HYDRA'S WHIP

for tradition, connections and pride.

TIME : ████ - ████
LOCATION : █████ - ██████
NEXT DATE : 11/30 LAST SATURDAY OF EVERY MOON.
21+ ESTABLISHMENT.

invite only.


HYDRA.

The Hydra is an underground business run within the bounds of the three major Eorzean city-states. Each establishment holds true to the highest standard of fighting arenas, though each one has its own take on those core ideals.

hydra's whip.

hydra's mace.

hydra's hook.

People say that the Hydra arenas have been around as long as the city-states themselves; as such, not much is known about how they started. There are rumors about their origins, of course, as there will be with anything. Some claim that the more battle-hardened members of the Twelve placed the arenas down as a gift for the denizens of Eorzea, to allow them a release in a controlled environment. Others posit that the Hydras are all a ploy by the Garlean Empire to finally take that which has eluded its grasp—somehow.The more credible rumors tell the tale of triplets from some far-off land that few Eorzeans have had the chance to visit personally. These triplets bore scales and horns and tails like any dragon, and they each seemed just as proud as one, too. When they arrived in Eorzea, they squabbled about how to run an arena, and each went their own way. One settled in the Shroud, one in Thanalan, and the third on Vylbrand. They stayed in touch, if only to brag about their achievements to their siblings.Perhaps their bond ran deeper than most would’ve thought, as they each named their arena in accordance with the other two. The Hydras were born, if separate; united, in the loosest sense of the word. They would remain this way throughout the centuries, even as they changed ownership and the original triplets’ families lost their hold on each arena.Until, that is, the current Whip took the throne about ten years ago. She revolutionized the way the Hydras ran, and forged a new path for the arenas. Before, they’d known each other distantly; now, they all work in tandem. If one head faces trouble, the other two will work to ameliorate it. In public, they are the perfect associates, the perfect coworkers. Behind closed doors, however….…well, there are no rumors about that.

HISTORY.


WHIP.

Deep in the woods of the South Shroud there’s a location reserved for the wealthy, the curious, and maybe even the desperate looking for something- anything to prove.A small Au ra woman with a short and cropped hairstyle stands by an unassuming crack in the stone, vines and flowers that had comfortably made their home within the cracks dutifully dangling over any openings. With the right amount of gil, the right story, or even the right name, the curtains are pulled to the side, revealing a narrow passage that only seems to get bigger as the path guides you to a large dark door.The door is heavy to pull aside; the music in the room plays dully, only hints of it can be heard underneath the soft chatter and laughter heard from door. If one had found the location by accident, they might have considered it a club. Wine red floors, golden and velvety black chairs, men and women in their most formal clothes sipping from elegant glasses as they snicker behind their fans.Past the crowd there’s an arena- a pit. Pairs dripping in wealth sit in their seats chuckling as the men in the ring fight to decide their fate.

The current Whip wasn’t satisfied with making changes to the bonds between each of the Hydras, however. After the prior Whip fell under the weight of the throne, the current Whip seized control with a firm hand. Under her guidance, the establishment faced a plethora of new changes, blossoming a typical fighting ring into a true experience.Before, it was the perfect archetype of a fighting ring; in the words of the current Whip, it was once “nothing but a lazy pit.” Patrons would visit for the fights, and nothing else would convince them to stay. The Whip saw this wasted potential, and implemented services that would entice patrons to visit, stay, and spend money.She employed skilled bartenders to concoct delicious drinks; charismatic stewards to linger on the floor and deliver beverages to patrons; shrewd bookmakers to set odds, take bets, and distribute winnings; and artisanal live musicians to provide a soundtrack for it all. Where before the main attraction was the fights, now, the primary draw is the atmosphere. Now, patrons are meant to have a good time even if they don’t attend solely for shows.New services, however, meant the old amenities simply wouldn’t work. The Whip redesigned the location to his tastes, resembling a speakeasy in the lower sections of the Gelmorran ruins that the establishment had always been based in. Red, black, and gold are the predominant colors; lush VIP booths line the walls; seductive lighting and candles ensure everyone looks their best. What remains untouched is the throne sitting at the head of the arena. Carved of worn gray stone and with nicks and scratches to boast its age, the throne is a looming monolith representing the business’s past.This relic is the only thing that remains of that past—and, of course, the main spectacle: bare-knuckle fighting. The Whip prohibits combatants from using magics in the ring. Raw physical strength is the only thing under scrutiny, and those who break this singular rule are subject to the wrath of the lead himself. She takes absolute pride in the juxtaposition of her classy speakeasy with the brutality of the arena, and woe to anyone who takes offense with it.

HISTORY.


no magic.


Here at The Whip, we aim to cultivate a display that's mimics that of a painting, one left best undisturbed by magics. Keep magic and discussions of such, elsewhere.

no altercation.


No fighting outside of the ring. Sweet and simple, do not mess it up, do not lay a hand on staff nor The Whip. Keep personal strife outside or you will be asked to leave.

dress code.


Formal, Dark and Masks. Masks aren't necessarily enforced but you certainly won't be welcome back if seen without one (This rule is not applicable to Staff and Fighters).

manners.


Don't raise your voice, don't cause a scene, NEVER disrespect a match, never bring unnecessary attention to The Whip.

invitations.


All visitors must hold an invitation, all invitations are handed out by The Whip herself. Patrons are granted a plus one. Please keep in mind that your plus one is a reflection of yourself. Choose wisely.


ㅤETIQUETTE.ㅤ


Hydra’s Whip is a high-class function for the underground elite. If your character does not fit that kind of setting and cannot behave accordingly, do not bring them. If you bring a character that does not fit the setting and disturbs staff/patrons, you will be asked to leave.

ㅤGIL-LESS.ㅤ


No gil is used at the bar. Services from the bar are through rp only. Hosts do not charge for rp, though you are welcome to tip if you enjoy someone's writing.

ㅤRESPECT.ㅤ


Be respectful. The Whip is an exclusive venue, do not be rude to staff, do not be rude/disrespectful to The Whip, do not be rude to other patrons. Bickering is always fun but keep it light and please do try to keep others out of it, this venue is for making connections, and is not a telenovela.

ㅤIMMERSION.ㅤ


No OOC chatter in say chat at all, keep it to tells. No weapons/minions out, no running through people. Please observe basic RP venue etiquette.

ㅤDON'T WANT TO RP?ㅤ


Then don’t go. The venues focus is to meet others and make connections, if your character is not interested in talking to anyone and is in any way rude to staff, do not go. This is not the venue for people who only want to lamp.

ㅤINVITES.ㅤ


Invites are handed out through rp from The Whip herself. If you feel like your character fits the environment and would like to plan something, please contact The Whip herself.


♕ RING AFFILIATES

Her Affiliates.

Esteemed blades of The Whip, herself. Established with loyalty, with trust, with pride.

THE LEGACY.
Svya.

affiliate.

LA FORTUNA.
Mordred.

affiliate.

THE PASSIONATE.
Atlas.

affiliate.

The Relentless.
Cassius.

affiliate.

THE PERFORMER.
Swallowtail.

affiliate.

THE RECKLESS.
khoni.

affiliate.

♕ WHIP'S STAFF

Elysion.

healer.

peony.

healer.

wylim.

healer.

Malaketh.

bartender.

Kuon.

bartender.

Cian.

photographer.

Hérault.

host.

Rose.

host.

ibakha.

host.

akisashi.

host.

atticus.

host.

fray.

announcer.


ABOUT THE MACE

he / him.


A hard man that runs a hard place. Nobody knows much about his past. When asked, he posits that all that matters is that he killed the last Mace--and he'll do the same to those who seek more information. He defends his title with his fists, and isn't forgiving of any slights against his pride. He's known for a short temper and an explosive rage: one that he usually settles in the ring.


ABOUT THE HOOK

he / him.


An easygoing man that runs a chaotic place. Very few people know his face, as he rarely spends any time with the "masses." He's known for spending his time on the VIP ship, drinking and cavorting with those who manage to somehow find passage on it. Nobody speaks much of what happens there, saying only that the Hook is a wonderful host.


CASSIUS.

THE RELENTLESS

he / him.


WIP.


SVYA.

THE FREELANCER

he / him.


A fighter who was quick to make his way up the ranks, Svya walks amongst the halls of The Whip with pride and silent confidence. Svya seems to relish putting on a performance, sending winks and smirks towards the crowd in between hits. The Whip certainly claims to not have favorites, though he's never seen lingering from the railing that lines the pit when Svya is in the ring.


NEL.

THE PERFORMER


WIP.


HEDA.

THE MERCILESS


WIP.


khenbish.

THE EXECUTIONER


WIP.


khoni.

THE ???


WIP.


malaketh.

THE OMINOUS

he / him.


A bartender with a penchant for experimentation.


peony.

THE HEALER

she / her.


A woman who is learned in traditional medicines and knows how to keep her lips sealed when it matters, Peony fills a necessary role for The Whip. She laughs in a low melody that haunts the halls, watching with eyes that pierce through the dim light of the room. With lips that matches blood spilled by resolute fighters, Peony will tell you that here, she exists to serve.


wylim.

THE MAGE

he / him.


A multi-disciplinary mage and man with many letters.


bulqadar.

THE ???

he / him.


WIP.


celeste.

THE ???

she / her.


WIP.


ibakha.

THE CONFIDENT

she / her.


Born on the Steppe, Ibakha has now found a new life in Eorzea. Friendly and outgoing as she is, she is also no stranger to the underbelly of Eorzea's nightlife; fight betting, recreational drugs, and running from the long arm of the law are all familiar experiences to her by now. Ask her for her favorite criminal hiding place or her opinions on the Brass Blades, and she's sure to talk your ear off if you let her. Just don't ask her why she doesn't like lighted candles.


akisashi.

THE ???

she / her.


WIP.


WHIP'S MATCHES.

An ebony ring in the belly of the hydra. Grounds of tradition, juxtaposition and pride.

OCTOBER MATCHES

MATCH ONE.

NOISE
+
THE
RELENTLESS

MATCH TWO.

THE
LEGACY
+
THE
PERFORMER

MATCH THREE.

NAMELESS
+
LA
FORTUNA

Basic Fighting rules! (Step by step guide)Fighting posts are to be done in /yell.
Both fighters will do a /random and the person with the higher roll goes first.
Fighter A will write out their attack as an attempt and then /random.
Fighter B will /random and if they roll higher than Fighter A, they successfully block/dodge the attack. If they roll lower, than Fighter A’s attack succeeds.
Based on the outcome of the roll, Fighter B will write out their reaction (Dodging, getting hit, etc.) In which time during that same post, they will also write out their own attempt to attack.
Rinse and repeat
The first player to achieve 3 hits wins the fight.
Counter attacks! (Step by step guide)Person A does their attack roll.
If Person B’s defense roll is 500 or more than Person A’s attack roll, they gain a chance to perform a counter attack.
Person A and B both roll again as if it is an attack roll by Person B (Person B goes first)
If the attack roll succeeds, Person B gets a point and RPs the counter attack as a success.
Person B proceeds to their next attack turn as normal and the fight continues.
Example:
A:* tries to kick them in the head.*
A rolls 120
B rolls 750
(counter attack)
B rolls 800
A rolls 600
B: Grabs them by the foot and tosses them into the wall, then rushes forward to attempt a kick to their chest.
B rolls 300
A rolls 560
(Person B gets a point for the successful counter attack, but misses their normal attack roll. The points in this situation would be 1-0 with person B in the lead.)If Person A’s defense roll were 500 or more higher than Person B’s normal attack roll, they could also roll for a counter attack.If a counter attack roll fails, the attempt is ignored and the fight proceeds as usual. You can not get a counter attack by rolling a high defense on a counter attack roll.

𝑻𝑨𝑩𝑳𝑬 𝑹𝑼𝑳𝑬𝑺 - Roll to start: HIGHEST roll can choose 𝑺𝑶𝑳𝑰𝑫𝑺 𝒐𝒓 𝑺𝑻𝑹𝑰𝑷𝑬𝑺. Highest roll also goes first, breaking the balls.You must sink 𝑬𝑰𝑮𝑯𝑻 𝑩𝑨𝑳𝑳𝑺 + the 𝑪𝑼𝑬 𝑩𝑨𝑳𝑳 to win.𝑪𝑨𝑳𝑳𝑰𝑵𝑮 𝒀𝑶𝑼𝑹 𝑺𝑯𝑶𝑻 - Call 𝑬𝑽𝑬𝑵𝑺 𝒐𝒓 𝑶𝑫𝑫𝑺 before rolling to hit as well as the ball you're aiming for. If you do not roll a match to your call, you miss. ((1—8 Solids 9—15 Stripes))𝑬𝑿𝑨𝑴𝑷𝑳𝑬 - OOC: Odds, ball 3. /roll - Random! You roll a 338. ((Therefore, the player would miss, then write their post!))𝑻𝑹𝑰𝑪𝑲 𝑺𝑯𝑶𝑻 — a triple number ((i.e. 777)) correctly called will sink TWO balls!