philanthropist - smuggler - historian

ANYE VAEL

PROFILE

Age: Early 30s
Sex: Female
Pronouns: She/Her
Race: Half-Highlander, Half-Elezen
Birthplace: Ala Arghyl, Gyr Abania
Family:
Rowan Vael (mother, deceased)
Lucien Devereux (father, deceased)
Current Residence: Limsa Lominsa, Vylbrand
Sexuality: Homosexual
Relationship Status: Single, Polyamorous
Alignment: Chaotic Good
Current Occupations: Philanthropist, Historian, Smuggler
Former Occupations: Pirate, Smuggler

BIOGRAPHY

EARLY YEARSBorn to a vintner-turned-poet expat from Ishgard and a local dock forewoman in the port town of Ala Arghyl, Anye would have a fairly uneventful childhood until the invasion of Gyr Abania by the Garlean Empire. Living on the coast, her family were among the first refugees to flee the region, and thus had the good fortune of finding shelter and work in Limsa Lominsa before the wave of refugees to Eorzea reached crisis levels.For the next several years, Anye's parents found steady yet meager employment crewing privateer vessels in service to Limsa, and Anye herself would follow suit in taking odd jobs on various pirate ships upon coming of age. Tragically, this simple existence would be interrupted once more by the Empire, as the ship her parents served on was lost at sea during the Seventh Umbral Calamity, struck by an errant piece of Dalamud. Now left on her own with no remaining attachments to Limsa and nary a gil to her name, Anye stepped away from piracy and set out to find more lucrative work and new opportunities elsewhere in Eorzea.A SMUGGLING EMPIREIt was during this time that Anye first arrived in Ul'dah, and was horrified to find the abysmal conditions her fellow Gyr Abanian refugees had been forced to live in. Desiring to help, but lacking the immediate means to do so, she returned to Limsa and sought out a few trusted companions from her piracy days. Over the next couple of years, they orchestrated an elaborate smuggling and laundering operation, whereby luxury goods stolen from the wealthy would be redistributed through an otherwise innocuous-looking shipping company, with the resulting gil either being donated directly to Ala Mhigan refugees, or used to buy essential goods that would then be distributed to them.Despite some early setbacks -- including one near-arrest that resulted in Anye being barred from setting foot in Ul'dah to this day -- this philanthropic smuggling operation proved successful, and Anye sought to expand it to other disadvantaged groups outside of just the Ala Mhigan refugees. Over time, her group provided aid to the people of Ishgard's Brume during the latter days of the Dragonsong War, to Ishgard as a whole following the war's end, and later to Ala Mhigo, Doma, Bozja, & Dalmasca as each region rose up in revolt against the Empire. She even volunteered her services to the Eorzean Alliance on occasion, most notably during the fighting in Ghimlyt, where her skills at funneling materiel enabled her to deliver supplies to frontline soldiers where more conventional supply lines couldn't.EARLY RETIREMENTIt was around this time that Anye noticed a trend that was both promising and troubling: many of the corrupt, wealthy entities she relied on to fuel her relief efforts were beginning to reform or were collapsing entirely. Ishgard, in particular, went from being a lucrative target to a major dependent. In Anye's eyes, this made those former targets no longer ethical to continue to prey upon. While less greed & corruption was great for the world at large, it directly threatened her ability to continue to do her own good work. By the time her operation was lending aid to Thavnair and Garlemald amid the Final Days, it seemed to her like the end of her smuggling days were fast approaching.Thus was the decision made to step away, and leave the life of benevolent crime behind. In her eyes, she had already accomplished everything she could for the world, and had earned some time to herself. Leaving the dismantling of her smuggling enterprise in the care of her 'Retainers' (the affectionate term she uses for her co-conspirators), she renovated a former storehouse into a cozy cottage on Vylbrand's coast and set about relaxing and indulging in interests in magick, history, & culture that she'd not had the time to explore prior.A NEW CALLINGFor a restless spirit like Anye however, retirement soon proved to be an ill fit. It wasn't long before she found herself in a bit of a rut, feeling aimless and out of sorts. The excitement of her old life as a smuggler called to her, but with the world at relative peace it seemed the only way to scratch that itch now would be to prey upon those she had once helped -- a line she adamantly refused to cross. After days of drunkenly moping around her cottage, the sight of her bookshelf finally brought inspiration: archaeology!Having traveled the world several times over and dabbled in all sorts of smuggled goods, Anye had already become well-versed in the history and peoples of Hydaelyn, and her staggering collection of historical tomes only reinforced this wealth of knowledge. Her swaggering manner & often crass demeanor belied an exuberant appreciation for foreign cultures, as well. What's more, the world being at peace didn't mean that the plundering of artifacts by the wealthy had stopped. The more she thought on the matter, the more it all came together.With newfound energy & excitement, Anye set to work on this new venture. Initially working with smaller local tribes and the scholars of Limsa, she used her expertise as a former smuggler to help secure sites of cultural significance, rendering them much less vulnerable to exploitation and theft. Before long, these efforts caught the attention of like-minded professors in Old Sharlayan, who began to employ Anye on larger-scale expeditions where her unorthodox education would prove valuable. Slowly but surely, Anye found herself drawn into academia, and despite some initial reluctance and a continued annoyance at the stuffiness of her Sharlayan clients, she's been known to confide in private that the change in careers has left her genuinely fulfilled.That's not to say, however, that she's put the thrill of the heist entirely behind her. Though she may haunt the halls of the Studium by day, by night she and her Retainer crew reconvene to extract ill-gotten antiquities from the hands of wealthy collectors and black market traders, either spiriting them back to their rightful owners, or ensuring they find safe haven in museums or universities for study.Researcher and righteous thief. It's a delicate balancing act to live in both worlds, but she wouldn't have it any other way.

CHARACTER NOTES

PRONUNCIATION
- Anye's name is pronounced phonetically as "ONN-yeh," with heavy emphasis on the first syllable. The second syllable is a short "eh" sound, rather than an "ah" or "aye." Her surname, "Vael," is pronounced the same as the words "veil" and "vale."
ACCENT
- She speaks with a heavy, working-class Velodyne accent, which is meant to sound like a rather stereotypical Irish accent.
RETAINERS
As the leader of a far-reaching philanthropic smuggling operation, Anye naturally couldn't do everything on her own. With this in mind, she recruited three long-time friends of hers to serve as her seconds-in-command, or as she playfully called them, her Retainers:
J'Nym "Nymsi" Pharel - Among Anye's oldest friends, Nymsi is a one-eyed miqo'te who very much looks the part of a pirate. Not one to sit idle, she is often very hands-on with smuggling operations, preferring the thrill of the heist.
Lameera Hryskjir - The most reserved and timid of the group, Lameera is an awkward rava who was rescued from slavers by a young Anye & Nymsi. A natural with numbers, she primarily serves a behind-the-scenes role as the organization's bookkeeper.
Hahn'ara Kha - Despite her blasé, lackadaisical demeanor, Hahn'ara serves as a diligent administrator, handling practical matters that would otherwise bore Nymsi or require more people-skills than Lameera could muster.
Laureinne Devereux - Though Anye's attempts to mend fences with her surviving relatives has largely been met with scorn and rejection due to her father's abandonment of the family business, she has managed to rekindle a strong bond with her cousin, Laureinne. Chafing at the banality of minor nobility, Laureinne jumped at the opportunity to work alongside Anye and her Retainer crew, using her family's status as vintners to the elite to gather intel on any illicit antiquity trading that may require intervention.
EQUIPMENT
Naturally, it wouldn't do for a criminal-turned-field-researcher to be incapable of defending herself. Anye's current weapons of choice are a pair of gunblades, of both Garlean and Bozjan make. Amica, the Garlean gunblade, is a refurbished piece she managed to snag from an Imperial officer's corpse during her stint as a supply runner in Ghimlyt. Meanwhile Saoirse, the Bozjan gunblade, is a commissioned piece that is designed to be both sturdy and light, allowing her to wield it in a manner akin to the lighter rapiers & cutlasses she'd become accustomed to as a young pirate.
Anye also possesses a rapier and magickal focus she has collectively dubbed Rósálainn. Though she is highly adept at swordplay, her inability to wield magick currently renders the accompanying focus more of a decorative item for the time being.THE CHAPEL PERILOUS
As both an avid reader and a self-made student of history, Anye naturally has a lot of books. In fact, it may even be fair to say that she's collected a few too many over the course of her adventures, reaching the point where she physically cannot not contain all of her massive assortment of tomes in her own house.
Needing a suitable place to not only store her vast collection but also easily access it, Anye simply...built her own library! Having leased a storehouse from Hingan crime boss Arkies Hoshizuki back when she herself was in the smuggling trade, Anye obtained permission to renovate the place into a suitable study, thus creating what she has gone on to christen the Chapel Perilous.Within the Chapel is Anye's wide array of historical accounts, cultural & religious texts, apocrypha, and research papers. Some are simply her personal copies of established knowledge, while others are long-forgotten or even outright forbidden tomes that carry no small amount of danger to possess. The latter are what earned her library its name. Anye chose "Chapel Perilous" in reference to a parable she remembered from her childhood. The parable referenced a chapel where visitors would either be enlightened or damned from the moment they crossed the threshold, the spiritual knowledge they gleaned rendering them forever unable to reverse or alter their trajectory.(POTENTIAL?) WINE HEIRESS
Anye is - or at least could be - heiress to one of the most highly renowned vineyards in Ishgard, Chateau Devereux. Her father Lucien was the eldest son of the Devereux family and thus heir to the vineyard and its substantial fortune. However, after meeting Rowan Vael while overseeing a shipment to Ilsabard, and well aware that his family would never permit marriage to a person of such 'lowborn' standing, Lucien abandoned his family's wine empire in order to follow his heart back to Gyr Abania, and back to Rowan. The use of Rowan's surname instead of Lucien's for their daughter is indicative of this falling-out with the Devereuxs.
THEME SONG
"The Queen of Argyll," renditions by The Killdares and Ken Theriot
In-universe, the song "The Queen of Al' Arghyl" was penned by Anye's father Lucien as a declaration of love for her mother, Rowan. It was first performed for Rowan in the middle of a crowded tavern, much to her embarrassment, after which Lucien proposed to her. The Ken Theriot version of the song is intended to represent this performance.The Killdares version of the song is more explicitly Anye's own theme, here being less a love song and taking on a decidedly different meaning. As one of the few still-living natives of Ala Arghyl, and by far the most prominent, she is indeed the 'queen of Ala Arghyl' in spirit, and this bigger, louder version of the song keenly reflects her big personality.

ALA ARGHYL, AND THE NATION OF VELODYNA

Located along Gyr Abania's southwestern coast where the Velodyna River empties into the sea, Ala Arghyl was once a port town that stood as a proud remnant of a nation nearly forgotten to history. At one time, it served as a major hub of commerce and culture for the region prior to the Garlean invasion. In contrast to the stark, barren mountains and salt flats surrounding the capital of Ala Mhigo, Ala Arghyl sat amidst verdant cliffs, and enjoyed an almost constant drizzle of rain.HISTORY OF VELODYNA
Founded towards the dawning of the Sixth Astral Era, Velodyna was a small nation wedged between Gridania to the west and the various tribes that would go on to form Gyr Abania to the east. Its borders extended west to east between Timmon Beck and its namesake Velodyna River, and north to south between present-day Bittermill and the southern coastline where the Timmon & Velodyna empty into the sea. Though detailed accounts are sparse, the few sources that remain tell of a highlander tribe that was part of one of the early era's waves of westward hyur migration into Eorzea. Barred by the elementals from entering the Twelveswood, and unwilling to go underground as the Gelmorrans did, they would wander the edges of the Shroud until coming upon a fertile river valley wherein they could plant their crops and readily obtain fish from the coast. Thus was established the village of Arghyl, which would in short time become the capital city of the newfound nation of Velodyna.
As it would turn out, this highlander tribe would not be the only residents of the area to post up there due to being ejected from the Twelveswood. Long before the hyur arrived, fae folk had made a similar attempt to migrate to the Black Shroud, only to strike up a quarrel with the elementals & sylphs that would see them forcefully repelled. Not willing to abandon the forests of the area so readily, these fae would simply "move in next door," nestling in the Dimwold where they could play pranks on elemental & Gelmorran alike from afar. It was perhaps this shared tale of how they came to the area that sparked a strong kindred between the fae and the Velodynes, as the highlanders would be largely spared from the fae's mischief and even protected by it on occasion. Even as late as the early 1400s, pixies and fuath would be a regular sight in Velodyne towns, peacefully trading and cavorting with the people there.As time went on, Velodyna would grow to become a major hub for sea trade. As the easternmost port in Aldenard, it would serve as a vital layover for ships traveling between Vylbrand, Werlyt, Thavnair, and the Far East. Port cities would become a rich cultural melting pot as a result, and Velodyna itself would become a major exporter of glasswork, textiles, and crops. A combination of nautical expertise and fae magick would also give rise to a unique regional form of astrology, superficially similar to the astrologians of Sharlayan & Ishgard. This form of astral magick would be used in both navigation and erecting protective wards around Velodyna's borders in order to protect from Gyr Abanian incursions.Unfortunately, though these wards would guard Velodyna successfully for centuries, they would not last, and a covetous Ala Mhigan king would eventually bring war upon the smaller nation. In the mid-1400s, King Manfred set his eyes on conquering Gridania in order to lay stronger claim to the increasing overland trade in the region. Velodyna stood in his way, and also served as a tempting prize in its own right. After all, if Manfred could take Gridania to secure overland trade, why wouldn't he also secure vital sea trade for Gyr Abania by taking Arghyl?Opportunity struck for King Manfred when the wards along Velodyna's borders suddenly and unexpectedly failed, and the fae folk seemingly vanished. Without their protectors, the Velodynes were powerless against Gyr Abania's military might. Despite weeks of valiant fighting, Velodyna would surrender to King Manfred in the mid-1440s, reluctantly agreeing to become a territory of Gyr Abania.The war of conquest was over, but hostilities between Velodynes and Gyr Abanians continued to rage for years after. King Manfred, not content to simply claim the land, sought to claim the people as well. To this end, he outlawed the practice of Velodyne customs & traditions, seeking to forcefully assimilate the people into Gyr Abanian culture. The backlash would prove severe, prompting a decade-long wave of violence that would come to be known as the Heritage Riots of the 1450s, which would prove even bloodier than the war itself. Manfred would eventually be forced to relent on his aggressive assimilation efforts in order to preserve his newly won sea port and free up his military for the planned invasion of Gridania. To this end, a treaty known as the Arghyl Accord was drafted, which stated that Velodyne traditions, language, and religion could continue to be practiced in Arghyl (now Ala Arghyl under Gyr Abanian rule) as long as other Velodyne towns agreed to assimilate peacefully and provide resources for the coming war. Though they remained under Gyr Abania's yoke, the Velodynes saw this treaty as a massive victory, and agreed to its terms.Time would pass, hostilities would subside, and the former nation of Velodyna would indeed integrate fully into Gyr Abania. The Autumn War would see its former borders redrawn, and many of the outlying villages destroyed, but despite all of this, Ala Arghyl would remain a bastion of Velodyne culture in keeping with the terms of the Arghyl Accord. The following century would be a time of relative peace and stability. Ala Arghyl was far enough removed from the tumult of King Theodoric's reign, both culturally and geographically, to see little of its effects, and occasional calls by separatists to secede from Gyr Abania saw little traction. The invasion of the Garlean Empire in 1557 6AE, however, would see Ala Arghyl meet a sudden and violent end. As the Garleans reached the Gridanian border, they viewed Gyr Abania's primary sea port as a vulnerability, a place where Eorzeans could stage a naval incursion against them, and thus put it to the torch, incinerating every last trace of both the bustling city and the once-proud nation of Velodyna.CULTURE
The Velodyne people were largely seen by their neighbors as boisterous and good-natured. Towns would be filled with music and spirited chatter from dawn to dusk, and the Velodynes' social nature would see the local pub or tavern serve not only as a recreational venue, but as the local government office as well. Elections and town hall meetings would often come accompanied by a free pint to those who attended.
Much of the Velodynes' lively demeanor was influenced by their association with the fae of the region, who were viewed as both valued friends and as symbols of good fortune. In exchange for trinkets and games, the fae would aid the Velodynes in matters of magick, and offer tips on crop cultivation and where to find the best fishing spots. Traditional Velodyne language, and their signature accent, would also be the result of their kinship with faefolk.Native Velodyne cuisine largely consisted of mutton, fish, root vegetables, and ales. In addition to these staples, they were also prominent importers of Ishgardian wines, mun-tuy & fruits from Gridania, and salted meats from Gyr Abania.On the subject of Velodyna's relationship with their eastern neighbors, prior to King Manfred's invasion the Velodynes held strong trade ties to Gyr Abania despite the occasional hostilities by some tribes. In particular, Velodyna was a major importer of silica and limestone, which they used to craft ornate glassworks that would come to be renowned the world-over. Stained glass windows were exceptionally common in major cities, both as works of art and as sigils to boost the protective wards put up by the fae. People of every class would have stained glass windows adorning their homes, and sailors docking at Arghyl would often remark that the kaleidoscopic shimmer from moonlight reflecting off of these windows would guide them into port more effectively than the local lighthouse. This same shimmer would also be responsible for the name the fae gave Arghyl in their own tongue: Glioscarnach.In terms of religion, Velodyna was an oasis of Llymlaen worship in the east up until its annexation by Gyr Abania. Even after being conquered and assimilated however, traditional Gyr Abanian adherence to Rhalgr saw scarce little adoption by the Velodynes despite a similar waning in observance to the Navigator.As a final cultural note, it is worth mentioning that the Velodynes were prominent practitioners of red magick, and red mages comprised much of their martial strength. Even after red magick fell out of favor elsewhere in the world in the latter Sixth Astral Era, these roots would often bring the famed Crimson Duelists to Ala Arghyl as a place of respite from their travels.THE VAELS
Anye's ancestors have deep roots in Velodyna that reach back all the way to its founding. For much of the nation's history, Vaels held influential roles in the community, alternately as prominent merchants, tavern owners, and on rare occasion even as city chiefs, known as taoiseachs. Unfortunately, one such taoiseach would ultimately be responsible for Velodyna's fall to Gyr Abanian rule.
In the early 1100s 6AE, a man by the name of Marris Vael presided over Arghyl as its taoiseach. Though much of his reign was uneventful, tragedy would strike when his eldest daughter was caught and killed by a neighboring Gyr Abanian tribe for having an affair with the tribe chieftain's son. Distraught, craving revenge, and held back by the city council's unwillingness to enable his desire for war, Marris would stoop to desperate lengths to see the tribe annihilated. He would seek out and make a pact with a voidsent.His efforts would bring forth the cunning voidsent known as Corvastrali, dubbed "the Deceiver in the Stars" by their void kin. In exchange for slaying his enemies, Marris permitted Corvastrali to feast on their aether, as well as the aether of any non-Velodynes that Corvastrali might find straying from Arghyl's docks. True to the pact, Corvastrali would gradually whittle away at the Gyr Abanian tribe who slew Marris's daughter, one by one until the whole tribe was at last slain.By this point, Marris's shift in demeanor and secretive excursions into Dimwold to commune with Corvastrali had soured his reputation with the people. Voted out of office and quietly pushed to the margins of society, Marris became a wretched hermit who took up residence among the barrows where his daughter was buried. The area had flooded some years prior when Timmon Beck overran its banks and had become a stagnant marsh, yet Marris lingered there with Corvastrali as his only companion. In keeping with the pact, Corvastrali freely feasted upon anyone foolish enough to venture near the marsh. Decades would pass, and Marris's name would be forgotten, but the lingering presence of an old hermit coupled with the persistent disappearances in the area would give rise to a chilling folk tale among the Velodynes that would persist for centuries - that of the Barrow Man.As Corvastrali grew in power from devouring hapless travelers, so too did their hunger. A rift began to form between Marris and Corvastrali, as the conditions of the pact no longer sustained the voidsent. Marris sought to nullify the pact and banish Corvastrali, but would be outplayed by the fiend in the end. The voidsent would rob Marris of his speech and render him immortal by cursing him to siphon aether from his living descendants, thereby imprisoning the hermit in his own body with no means of breaking the pact. Marris would go mad in time, and the marshes of Timmon Beck would subsequently have two monsters slaying the unwary.With Marris out of the way, Corvastrali exploited a loophole in the terms of the pact by turning to the faefolk, preying on them with reckless abandon. This fateful act struck fear among the fae, causing them to retreat from public eye, which would in turn erode the wards that protected Velodyna's borders. Marris Vael's bid for vengeance, in the end, would serve as the catalyst for Velodyna's annexation by Gyr Abania some three centuries later.During those three centuries, Marris's descendants would carry on as prominent members of Velodyne society. Though the stain of Marris's actions meant that no Vael ever climbed as high as taoiseach again, many would go on to become innkeepers and tavern owners. Curiously however, none of Marris's descendants ever seemed to have an aptitude for magick. Not knowing that Marris was still alive and now cursed to steal their aether, his descendants simply assumed it to be a misfortune of heredity, and it wouldn't be until the Seventh Astral Era when Anye would uncover the truth of the voidsent curse.In time, Anye would return to her ancestral home and mercifully put down her ancestor. Corvastrali would finally be banished, Anye's aether would be returned to her, and slowly but surely, the faefolk would begin to make themselves known again. On occasion, the burnt ruins of Ala Arghyl now appear as if they have been miraculously rebuilt, save for the stained glass windows that held the city's protective wards. Sadly, it is only a glamour, put on by the fae in memorial to the former city and to the Velodyne people they so loved.NATIONAL ANTHEM OF VELODYNA - "THE FOGGY DEW"
Note: Though multiple variations of this anthem have existed throughout Velodyna's history, the only surviving version dates back to the 1450s 6AE, with lyrics updated to directly reference the Heritage Riots following Gyr Abania's annexation.
As down the glen one Ēostre morn to a city fair rode I.
There armed lines of marching men in squadrons passed me by.
No pipe did hum, no battle drum did sound its loud tattoo.
But the Faeborne Bells o'er the Timmon's swells rang out in the foggy dew!
Right proudly high in Arghyl Town hung they out a flag of war.
'Twas better to die 'neath a Velodyne sky than at Kehim or Tinolqa.
And from the deep woods of Dimwold, strong men came hurrying through.
While Manfred's huns, with their cannoneer's gonnes marched in o'er the foggy dew!
Their bravest fell, and the requiem bell rang mournfully and clear,
For those who died that Ēostretide in the springing of the year.
While the world did gaze, with deep amaze, at those fearless men, but few.
Who bore the fight that freedom's light might shine through the foggy dew!
And back through the glen I rode again, and my heart with grief was sore.
For I parted then with valiant men whom I never shall see n'more.
But to and fro in my dreams I go, and I kneel and pray for you.
For slavery fled, O glorious dead, when you fell in the foggy dew!

RP HOOKS

Not sure how to engage this boisterous lass? Try some of these options!ROMANCE IN THE AIR
For her entire adult life, Anye has thrown herself into her work. Be it crewing in Limsa, smuggling to feed the poor, or securing antiquities, she's never really taken time to just enjoy her life, much less invite others to share in it beyond the occasional fling. Now that she's taking life more slowly and actually relaxing for once, she's been on the lookout for a special someone (or someones) with whom to settle down. If you're looking for a longterm slice-of-life or romance style RP for your character, maybe she and Anye could hit it off!
AN UNLIKELY ACADEMIC
Despite appearances, Anye is very well-read and well-traveled, and currently plies her trade as one of the Star's foremost historians. Intellectual pursuits and exotic antiquities are bound to pique her interest. Perhaps she'll overhear your character mention a cultural or historical curiosity she's been researching? Or perhaps you're a Sharlayan who's run across her at Noumenon or the Studium on one of her many reluctant excursions to the island nation?
CRIMINAL CONNECTIONS
Being a (semi-)retired smuggler, Anye might be the perfect person to help your character procure something of value...legal or otherwise. Do be careful, though. While she herself has a checkered criminal past, Anye has particular disdain for kidnappers, slavers, and others who prey on disadvantaged people...and she considers Ul'dah's elite to be the most predatory criminals of all. If your character has beef with the Monetarists, they'll probably get along with Anye just fine.
IN VINO VERITAS
Does your character enjoy wine? Do they consider themselves a regular sommelier? If so, Chateau Devereux is a very famous vineyard on Hydaelyn, and your character may be familiar with it and its high-quality wines. More importantly, they may have heard rumors of a scandal within Chateau Devereux involving the disappearance of the eldest son, and a bastard daughter he sired with a hyur commoner...and Anye just so happens to prefer her wines expensive, Ishgardian, and of a certain label...
SHARED LIFE EXPERIENCES
Is your character a pirate, privateer, or otherwise a longtime resident of Limsa? If so, they might remember some sort of run-in with Anye in the past. Alternatively, is your character a refugee from Gyr Abania? Well, so is she! Maybe there are stories to be shared there.

OOC NOTES

- I am 21+, and will strictly RP with other players who are also 21+. This is non-negotiable.- My prior experience in RP includes 10+ years of WoW, several years of SWTOR, and not enough years in The Secret World (I miss it so much!), as well as tabletop experience via Pathfinder.- If I am IC, the RP Tag in-game will be up. If that tag is not up, then I am OOC and doing other game content or FC activities.- IC is not OOC. I am not my character, and I strive to keep an absolute boundary between in-game and real life. I will not hesitate to break contact and block if I feel as though this boundary is being pushed.- I try to keep all RP in-game, but Discord is an option as well.- All types of RP are accepted, from silly to serious to mature.