THE LIARS' CLUB
those who don't see,
those who don't know.
A roleplay group in the Final Fantasy XIV universe.
the basics.

IC INFORMATION
The Liars’ Club is a clandestine network of independent contractors and criminal factions scattered across Eorzea, and an organization whispered about more than truly known. Each faction, built upon its own unique criminal specialty, operates autonomously within its region. But together, they form a strategic alliance: a covert web that trades in resources, intelligence, and influence across key industries and political circles. Though its highest concentrations of power lie in Ishgard and the Black Shroud, the Club’s true strength stems from its structure. Every member outfit appears, from the outside, to be a perfectly legitimate business - providing cover and credibility to its operators. Behind these facades lies control over lucrative markets: drug trafficking, arms dealing, smuggling, extortion, and more. Members enjoy the benefits of a "real" profession while quietly commanding whatever trade suits their interest.
Originally founded by highwaymen in the Twelveswood who united together under the banner of The Bladefeather Brotherhood after intense scrutiny and persecution by the Order of the Twin Adders, the organization thrives on secrecy and communication through untold means. The Liars' Club was once a simple ideal born out of necessity, but now its combined reach spans far beyond The Shroud - infiltrating legitimate businesses, government agencies in several city-states, and military enforcement. Their goals change from faction to faction and region to region, whether it be controlling lucrative markets and trade routes, manipulating government systems, or using ruthless efficiency to take power through force.
With a very basic hierarchy of power and very little rules to follow aside from respect and loyalty to one another, members have spread across Hydaelyn and utilize their varied expertise with the understanding that the club itself is a transactional relationship; there is always something to gain, and everything to lose. At its core, The Liars' Club is driven by power and profit - their shared ambition keeps infighting at a minimum, knowing that the network can be called upon in order to outmaneuver competitors in criminal supremacy. When one faction needs help, the others abide by an unspoken rule that their individual success is key to their collective success.
By design, the Liars’ Club is meant to remain in the shadows. To the outside world, it is little more than rumor. There is no banner, no symbol, and no official name spoken aloud. Members conduct their affairs behind closed doors and are expected to act with absolute discretion. There is no public representation, no uniforms to wear. Initiation into the Club comes with a single, unwavering expectation: confidentiality above all else.
"The first rule of Fight Club is..."
OOC INFORMATION
The Liar's Club is a 21+ morally grey/chaotic/criminal RP community located in XIV, with the purpose of creating a common pre-established connection among characters involved to foster roleplay and inclusion in storylines and plots. Though most members reside on the Crystal data center, there is no specific 'home server' and no Free Company to join as a requirement. All contact between players is conducted through the use of a Cross World Linkshell and a Discord server, and members are free to run their own respective Free Companies on whatever server they call home. If a member would like their own group or Free Company to be recognized by The Liars' Club and included in story beats, it should be discussed with group leadership beforehand.
While the group will curate an overarching plotline with occasional events to bring players together, it is largely the goal for players to foster an atmosphere in which everyone feels comfortable being proactive and seeking roleplay from one another, with an interest in including one another in their own personal story beats in order to have a great time writing with friends. The intent is to use the group as a means of additional and supplementary roleplay to enrich your character's story. Do not join with the expectation that this group will keep you very busy, but rather add to what you've got going on already.
The group by its very theme is chaotic and criminal. We are not currently accepting individuals that would like to join as a lawful protagonist to serve as a rival or enemy to the group. If you have no interest in writing themes that lean into the morally grey and downright criminal, you need not apply - because you won't have any fun! However, if your OC is presently lawful and you're interested in curating a plot of corruption, that is another matter of discussion!
The group by nature will dabble in dark and mature themes - please do not seek membership if under the age of 21. Our goal is to be as inclusive as possible, but we are a group of adults and have no designs to engage in IC or OOC activity with minors - there's a circle of friends out there for you in XIV somewhere, just not here! Apologies.
WHAT WE'RE LOOKING FOR
Characters that consider themselves chaotic or neutral aligned, with a lean toward a morally grey history.
Characters with a background in crime or otherwise morally grey activities, or presently involved in organized crime of some sort.
Characters that do not necessarily consider themselves a criminal, but do not mind blurring the lines of good and bad and have no problem working with individuals with a criminal background.
Adult players that understand the difference between IC and OOC, have respect for other roleplayers, and avoid powerplaying/metagaming.
Casual roleplayers that don't mind being proactive and reaching out to one another, and are not relying on others to create opportunities for them.
Players that enjoy writing dark/mature themes that may include violence, criminal politics, and understand that you don't always have to "win" to have fun.
the application.
Thanks for checking us out, and hopefully you've found enough here to answer any questions you might have. If not, feel free to reach out.If interested in joining, please take the time to fill out our application located HERE.
the rules.
I. Respect for All Players: Always treat fellow members with kindness and consideration, and be mindful of players' personal preferences and limits. If someone expresses discomfort with a certain subject or theme, respect their wishes. Furthermore, any form of racism or bigoted behavior will not be tolerated - players that display disruptive or offensive behavior will be removed immediately.
II. Consent in Roleplay: Roleplay is collaborative, and all actions affecting other characters should be consensual. Never force actions on another character without prior agreement. Mutual consent is extremely imperative, especially when writing darker/mature themes in roleplay.
III. No Meta-Gaming or Power-Gaming: Do not use knowledge that you've learned OOC to create an unfair advantage in roleplay. Additionally, roleplay should allow for conflict and challenge, and characters should have flaws and weaknesses. Sometimes, losing can be more meaningful than winning!
IV. IC vs OOC: If your character has a conflict with someone else's character, keep it in-character. Never let IC issues spill over into OOC interactions. Always prioritize friendly and positive OOC interactions.
V. Lore and Setting Compliance: While your character’s backstory and personal story may be unique, make sure they fit within the boundaries of the Final Fantasy XIV universe. We encourage as much creativity as possible while staying true to the world of Eorzea and the universe curated by Square Enix. When using the lore provided to us, the general rule of thumb is simple - bend, but don't break!
VI. We're here for FUN: Above all, remember that roleplaying is meant to be fun. We encourage creativity, collaboration, and respect in all aspects of our group. If you ever have any concerns, communicate with group leadership respectfully.
We're here to have fun - don't fuck it up!
current business.
OUROBOROS ACQUISITIONS
— ISHGARD
LOGISTICS SYNDICATE
STATUS: ACTIVE
A shadowy trading guild known for its swift and discreet transport services, with well-guarded routes and a cunning crew on their flagship Ouroboros. With the ability to smuggle cargo of all types through several regions, they work in cohesion with the club to make all parties involved wealthy, wealthy people. Their side-hustle, a brothel in Empyreum, also proves a tidy spot to clean dirty profits and a place to discuss business in secrecy for members of the club.
EBON VOWS
— LIMSA LOMINSA
SECURITY FIRM
STATUS: ACTIVE
A privately operated organization providing mercenaries for hire, catering to a vast array of needs—whether righteous or ruthless. Their sole focus is on achieving results, with one unwavering principle: the price dictates the terms. When the club needs additional muscle or intel for any occasion, Ebon Vows are the first and most efficient point of contact to get the job done.
LA TROUVAILLE
— THE BLACK SHROUD
SHIPPING & RECOVERY
STATUS: ACTIVE
A highly exclusive shipping and recovery firm with contracts in Ishgard and Gridania, specializing in discreet transport and high-stakes retrieval. Those with the right connections, however, know that some of the most valuable cargo isn’t just passing through - it's crafted on-site. With the club's resident gunsmith at the helm, they make certain everyone is well-armed for any occasion.
THE ASHEN COIN
— THANALAN
BLOODSPORT CARTEL
STATUS: UNCERTAIN
One of many notorious fighting clubs in the desert of Thanalan, The Coin was recently overthrown by a rival faction. With its leader, an Ala Mhigan by the name of Merrick, nowhere to be found - The Liars' Club now plan swift action to recover their compromised associate without suffering further loss.
ALVANE AROMAS
— RADZ-AT-HAN
PERFUMERY & HOLDINGS
STATUS: ACTIVE
An unassuming perfumery specializing in floral scents, they create products to appeal to a broad array of sensibilities and clientele. A very broad array. While on its face the business appears elegant and well-ordered, Lady Alvane traffics with suspicious traders, and known in coarser circles as a refuge to honorable rogues who stand in opposition to the wealthy alchemist houses that control the lion’s share of Radz-at-Han’s wealth. Anyone who can keep their business discreet is welcome to pass through and come out smelling clean.
OPEN
— LOCATION
CLASSIFICATION
STATUS: ??
The Liars' Club is always looking for new opportunities, whether it be from current members or new. Who will step up and take their seat at the head of the table with the rest of the Liars' council?
HEADS OF THE TABLE
in the criminal underworld, power is earned, not given. every member of the club is owed a seat at the table, but the head of the table is reserved for those who hold the rights to shape the future. run by a council comprised of delegates from the numerous factions that make the club the successful criminal network that it is, each of them have earned their place through ruthless cunning, blood-soaked triumph, or commanding the respect of their peers. no decision is ever made singularly, and this ensures that the club remains in balance. often jokingly referred to as a "big cheese" by members of the club, these leaders are tasked with making sure the club's future doesn't only benefit their own motivations - but everyone's.





the network.

BLADEFEATHER BROTHERHOOD
— THE BLACK SHROUD
BLADES OF REVOLUTION
STATUS: INACTIVE
Founded by highwaymen and criminals in the Twelveswood, they are the original arm of The Liars' Club, its foundation an act of rebellion against Gridania's authority. Intense infighting and betrayal saw the group eventually scattered and disbanded, but their ideals live on through former members still affiliated with the club.
KAMI NO NAI
— THE FAR EAST
ORGANIZED CRIMINAL ENTERPRISE
STATUS: INACTIVE
Kami no Nai, roughly translating to Eorzean as Those Without Gods, were once a ruthless criminal organization filled with cutthroat ronin and merciless soldiers of fortune. Extending their reach too far, Kugane's government made certain to scatter them, leaving the survivors banished and wanted. Several members still remain affiliated with the club, including its leadership.









