Anri Alimont

At a Glance

Six fulms and one ilm tall, thirty-two years old and with the body and scars of a seasoned warrior, this woman wears the marks of her history with quiet pride and confidence.One may call her resting expression distant and numb at first sight, yet the softness of her eyes and the occasional twitch at the corners of her lips hint at an entirely different tale.Soft-spoken and quiet, yet firm and secure, her voice paints the picture of a boulder in the crashing waves of the sea: unwavering and steady in even the worst of storms.

Keywords & TropesIshgardian + Sellsword + Complicated + Dutiful + Composed + Chaotic GoodComically Serious + Socially Awkward Hero + Bruiser with a Soft CenterBadass Normal + Pragmatic Hero + Sugar-and-Ice Personality

Approaches & StylePlanned RP + World RP + Quicksand RP + Venue RPCharacter-Driven + 3rd Person + Long-Term

Themes & InfoAdventuring + Foil Characters + Serious & MatureTimezone: EU + Discord available if we have plans!

Past

House Alimont

For centuries and generation upon generation, a small Ishgardian noble family recognized by their blue hair and known for their penchant for hunting voidsent, nightkin and ashkin roamed the star, protecting those who could not protect themselves and seeking a better understanding of what it is they're fighting.It was for this exact reason that they had become a target: too poor and rough to fit into high society, thinking too much and too far outside the box to fit in with the Ishgardian orthodoxy, and too curious for their own good as far as Archbishop Thordan VII was concerned. Declaring them heretics was far too easy.Excommunicated from the church, exiled from the city and stripped of their land and belongings, the Alimonts were swiftly hunted down and brought to justice at the hands of the Inquisition. They cared little for the truth; the Alimonts had been a thorn in the sides of many, and to see them gone was a blessing.

The Golden Roses

It was by a small act of mercy that the temple knights allowed Anri, then only seven years old, to escape into the Dravanian forests, thinking she would die there regardless. Alone, terrified and knowing full well that many would turn her in for a reward, Anri darkened her hair and posed as one of the many war orphans.It didn't take long before someone took her in. The Golden Roses, a primarily-elezen company of sellswords, took her in as their errand girl: peeling popotoes, cleaning armor and weapons, purchasing supplies at the markets, and more. Though they were not necessarily good people, they quickly became Anri's new family.Over the many years that followed, Anri gradually became one of them - from swordsmanship lessons to battlefield tactics, they taught her all they knew until she could one day fight alongside them - first as scout, then as skirmisher, and finally right there, shoulder to shoulder with them at the frontline.

A Drifting Blade

All good things come to an end, and so did the era of the Golden Roses - not swiftly, not brutally, but gently: many of them had grown too old to maintain a proper fighting shape, and most of them were intelligent enough to put down their sword before they were killed by someone younger and faster than themselves.On the other hand, Anri, then 26, was at her prime around this time: with years of experience under her belt and her entire life spent as a sellsword so far, she could not fathom retirement for herself - not so soon, at least, and perhaps never. No: to put down her sword would be a waste of her carefully-honed talent.And so, Anri became a lone mercenary selling her services to the highest bidder. Though most of her contracts had her fighting alongside the Eorzean Alliance, Anri was careful to avoid fighting alongside the temple knights: despite her official pardon following Thordan's death, her grudge never quite went away.

Roaming Adventurer

Several years later, with the fall of the Garlean Empire, Anri is out of wars to fight in. Gone are the days of high-risk, high-reward jobs; all that's left are contracts for guarding merchant caravans, protecting scholars on expeditions, hunting the occasional voidsent or wild beast, and mentoring adventurers.While many would consider such work to be rewarding, Anri does not: whether it's pride or habit, it feels like a waste of her talent to the woman who spent almost two and a half decades of her life with a sword in her hand. Her family name used to mean so much more; her bloodline demands more.And so, the search for a new cause continues...

Hooks

"Someone has to look out for the next generation of fools."

In more recent history, Anri has finally joined the Adventurer's Guild. With it come all the responsibilities of an adventurer: to help those in need, to help each other, and to help the fresh-faced novices prosper. Accordingly, a veteran adventurer might find themselves assigned to the same job with Anri, while a less experienced adventurer might instead be accompanied by her as guiding figure and worst-case guardian.

"We make a pretty good team, don't we?"

Though she has mastered the art of melee warfare, Anri is almost entirely magically inept, becoming completely dependent on outside help in situations where aether manipulation is necessary. While such scenarios are uncommon, they nevertheless force her to seek help from people she might otherwise never choose to talk to and make alliances with people she might otherwise never consider fighting alongside.

"A tradition of duty; dedication until death."

The Alimonts have been hunting monsters and voidsent for generations, and Anri cannot resist the call. Whenever a situation involves voidsent, she will find it impossible to stay away for long; like a moth to a flame, the last huntress of her line is drawn to her quarry, no matter the risk and no matter the odds. No matter what: an encounter with fellow hunters, victims or even nightkin is bound to be memorable.

"One of these days, you're not going to come back."

Anri will inevitably get herself hurt during a contract or one of her vigilante interventions or one of her hunts, and though a good soldier will know how to keep themselves stable, her experience does not extend to ensuring full recovery. As a result, Anri heavily relies on apothecaries, chirurgeons, conjurers, shamans and all sorts of other healer-types for when things go sideways, and accordingly holds a deep respect for them.

"You'll find no one better suited to be your shield."

Anri is a former sellsword: a soldier fighting not for ideals, but for the highest bidder. Though her days of infantry warfare are over, her experience makes her an ideal guard for caravans and expeditions, a cunning personal advisor for nobility and military personnel alike, and a top-notch personal guard for wealthy and influential figures. Hiring her for any of these reasons is the easiest way to get to know her.

"Nothing can tie that woman down. Not even you."

Being an adventurer, Anri spends most of her life traveling and dealing with all sorts of small, mundane problems as a result - whether it's finding a place to sleep, figuring out how to pay for her next meal or needing repairs for her equipment, Anri interacts with all kinds of people from all kinds of different walks of life. Sometimes, these small interactions blossom into long-standing friendships.

"You're not as bad as everyone says you are."

Though she often tries to walk away and turn her back to cries for help, Anri is - unfortunately for herself - a good person deep down and thus never succeeds in trying to stay uninvolved. Despite her vigilante antics rarely ending well for herself, she'll step in and defend those who can't defend themselves time and time again, never so much as asking for a reward - though never refusing one that is offered freely, either.

Out of Character

Hi! Here's the important stuff: I'm European, I'm close to 30, and I like to think of myself as a friendly, genuine person with very firm boundaries. I've been writing for ~15 years and consider myself a pretty adept storyteller, but I don't expect anything more than effort from writing partners. Lastly: I'm trans, and so is Anri. If that's a problem or uncomfortable, you're welcome to get lost.

Yes

1) Long-term roleplay. I greatly prefer this over short-term or one-off plots/scenes; if we get along well and our writing clicks, why stop?2) Lore-bending. I'm a lore-adjacent RPer myself, but if something is written into the lore in a way that makes sense, who am I to say no?3) Open-world roleplay. Anri does not exist exclusively within the halls of Ul'dah's adventurer's guild, and neither should your character.4) Plotting, planning and scheduling. We are the GMs of the plots we write together, so let's put in the effort and ensure we're both on the same page.

Maybe

1) Slice-of-life RP. I secretly adore SoL scenes when they're in context & part of a greater narrative, but pure SoL gets stale sooner or later.2) Venue RP. If the venue is just the backdrop, that's perfectly fine by me - but I don't like going to a restaurant just to RP eating food, you know?3) No carrd or profile. I get it, you prefer to handle this through talking to each other, but I can't start a conversation off of nothing!4) ERP. I will never automatically expect this or assume this will happen, but I think story and smut can coexist. Here's my F-List.

No

1) Minors, IC or OOC. No matter the nature of the scene, all characters and players involved should be at least 18, and ideally 21+.2) Bigotry & queer fetishization. I'm not okay with raceplay and I won't interact with "F+" characters. No, they are not "trans-inclusive".3) Combat-focused RP. If it happens in a plot, it happens, but I'd rather not put the focus on the fight itself unless it serves a specific purpose.4) WoLs, Scions, MSQ-related characters and similar. Powerful characters are fine, but Anri may appear out of place next to them.