Aether: Anything to do with it, though new spells are a particular favorite
History: One of her true passions. She's perfectly happy sending all day scouring through old ruins or staring at part of an old spell.
Books: Adeya is a consummate bookworm, and finds it hard to let any book pass by her without at least skimming it.
Stargazing: While skeptical of astrology's emphasis on fate, Adeya has nevertheless taken an interest in the stars themselves.
Alchemy: Though she is only a beginner when it comes to this craft, she finds the entire discipline fascinating, and would like to one day learn to make more than just inks.
Fine Wines: Adeya has a bit of a hedonistic streak, and it shows in her preferred drinks.
Flattery: She has no time or patience for it. Either say what you really think or say nothing at all
Tribal Miqo'te Both Keepers and Seekers, though for very different reasons. Her views regarding her own people are complicated, and she's not even sure where she stands all of the time.
Wood Wailers: While Adeya isn't a fan of Gridanians in general, she seems to have a special dislike of Wood Wailers in particular.
Slavery: Having seen some of the effects of it, Adeya can safety say that she finds the practice abhorrent.
Yarzon: Their legs are too long, they show up in weird places, and one bit her once. If she never sees another she'll be quite happy.
Determination: Adeya firmly believes that you never give up, no matter what.
Levelheaded: Adeya isn't prone to making rash decisions. She knows how to stay calm and come up with plans during a crisis.
Loyal: While Adeya doesn't have many friends, the ones she does have she cares about deeply, and is willing to go to extreme lengths to ensure that they are safe.
Arcanima: Arcanima, and the math that goes along with it, is second-nature to her.
Inquisitive Adeya is always eager for new knowledge, seemingly regardless of what it is about. She knows many things about many topics, and is always picking up little obscure facts and ideas.
Stubbornness: The flip side of her determination. When Adeya gets an idea into her head, it can often be very hard to change it.
Impatience: "Something needs to be done, and it needs to be done now." Adeya doesn't seem to understand the concept of waiting, and always feels the need to be busy with something.
Blunt: Adeya has trouble reading people. While she generally wants to do the right thing, her inability to pick up on subtlety can make her appear uncaring, awkward, or just plain rude.
Physical Combat: Take away her magic, and suddenly this scrawny, five nothing mage becomes much less scary.
Conjury: In spite of her talent with the other branches of magic, conjury continues to elude her, to the point where she's never even managed to conjure up a simple rock.
Growing Up in The Twelveswood
Ask a Gridanian the right questions, and you might hear about some of the other residents of the Twelveswood; specifically, the Keepers of the Moon. While over the years some Keeper groups have made their peace with the city-state, to this day there are still others that have refused to follow suit. The Padfoot Clan is one such group. Fiercely independent and proud of their traditions, they shunned all opportunities to make peace, instead choosing to retreat into the most remote part of the Twelveswood, where they would never have to fear falling under the control of outsiders.
Or so their stories go anyway.
The reality of the matter paints a much bleaker picture. Already small and insular even by Keeper standards, over the years the conflict with Gridania and their own dwindling numbers began to take their toll on the clan. At some point it became clear to their leaders that they had a choice: abandon their absolute isolationist stance, or die out. They chose the former, and not long after the Padfoots emerged as players in the fur trade. Ever since it has been a constant struggle to balance their traditions against the pragmatic necessities of survival—and even then it’s never been quite clear whether they succeeded or merely delayed the inevitable.
It was into this uncertainty that Adeya was born. The unplanned result of a tryst between a young huntress and a Gridanian, she never met the man who fathered her. Instead she was raised solely by her mother and the rest of the clan, a story that wasn’t terribly unusual amongst their kind. What was viewed as somewhat odd turned out to be Adeya herself. Smaller and clumsier than her cousins and clanmates, she seemed to have inherited none of her mother’s hunting talent. Instead what she did have was a keen mind, but with no ability to hear the elementals or talent for weaving or the like, it seemed likely that the most that she would be good for was balancing books and perpetually asking awkward questions.
As the years went on Adeya began to distance herself slightly from the rest of her family. Taught the basics of how to read, the few books she had became an escape, a window into the possibilities offered by life outside of the Twelveswood. Eventually she even began to covertly defy the strict rules laid down by the clan’s matriarch with regards to outsiders. Despite the risk to herself and potentially the others, occasionally she would sneak off to the smaller settlements in the Twelveswood; after all, she was curious about the non-Keepers also living in the forest.
But everything changed the day she was caught. Fortunately for her, it wasn’t by a Gridanian, though at the time she would have thought that was preferable to being dragged before the matriarch. But even worse than that was the fight that followed afterward with her mother, where the truth about who her father was finally came out. Shaken by this realization, over the next few weeks Adeya gradually came to a decision: it didn’t matter who her father was. She would prove that she was just as good as the rest of them.
Driven by this resolution, things would finally come to a head during her coming of age ritual. Several times a year, a group of fifteen and sixteen year olds from the clan would be given the chance to prove that they were ready for adulthood. The final test was to be sent out, alone, into the forest for several days and to return with something of value—typically a pelt, herbs, or other supplies they needed. While Adeya knew when she set out that she could have easily captured a rabbit or something like that, she ultimately had her sights set on bigger game. After all, while a rabbit would have been acceptable, she also knew that there would be no recognition in it. No, she needed something impressive, something that would get everyone's attention.
Afterwards, Adeya would never really talk about what happened while she was gone, though it was obvious that something had. What was made quite clear to everyone, when she returned several days late and empty handed, was that she had failed. What was also obvious was that her failure had hit Adeya hard, so much so that it almost wasn’t a surprise when everyone woke up one evening and found that the young Keeper had disappeared - and had taken her belongings with her.
Leaving for Limsa Lominsa
The first few days after she left her clan were the most difficult for Adeya. Afraid to go to either the Gridanians or other Keepers, she eventually took the risk and tracked down a trader she had heard was in the area. The furs she had taken with her earned her just enough gil to get her to her ultimate goal: Limsa Lominsa. After hearing the (somewhat exaggerated) stories of the city’s arcanists, there was nothing she wanted more than to study with them.
Though it took a bit of persuasion, she did manage to convince the Guild to give her a chance to learn. Eventually her talent with geometries lead to her getting taken under the wing of one of the older arcanists, an Elezen man named Alexois Vallerin. For the next several years, her days would be spent tracking down smuggled cargo and contraband, while at night she dived into books concerning magical theory, history, and language. And as time went on, she became quite certain which of the two she preferred.
Fueled by this and a growing restlessness, when she got a chance to focus more on research than customs work she took it. Her interest was on the ancient city of Nym, specifically the ancient spells used to keep it aloft. It was clear to her that there were links between modern arcanima and Nymian magic, ones that she could use to crack Nym's secrets given enough time and resources. Yet in her current position those were the two things she lacked, forcing her to begin to seek out other options and, eventually, getting drawn up into more adventure than she could have dreamed of.
♥ In a Relationship – ♥ Crush – ♥ Family – ♥ Friend – ● Positive – ● Negative – ● Neutral – ≈ Unsure – ✖ Deceased
Some of these may be untrue or greatly exaggerated.
◢ Common Rumors
◢ Uncommon Rumors
◢ Rare Rumors
Feel free to add one.
◢ Player Character Rumors
- They are an Arcanist: Adeya was trained and worked for the Arcanists' Guild for several years. If your character has spent any time there, they may have gotten to hear some of the rumors about her, or maybe they even know each other.
- They are interested in history: Specifically Nymian history. Adeya has been actively studying the ruins for several years and has done a decent amount of writing on her work recreating Nymian magic, so there's a chance they might have heard her name or even read some of her work.
- They are a Yellowjacket: Before becoming a historian, Adeya was involved in the customs officer side of the Arcanists' Guild, so there's a chance they could have worked together at some point.
- They are a smuggler: Maybe she almost caught you once. Maybe she actually did. Either way, having someone turn up with a grudge would be awesome.
- They are a Wood Wailer: While it's unlikely they would know of Adeya personally, the name Evenar is known to be tied to a group of Keeper poachers and black market fur traders.
- They are a traditional Keeper: Adeya's clan was very isolationist, but there's always a chance they could have run into each other at some point, or even just heard of each other.
- They can see or sense aether: Thanks to a teleportation accident, Adeya's aether appears slightly off. It could be enough to catch their attention.
- More mages: Having another person to geek out about magic with is always fun.
- Other scholars: Both in the job and actual profession sense. So far she hasn't really gotten to compare notes with anyone yet and it'd be cool to change that.
- Strange spells: Adeya is very good at figuring out what spells do. If you need someone to make you a geometry or you need to figure out what a ward does, she'll be happy to help.
- Weird relics and experiments: Adeya is very curious. Please, let her help you figure out what the strange artifact you found in the creepy ruins does.
- Dungeon delving: Or you can just drag her to the creepy ruins with you. That works too.
- More Gridanians: Adeya has never quite gotten over her distrust of them. You could help her with that. Or make it worse. Your call.
- Other Keepers: Adeya's feelings towards her people are complicated. Actually running into other Keepers, both traditional and non-traditional, might help give her a new perspective.
- Trouble: Nothing like a bit of conflict to keep things interesting. Steal from her, attack her, whatever. Just be aware that sometimes scrawny mages fight back.
- Friends: Adeya knows quite a few people, but very few of them are close. Not that getting to be her friend is easy, but it'd be cool if it happened.
Always up for more RP, either in-game or on the forums. If you've got ideas don't hesitate to send me a PM or tell.
This page is and most likely always will be a WIP.
The original template (which can be found here) was created by Deirdre Ta'ea, then modified/mixed from Franz Renatus, Leanne Delphium, Bancroft Gairn, and Jaliqai Qulaan. I then modified it further, with relationship symbols from the Fancy Character Template and boxes from Chachanji Gegenji.
A blank version of the template can be found here. Feel free to use/modify, just leave the credit intact.