, claimed by a Xaela warlord she once believed responsible for her family’s murder.As loyalties are tested and secrets unravel, the Army must navigate the fallout—not only to protect the children caught in the middle, but to reckon with what happens when personal pasts collide with a shared cause.
viii.
The Next Chapter
A living, breathing story that is being written by free company members every day...
Hooks
SOCIAL JUSTICE ORIENTED |
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If your character wishes to right the wrongs imposed upon the weak, helpless, and disenfranchised, the Urchin Army is a great choice. |
FORMER STREET KID |
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Is your character a former street kid who has managed to survive to adulthood and wishes to help others who are growing up in the same situation? You're an ideal recruit -- and maybe your backstory has you joining during your childhood. |
PARENTAL UNIT |
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Every bunkie that houses the children of the Urchin Army has a den mother or den father, a person who is vetted as safe and amazing. They provide guidance, sometimes firm, to help these kids grow up into healthy, solid adults. |
NOBLE-MINDED ELITE |
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Your character has all the privilege in the world; money, title, and connections. Despite this, you choose to use your privilege to better the lives of others. |
SECRET NOT-CRIMINAL |
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On the surface, you're a brutish thug, a sleek thief, a trafficker of substances and people. Underneath, you're a supporter of the Urchin Army, one who uses what they know about the criminal inside to help dismantle the bad guys. |
PROFESSIONALS |
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Teachers, healers, priests and clerics, household servants, and shopkeepers -- all able to help provide opportunities for the urchins of the army to learn about the real world -- and learn roles and skills that make them ideal spies. |
Screenshots
Members

[Nyte Snow]
ㅤThe Matronㅤ
A Doman refugee who settled in Ul'dah during the Garlemald Occupancy, Nyte quickly lived and recognized the plight of the helpless and founded the Urchin Army.

[Friday Derringer]
ㅤGeneral/
Second in Commandㅤ
An entertainer turned Resistance spy displaced after Dalmasca was conquered by the Empire. With the Garlean Empire crushed, he takes his skills where they're needed.

[Elivir Beaufoy]
ㅤGeneralㅤ
A former inquisitor of the Orthodox Church of the Holy See, since the end of the Dragonsong War, he has renounced his place in the order and is just a simple priest, focusing instead on charity work.

[R'ehan Tia]
ㅤLieutenantㅤ
A reluctant voice of reason within the Urchin Army, R'ehan Tia runs the Army's front, High Nunh Bar & Grill. He also handles Army logistics, and is Nyte's spine when hers falters. Absolutely loathes when people fight in the bar, but loves it when they fight right outside.

[Rhel Karrvandrare]
ㅤLieutenantㅤ
Fate is a fickle thing, flicked into dreams in fragments to be deciphered by those willing to listen. Even the most dedicated can only do so much on their own. A brief, sought meeting of destiny behind the closed doors of the High Nuhn saw Rhel make his case to aid the downtrodden and despairing.

[Tasi'a Kugure]
ㅤLieutenantㅤ
A friend of Nyte's who stepped up when she began to recruit staff for High Nunh Bar & Grill, staff who could be double-agents for the Urchin Army. Tasi'a works the grill, but you can ask him for fried urchins to get a discreet message to the Army.

[Crowe Breviceps]
ㅤSergeantㅤ
Not much is known about this Roegadyn except that he enjoys hurting those who hurt innocent folks. Of Garlean origin, no one knows what brought Crowe west, but no one has taken the time yet to ask, either.

[Veranthius Almora]
ㅤSergeantㅤ
A visit to High Nunh Bar & Grill to get a few drinks and grub with friends turned into a solid partnership and buy-in with the purpose of the Urchin Army. Veranthius rarely misses an opening, always ready to take on contracts from folk in desperate need.

[Akako Rhikthi]
ㅤSergeantㅤ
A wandering miqo'te with a fondness for Archon Loaf, this energetic woman works the scene at High Nunh Bar & Grill. Her energy is contagious, her kindness legendary, and she'll defend the innocent with with her trusty gun and acid wit.

[Benio Zena]
ㅤSoldierㅤ
A long-lived giant of a viera, Benio joined the Urchin Army out of a lack of anything better to do. Long a mercenary without morals, the Army is slowly awakening his long-dormant sense of right and wrong, as is a mad miqo'te.

[Magnus Quinn]
ㅤSoldierㅤ
A Sharlayan-trained doctor, Magnus uses his skills to help those injured while helping the Urchin Army, as well as those too poor to find medical help elsewhere.

[Shadren Darkmantle]
ㅤSoldierㅤ
A stop at a pop-up during a Mogstock festival changed Shadren's life, as a fondness for beer brought him back to High Nunh over and over -- and eventually into the Urchin Army.

[Varian Beaufoy]
ㅤSoldierㅤ
Elivir's genial, friendly brother. This Knight is a simple, handsome fellow with a cloying naiveté. His martial skills are nothing to laugh at, unlike his social skills. But is there more than meets the eye to this elezen?

[Wawaku Waku]
ㅤSoldierㅤ
eliable detective lieutenant by day, barkeep and friendly prattler by night! The perfect size and shape to be underestimated. Well-loved by the Maelstrom, foodies, and fellow cigar aficionados.

[Wrag Irontoe]
ㅤSoldierㅤ
The genial owner of the Irontoe Brewery, Wrag helps the Urchin Army by employing the downtrodden and spreading word of the good being done on Garnet Lane.

[Yvesoix Sellemontiere]
ㅤSoldierㅤ
Not all elezen from Ishgard come from the ruling class, and Yvesoix is a perfect example of a rough-and-tumble Brume sort. Glad to stomp on corruption and greed that negatively impacts the poor and disadvantaged of the Brume, Yvesoix threw in with the Urchin Army.

[Z'irys Vexx]
ㅤSoldierㅤ
A medical genius who dedicates spare time to helping the downtrodden of Ul'dah through the Urchin Army. Not much else is known, except that Nyte insists he eats - he never does eat enough.

[Acheus Resteir]
ㅤPrivateㅤ
A scarred hyur accoutered with his mask, white robes, and a plethora ivory roses. Little is known of his origins or background; the mysteries that follow Acheus don't hamper his compassion or his spirit towards those needing a friend.

[Adelaide Ashdown]
ㅤPrivateㅤ
to be written

[Illuminata Graves]
ㅤPrivateㅤ
to be written

[Kitten]
ㅤPrivateㅤ
to be written

[Valvar Djt-Setlas]
ㅤPrivateㅤ
A scholarly companion to Veranthius, Valvar lends his abilities as a healer and researcher to the Urchin Army. While less visible than Veranthius, Valvar is never far behind, and his compassion for those in physical and emotional pain is legendary.

[Votya]
ㅤPrivateㅤ
tbw

[Voyce Yarborough]
ㅤPrivateㅤ
A wandering priest of Oschon, Voyce threw in with the Urchin Army as he cannot abide the slavery of children. This philanthropy and faith hides a dark secret, though, one he fears the Army will discover.

[Xander Tia]
ㅤPrivateㅤ
A walk-in off the lane, this starving, poor Miqo'te came looking for work, and found himself tail deep in adventure.

[Azena Namai]
ㅤCivilianㅤ
A long-established accountant in Ul'dah who has made a name for herself for being incorruptable. Working as an independent auditor, Azena often runs afoul of those who have cooked their books -- and in need, she turns to the Army for succor.

[Dizih Yhoye]
ㅤCivilianㅤ
Driven mad by her visions, and led to the army by the same, Dizih mostly remains associated since no one knows what to do with her -- and because she's attached herself to Benio and Rhel.

[Paracelsus Trithemius]
ㅤRetiredㅤ
With no other companionship despite his wishes for stout allies by his side, he took the opportunity she had given to him of serving the Urchin Army - the same people he had deemed worthy of not only his blade but his servitude, though he would never admit it.
Systems
[Welcome to BOLT into BATTLE]
ㅤA Custom Combat System by Fridayㅤ
disclaimer
ㅤWe use a custom built role-play combat system developed by Friday. It has not been stress tested so we expect there to be growing pains and appreciate everyone's feedback as we test it out.
bolt basics
ㅤBolt uses a simplified D&D style system with enemy AC (Armor Class) and D20 rolls meet and beat that AC number for successful punishment. Players in equal measure will have AC as well based on the way you choose to class your character. At its very most basic, Bolt is a game of beating thresholds and using your specific advantages to help yourself and your teammates.
Party roles
ㅤCharacters are broken down into four basic roles: Tank, healer/support, ranged dps, and melee dps.
Note
ㅤYou're not restrained to your job as it would guide you in FFXIV. One could play an alchemist specializing in being a healer by throwing potions and tonics or a great-sword wielding melee DPS. If your character has multiple skills they can use, you can keep a couple load-outs ready to use whenever it's time to go adventuring! Try not to overdo it though -- there's teammates with different skill sets too for a reason.
[Stat Breakdown]
ㅤUnderstanding your Character's Statsㅤ
At the beginning of every campaign, your character must declare the role he, she, or they will fill during the campaign. This doesn't mean the role can't change later on, but a starting stat sheet must be prepared for every character.
ROLE | AC | HP | ATK | HEAL |
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TANK | 15 | 22 | 4 | NA |
HEALER/SUPPORT | 12 | 19 | 3 | 5 |
MELEE DPS | 14 | 21 | 5 | NA |
RANGED DPS | 13 | 20 | 5 | NA |
AC
- Your Armor Class, the roll needed to beat out of a /dice 20 to do damage to you! Enemies will also have AC to beat in the same way on your turn.HP
- Health! Adjusted by job.Just ATK
- This is the amount of damage your basic attack will do without any buffs or special skills involved. “I'm just attacking!”Just Heal
- Just basic healing without any perks! This is for a single target. It has no AC roll requirement.You can pick whichever class you like and those will be your stats while using that loadout! While AC is important and the basic crux of hit/miss, just keep in mind the DM may make adjustments to suit the particular mission -- including forgoing AC altogether for a set of simple threshold rolls everyone has to beat to survive an attack for example -- like a large boss AOE (Think of it like raid-wide damage!).
[Organization of Combat]
ㅤOrdering the Chaos - hahaha help us, Oschonㅤ
There are two ways to order combat in BOLT, and the system can depend on the preference of the campaign DM, the number of participants, participant preference, or even the style of event. Be ready to participate in either!
Initiative Style
- All players roll for initiative (which order they will go it) with the highest going first. Enemies will also be rolled for and mixed up within the player's turns. The DM may respond to attacks in groups/one at a time depending on their style and choice for that mission.Grouping Style
- Players and Enemies will go in separate phases based on role. Here is how this order is broken down. Healer/Support, Ranged & Melee DPS, Tank, Enemy/Enemies.Grouping style might be selected for larger groups and adjustments can be made as needed for event style. On the first turn Healers/Support can use this time to prepare for oncoming damage, support opening DPS, interact with environmental hazards or just attack!
[Combat Bonuses]
ㅤExtras in Combatㅤ
Combat may involve extra elements - special skills, rebounds, limit breaks, potions/poisons, and more - what is or isn't allowed is determined by the campaign DM and the preparedness of the team!
Potions
- An adventurer's best friend! Every player should be outfitted with an X number of these at the start of the mission. It's the DM's duty to let the group know how many potions they have on hand and how they work. A basic potion would heal 5 HP for a single target. A DM might need some wiggle room based on the number of healer/support characters in the mission. These are used on your turn.Rebound
- Every player is entitled to two free re-rolls with a bonus an encounter. The DM can adjust this number as they like. For example A first rolls a 12 for a miss, they can rebound and give it another roll with a +1 to their second attempt. So if Character A rolls a 12 again, it's a 13 this time with the +1.Limit Break
- The secret counter you’ll be building up through battle! By either landing 3 hits or taking 3 hits, you will fill up your Limit Break bar. It can be a combination of the two as well (example landing 1 hit, but taking 2 hits fills the counter). Here are the two options for what you can use this full bar to do!
One single strike on an enemy for twice your usual Just ATK, no AC roll required.
One AOE Heal across the board for allies, healing 6HP for each.
Special Skills
- After picking a role, every player gets to pick 2 special skills from the chart below to outfit their kit. Some of these have restrictions on number of uses and can be adjusted by the DM for an event (example: your 2-time use skills will have 3 uses in this mission). All of these can be adjusted to whatever role-play flavor you like so this a place to really shine and make your character unique! Some may be specific to a roll and will be noted if so.
SKILL NAME | ROLE | DESCRIPTION & METHOD |
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HEALER'S DELIGHT | Heal | Player can augment their healing into a group-wide heal 2 times an encounter. +3HP to all allies 2x each encounter |
BIG CHEER | Heal | Offers a single ally +3 to their next 3 AC-required attack rolls. Twice an encounter. +3 to AC rolls Next 3 rolls 2x each encounter |
HOT HOT HOT | Heal | Heal over time for one ally. Lasts for three of player's turns. +2 HP for an ally 3x turns. |
CHILD LEASH | Heal | It's Rescue. Forcibly yank an ally from perceived danger once per encounter. Can only be used on allies that consent to it. |
GREEN DPS | Heal | Allows healer/support to add +1 to roll to AC and +1 to DMG, but next heal will be -2 HP. Penalty does not apply to LB. +1 to rolls and dmg but -2 HP on next heal. |
OBSESSIVE PERSISTENCE | DPS | Gives +1 to dmg if consecutively attacking the same target. Bonus starts after two consecutive attacks and continue to stack to a max of +5 dmg. Bonus resets on target swap. (Passive) Cannot stack with TIDIM. Only augments damage. 2 attacks against the same target = +1 to DMG each turn a DPS continues to attack the same target, max +5. Resets upon target swap. |
TURTLED TURTLES | Tank | Allows them to hunker down and increase their AC by 2 and any allies behind them by 1 for the round. +2 AC to Tanks +1 AC to all allies behind Tank. |
BRUTE JUSTICE | Tank | Adds +1 to DMG for each ally that suffers damage from previous round, max +3. (Passive) +1 to dmg for each ally hurt in prev enemy turn, max +3 |
GET'EM BUDDY! | Tank/DPS | On their own failed attack roll, they give an extra +2 to the roll of their nearest ally. Twice an encounter. Failed Attack = +2 to roll for an ally 2x an encounter |
TCH I'LL DO IT MYSELF | Tank/DPS | If having not received any healing or support for 3 turns, their next attack has increased damage and AC roll. (Passive) No Support x3 turns = +4 dmg to next ATK and +2 to roll. |
BLACK CAT CROSSING | All | Double the number of rebound rolls for you on the mission (passive) Base: x4 Rerolls with +1 to the roll |
IT'S NOT A REBOUND | All | Forgo all Rebound rolls for a flat +2 bonus to rolls. Passive for all roles. +2 to AC rolls but no Rebound Rolls. |
CRITICALLY DIRECT | All | Upon rolling a 20 on an AC roll, immediately fill LB bar. If LB bar is already filled, may direct the bonus to an ally who’s bar is not. Must wait until next turn to use LB. Roll 20 on AC = Immediate LB fill. If LB full, transfer bonus to friend. |