
The Sand Court is a revolutionary organization born from the dust and blood of Thanalan. It moves where the Brass Blades refuse to patrol and the Immortal Flames choose not to look: the lower markets, the refugee camps beyond the gates, the forgotten roads where the poor bleed in silence so that Ul'dah's upper city can shine.
Led by Yucca Al'sahra, the Court fights for those the Sultanate has abandoned. It smuggles medicine to communities the Monetarists have starved. It redistributes wealth taken by force from people who never had a voice. It stands, armed and unafraid, between the vulnerable and those who feed on them.
Ul'dah calls us criminals. The Syndicate calls us a threat. The people of the lower city call us by name, and they do not flinch when they say it.
The Court's roots are in Thanalan's sand, but its reach no longer ends at Ul'dah's gates. The same debts, the same abandoned people, the same quiet cruelties repeat themselves across the Three Great Continents and the far shores of Tural, and the Sand Court has learned to follow them wherever they surface.
We do not steal from those who cannot afford the loss. We do not harm people who cannot defend themselves. We do not move product that destroys the communities we fight to protect.
The Syndicate and Monetarists extract wealth from Thanalan and call it commerce. The Sultanate and Royalists extract obedience and call it order. The Brass Blades sell their loyalty to the highest bidder and call it law. We extract nothing from Thanalan. What we take comes from those who have taken first.
If that makes us outlaws, then the law was never written for the people it claims to serve.
The Sand Court is an 18+ roleplay community on Crystal / Mateus, focused on morally gray storytelling, revolutionary intrigue, and found-family dynamics that began in Thanalan and now reach across the Three Great Continents and Tural. We run structured campaign arcs, weekly events, a mission board with open contracts, and collaborative worldbuilding.
Our combat framework is the Eorzean Battle System (EBS), a d999 roll-table system built for fast, cinematic encounters. No stat sheets, no prep. Just roll and write.
The faces behind the Court. The reasons it still stands.
No court is made of banners and titles alone. It is made of the people who show up when the sand turns against you. These are the ones who carry the Sand Court forward, mission after mission, name after name.

Yucca Al'Sahra
The HareShe does not explain herself. She does not need to. The Sand Court exists because she decided it would, and it runs because she has not decided otherwise. She has buried things in the desert that deserved to stay buried, and kept things alive that had no right to survive. If you are standing in front of her, one of two things is true: she let you get close, or she has not decided what to do with you yet.

Bastian Caldeth
The SteelwrightPeace has given Bastian room to sharpen the parts of himself that matter. He listens, takes stock, and keeps his hands busy with work meant to last. There is satisfaction in a machine running clean, in a problem solved without bloodshed, in leaving something better than he found it. Those same hands still remember the weight of a weapon, and they never hesitate when the moment calls for one. He has spent enough of his life bracing for whatever came next. Now, he builds towards a future of his own choosing, and guards it with everything he has.

Adeline Deroselle
The staff-wielding wanderer who goes wherever the wind blows, extending a hand to those in need. The furious blade that strikes with wind, light, and scattered petals. The writer sitting at the back of the tavern, furiously scribbling on paper and grumbling about how "the accounts are a mess again." Different facets, yet a single truth: call her name, and help will arrive, no matter how great your trouble may be.

Draeven Mourningale
Draeven can often be a mystery, an aura of intensity surrounding the mostly quiet Duskwight. He constantly battles his demons in silence, choosing not to lay his weight on others, at least most of the time. Years surrounded by death have hardened him, and the cruel mannerisms once needed to survive have since been quelled, shoved away. In their place, a desire to help those so forgotten and downtrodden that they cannot help themselves takes precedent, that compassion for those who suffer alone the strongest amongst his characteristics, even with the darkness forever looming, casting a shadow on his choices. He hopes to one day be the missing piece to many a puzzle in the world, if only his inner darkness will allow him to be the person he hopes to still one day be.

Fifiku Fiku
The Pink SummonerIf you meet a happy-go-lucky Lalafell in pinkish clothes, your journey will be filled with smiles. He may seem to be just like another adventurer, but this one has a special connection with forces beyond normal comprehension. Rumor says he is followed by a shadowy figure who lacks patience and has questionable morality. Beware.

Naathgar M'rrsch
The ChimeraAlso known as "Nightmare." A hunter who hides in the shadows, hard to spot and even harder to take down. He studies beasts around the world, learning their best attributes in order to become the ultimate predator. Versed in magic and fast combat, when seen he is usually following a small Lalafell in his quest to make a better world. Weirdly, he likes morbols.

Luzura d'Arc
The Sand LynxDon't let her size intimidate you, for Luzura's heart is every bit as big. Usually cheerful and playful, the lioness is always willing to lend a hand to anyone in need, as a way of healing the scars left by war. Within the Sand Court, her role is clear: to serve as the foundation that allows Yucca's dreams to become reality. And, of course, to keep the orphanage's children from getting themselves into trouble.

Grymsunn "Grym" Thosinnacht
A man of many talents, Grym will be the first to tell you that he's more than just his looks, brawn, and roguish charm. He also has the technical skills and keen analytic mind of a seasoned engineer, which led to a lucrative criminal career. Deciding to use his sordid skills for a nobler purpose, he cast his lot in with the Court, hoping to aid the recently displaced Garleans scattered through Eorzea.

Aldric Ullon
The CookOnce a soldier, his hands were weathered by steel, used to taking life. Now they create instead of destroy, crafting meals that soothe weary souls. On a path of redemption, he journeys the world, gathering flavors for his own cookbook. Though he despises violence, he won't hesitate to protect friends, proving blades still belong in his grasp when needed.

Y'maomi Rhul
A Sharlayan-born scholar turned martial artist. She's not as well known as some of her sisters, and she'd like to keep it that way for now. She's rather quiet, but she's more than willing to throw herself into danger head first in order to protect those that she cares about. She can often be found patrolling the streets of Ul'dah.
The board is updated regularly. Pick a contract, coordinate with the Court, and get it done. Payment on completion. Failure is its own reward.

- SEP 08Trail to the Heavens | Event HiatusTuesday Mission
- SEP 15Adventure in the Three Great ContinentsTuesday Mission
- SEP 19Three Wishes: Black MarketSpecial Event
- SEP 21Spoiler Embargo Ends | Sand Court DiscordNotice
- SEP 22Dusty Den NightRP Night
- SEP 25Adventure in TuralFriday Mission
- SEP 29Adventure in the Three Great ContinentsTuesday Mission
Every month runs on the same fixed cadence, so the Court always knows what's coming before it arrives.
- Tuesday Combat MissionsAlternating between Tural and the Three Great Continents, each every 15 days
- Dusty Den NightsEvery 30 days
- Friday Combat MissionsAlternating between the Three Great Continents and Tural, each every 15 days
- Dry Dock LoungeEvery 30 days


Load the venue design in-game.
Contracts completed. The desert remembers what was done.
Every week, the Sand Court rides out twice over. These are the missions that were called, fought, and closed. The sand shifts, the roads change, but the record stays. What was faced here earned more than coin. It earned a place in the ledger.

Where: To be determined
Server: Crystal - Mateus
DM: Yucca Al'Sahra
Discord: Join for event details

Where: Yyasulani Station, Heritage Found, Shaaloani
Server: Crystal - Mateus
DM: Yucca Al'Sahra
Discord: Join for event details
Thanalan. The Black Shroud. La Noscea. Coerthas. Where it all began.








Urqopacha. Kozama'uka. Yok Tural. New sands, new contracts.

Someone tried to open the Garlean graves at Bloodhowe and fled before finishing the job. What they woke up did not go back to sleep. Yucca was called by name to close what was started, handing out powder blessed under Thal's rites so the Court could choose, soul by soul, between peace and destruction. What followed was a graveyard divided against itself, Ala Mhigan and Garlean alike, grief and grudge fused together into something that called itself nothing but pain. By the end, a nameless child, a grudge with a name attached, and a scale finally balanced were left behind among the graves.
Location: Bloodhowe, Abalathia's Skull, The Lochs
Server: Crystal / Mateus
DM: Yucca Al'Sahra

A church left to rot northwest of Sheshenewezi Springs, a congregation gone without a trace, and a bell that started ringing again at midnight. Zatepepya asked the Court to find out why, on one condition, nobody was to set foot inside. What the graveyard gave up instead was worse than vandalism: fifteen souls who gave themselves to the earth on purpose, weaving their own aether into the land to call something strong enough to answer for what the mines had taken. Three hordes and a fused elemental horror later, the truth came out in bone and ceruleum, and the bell finally went quiet.
Location: Sheshenewezi Springs, Shaaloani, Xak Tural
Server: Crystal / Mateus
DM: Yucca Al'Sahra

The Hanuhanu of Ok'hanu had a problem with too many teeth in it. A Kumbhira, grown far past natural size, had claimed the fishing grounds at Breath Between, and the village needed it gone without a single drop of its blood spilled. Yucca had a plan involving sedative darts bought off a very suspicious pelupelu merchant. The plan did not survive contact with the crocodile. What followed was a fishing line that turned into a tug of war, a collapsing bridge, a river crossing nobody signed up for, and one Hanuhanu family reunion nobody expected to end in near drowning. The beast made it downriver exactly where it belonged. The Court made it out considerably more battered than it went in.
Location: Ok'hanu, Kozama'uka, Tok Tural
Server: Crystal / Mateus
DM: Yucca Al'Sahra

A Pelupelu merchant, a shipment of tea, and a road that was never meant to be safe. Bapli needed his goods carried quiet across Urqopacha to Icuvlo's Inn, off the beaten path and clear of the towns that might catch wind of his new blends before he was ready to sell. What should have been a simple walk turned into a gauntlet of Tural's wildlife, a gang of cactus creatures with an unexpected talent for boxing, a leafy horror that very nearly buried Bastian under its own bulk, and a venomous predator that only met its match in the least likely fighter on the trail, Bapli's own alpaca, Coton. The caravan made it through in one piece. Nobody's dignity did.
Location: Urqopacha, Yok Tural
Server: Crystal / Mateus
DM: Yucca Al'Sahra

Lord Godbert Manderville himself sent the invitation, and Yucca, against her every principle, said yes. What was meant to be a night of free drinks, VIP passes, and a bit of harmless bank-breaking at the Golden Saucer turned into something far darker the moment a man threw himself from the Climb of Happiness in full view of Wonder Square. A second death in three days, both victims broke, both gamblers, both silenced by a poison brewed from old, sun-baked Sagolii cactuar venom, slipped into a note and a promise. The Court traced the thread from a grieving bartender to a card table ranking board, and found a self-styled Lord out of Limsa waiting at the top of it, collecting debts no one could ever hope to pay back alive.
Location: The Golden Saucer, Wonder Square
Server: Crystal / Mateus
DM: Yucca Al'Sahra

A shipyard, a foreman who did not believe in ghosts, and a vessel that refused to be finished. Word reached the Court through Naldiq and Vymelli's after what happened on the Isles of Umbra, and the job seemed simple enough at first: keep the workers calm, keep the peace, get the Victory built before dawn. But the dead do not always stay quiet for coin, and the drydocks had a story of their own, an old betrothal, a broken promise, and a woman who threw herself into the harbor long before the Calamity ever came. What the Court found waiting in an empty hangar room, on a lighthouse beam, and finally aboard the ship itself was not a haunting looking for vengeance so much as a grief that had simply never been allowed to rest.
Location: The Drydocks, Lower La Noscea
Server: Crystal / Mateus
DM: Yucca Al'Sahra

Some things refuse to stay buried. The Sand Court arrived at Aleport Docks on a haunted island under a gale, with a deal already struck. The airship had been flying on forged papers long enough that Limsa Lominsa wanted a favor before signing anything: the Isles of Umbra had dead walking its shore every night at midnight, disturbing the corrupted aether still lodged in Pharos Sirius since the Calamity, and reconstruction had stalled. What waited on the other side of the ravine was older than the lighthouse, smaller than expected, and considerably more furious about the whole situation.
Location: Isles of Umbra, Ship Graveyard / Pharos Sirius
Server: Crystal / Mateus
DM: Yucca Al'Sahra

A Holy See loyalist cult was pulling people out of Coerthas and Adeline was somewhere in the middle of it, last seen walking away from Amdapor Keep like the Court had never existed. The group rode into the blizzard, found a farmstead already wrong with void energy, and went down through a trapdoor into blood and torchlight. Adeline was already fighting when they got there. The boss fell, the cult collapsed, and Yucca talked Adeline into a drink in Foundation. Not a reunion. A beginning.
Location: Falcon's Nest / Gorgagne Crossroads, Coerthas
Server: Mateus
DM: Yucca Al'Sahra

Amdapor Keep pressed down like something alive the moment they crossed the threshold. The group fought through ruins, voices, and void-touched horrors before reaching Ferdiad, a high-ranking voidsent still haunting the Keep from the days of the Mhachi assault. He offered one deal: a precious memory from each of them, in exchange for the White Mage soul stone. Adeline stepped forward before anyone else could speak and gave up every memory she had of the Sand Court. Ferdiad took them and left. She walked out not knowing any of their names.
Location: Amdapor Keep, South Shroud
Server: Mateus
DM: Yucca Al'Sahra

The Court entered Quarrymill under forged academic credentials, posing as scholars from Ul'dah. The warden E-Una-Kotor enjoyed the performance but still refused entry, sending them north to recover a stolen chest from the Redbelly. Yucca had already prepared a convincing fake. The group reached the Redbelly camp and negotiated instead of fighting, leaving every member of the gang breathing, the real chest in hand, and E-Una-Kotor none the wiser.
Location: Quarrymill / Amdapor Keep approach, South Shroud
Server: Mateus
DM: Yucca Al'Sahra

Forgotten Springs was losing livestock and soldiers to something moving beneath the Sagolii. Flame Captain Sidimund requested the Sand Court's aid after two of his own patrols vanished without a trace. The locals described a worm ancient enough to shake the ground when it shifted in its sleep. The Court rode out to find where it nested, understand what brought it to the surface, and put it down before the Springs were cut off entirely.
Location: Forgotten Springs, Southern Thanalan
Server: Coeurl
DM: Yucca Al'Sahra
Location: The southern road between Ul'dah's gate and Little Ala Mhigo, where the route narrows between two dune ridges.
Hazards: The escort is trained and armed for exactly this kind of ambush, the wagons move only in daylight, and the open ground offers little cover beyond the ridgeline itself. Sabotender nest along the dune base and do not care who started the fight.
NPC: Mireille, a camp elder who has watched three tithe counts pass through her people's tents, knows the convoy's schedule by heart and will share it for the promise that whatever is seized comes back to the camp.
Location: The Sagolii Desert border checkpoints, spread across three dune crossings watched from raised platforms.
Hazards: Vane's company is well armed, well fed, and coordinated in a way hired blades rarely are. Sandstorms roll through the dunes without warning, and visibility from the platforms means an approach across open sand is seen long before it arrives.
NPC: Fenn, a runner who escaped one of Vane's checkpoints with a cracked rib and a clear memory of the shift change, knows exactly when the platforms sit thinnest.
Last Known Activity: A meeting near the Merchant Strip, close to the Steps of Thal, roughly a week before the second safehouse burned.
Hazards: Whoever this is knows the burns were noticed and may already be planning to run for Sultanate protection rather than be found first by the Court.
NPC: Dov, a fence who deals in secrets as often as goods, saw the Merchant Strip meeting and can describe both parties for a price, though he insists on payment before names.
Last Known Location: The outskirts of Little Ala Mhigo, working his way toward the camp along a trail he has clearly walked before.
Hazards: Corbin does not work alone once he is close to a capture, and he knows the desert terrain around the camp better than most who live there. Confronting him too early only teaches him to be more careful.
NPC: Saorla, one of the two laborers Corbin already caught and later escaped again, knows his methods better than anyone and is willing to help end this for good.
Location: Forgotten Springs, Southern Thanalan, where the refugee group has sheltered among the ruined pillars for the past several suns.
Hazards: Sultanate patrols sweep the springs on an irregular rotation, the open ground between the road and the ruins offers little cover, and Antling colonies grow active near the springs after dark.
NPC: Beren, a guide who has run this path before, knows which hours the patrols favor and which do not appear at all.
Location: A noble estate on the Thanalan side of the Goblet, guarded by house staff and a small private watch.
Hazards: The study is locked and watched by two hounds kept loose in the garden after dark, and the household hosts a gala within the week that will fill the grounds with guests and, briefly, thin the guard on the study itself.
NPC: Petra, a current kitchen servant sympathetic to the cause, can slip a side door open during the gala in exchange for a promise that her name never appears anywhere near this.
Contracts resolved. Debts of gratitude recorded.
Every contract sealed here was a promise kept. These are the names the Sand Court carries forward. What they delivered, others will remember, and the Court pays what it owes in gil, in story, and in the quiet respect reserved for those who walked through the work and came back.

A healer and her two children needed to reach Vesper Bay before the full moon. She had treated people certain nobles would have preferred to see dead, and the knowledge she carried was inconvenient for more than one prominent name. The desert route was too short to be safe. The children could not wait.

Known only as the Collector, this operative worked for a debt syndicate that preyed on migrant workers in Thanalan. Her method was to locate debtors, seize their children as collateral, and sell them before any payment could be made. Her true identity was unknown. Three separate mothers described her in identical terms. That was enough.

The Yur'gram aqueduct had gone quiet. No platoon of Brass Blades sent below had returned, and what little water still reached Ul'dah's thirsty districts came back fouled with bone and the copper smell of old blood. The Sand Court contracted a field party to descend into the underworks, locate the blockage, and find whatever was causing it. What waited in the dark was worse than any sewer beast: a disgraced thaumaturge nursing a basilisk in the deep stone, feeding it the blood and fear of everyone he could drag below, dreaming of flooding the city with its venom.
The Sand Court was not built. It was inherited, like a scar. What Sariel Al'sahra left behind when he died was not an empire but a debt: a network of informants gone silent, trade routes bleeding gil to rivals, and a name that still made people flinch in the right parts of Ul'dah.
Yucca Al'sahra took up the name not out of ambition, but necessity. The Court had to survive, or everything her father's cruelty had touched would simply be absorbed by something worse. She rebuilt it on different terms: loyalty over fear, purpose over profit. Where her father used Thanalan, she chose to serve it. Where he extracted, she returned. The sands remember what was buried there, and Yucca means to dig it all up before someone else does.
In Ul'dah, power is a currency the Syndicate mints and the Monetarists spend. The Sultanate sits on a throne with no real authority. The Royalists cling to tradition while the people beneath them starve. The Brass Blades answer to coin, not justice. And the Immortal Flames look outward while the city rots from within. The Sand Court exists because no one else will walk into the places that hurt. The lower city. The refugee quarters. The desert roads where merchants vanish and no report is ever filed.
The Court's territory spans all of Thanalan. Ul'dah is the nerve center: the place where coin talks and silence is bought. But the real work happens beyond the gates. Central Thanalan's trade crossroads, the sun-scorched ruins of Southern Thanalan, the smuggler camps near the Sagolii, the old Amajina mining outposts in Northern Thanalan. Every stretch of sand has a story, and most of those stories have blood in them.
The Court does not claim territory in the traditional sense. It claims people. Routes through places others avoid, knowledge of where things are buried and who buried them, and a promise: that the people of Thanalan will not bleed alone. In Ul'dah, that is called a crime. In the desert, it is called survival.
The Sand Court operates across multiple platforms. We maintain a Free Company on Mateus, a Cross-World Linkshell for members on other Crystal servers, and a Fellowship for broader community access. Join whichever fits your situation.
Membership is earned, not given. To become a Court Member or Associate, your character must first participate in at least one mission or event with us. This gives both sides a chance to see if the fit is right. Once you have, reach out to staff to discuss alignment.
These reflect your character's relationship to the Sand Court.
The Sand Court is an 18+ community. This is not a suggestion, not a guideline, and not flexible. If you are under eighteen, this space is not for you. No exceptions, no circumstances, no "but I'm mature for my age." We take this seriously because the stories we tell deal with violence, moral complexity, trauma, and the weight of difficult choices. That requires adults at the table.
If you are under 18, do not engage with this community in any capacity.
If you engage in racist, homophobic, transphobic, or otherwise discriminatory behavior, whether in character or out of it, you are not welcome here.
If you are unable to separate in-character conflict from out-of-character relationships, this is not the space for you.
If you use roleplay spaces to manipulate, harass, or pressure other players, we will remove you without discussion.
The Sand Court is built on care. For the stories we tell, for the people who tell them, and for the space we share. These rules exist to protect that. If you are here in good faith, you are welcome. If you are not, the desert is wide and you are free to walk it alone.