Adonis' FFXIV Characters
Account 1
Account 2
Retired
Phoenicia Malqir
Thanalan's Tactical Swing Queen
Phoenicia is the current Shaman of the Malqir tribe in the Steppe, following the passing of her Grandmother.
She spends some of her time in the Western Steppe, on the edge of the Nhaama desert, training the next Shaman.
In her youth, Phoe was supposed to become Malqir Khatun, because she beat her father, then Khan, at Kharaqiq. Instead she ran away with her sisters and brothers.
Phoe mastered arcanima, field medicine, and battlefield tactics early in her years in Eorzea, and has a storied military career. She still occasionally tutors people in strategy.
During her time with the alliance, she met her wife, Himari. The two went through a lot together, and while Himari is oft away, still doing mercenary work, Phoe loves her fiercely.
Phoenicia came to terms with her wife's polyamory immediately, but it took falling in love again herself to learn it was a trait they shared. Phoe loves widely.
Her ten siblings all live with her in Thanalan. The house is quite comfortably sized, but the sheer number of them means it is quite a tight fit. Some are trying to move out.
Phoenicia had a childhood dream of becoming 'everyone's friend' in the manner of her idol - a lounge matron from an old Garlean silent film, in fine gowns, swanning about a speakeasy.
Just a couple of years ago, after a fifteen year military and tactical career, she realised this dream with her savings, and opened Tribe. Click this image to see more about Tribe.
Not content to just be friends to anyone who came in, Phoe made Tribe into a home in its own right - opening it to visitors, creating a dormitory and welcoming anyone who needed a place to feel like home.
While Phoe ostensibly retired from military and mercenary work, the call of the field of battle to her skills was undeniable, and so, to give the world the benefit of those skills, she founded the Sparrows PMC. Click this image to hear more.
Phoe can be found out trying to make more friends, in the Steppe teaching her protegee, in Tribe being 'matron', or in Sparrows' Nest making critical decisions for the mercenary company.
Velourmia Malqir
Daylight Assassin
Vellie is the toughest and second eldest Malqir - flat voiced and expressionless, she struggles with making personal friends.
She works as the Captain of the Sparrows and is an expert in infiltration and information gathering. She was once known as the Daylight Assassin, though she doesn't do much killing anymore.
Zinnia Malqir
Cursing Chef
Zinnia, or Zinnie, is the third eldest Malqir. The family's cook - her passion for culinary arts led her to become a chef, but it's a good thing she doesn't also wait tables because she talks more like a sailor than any of her siblings.
Enkhtuia Malqir
Party Gal
Enkhtuia, or Enkie, is the fourth eldest. She is rather better at convincing others to do things for her than she is at doing much of anything. Except partying.
Khuddu Malqir
Mettled Man at Arms
Khuddu is the joint fifth eldest, and the most connected to his heritage. In this case that means he is a quintessential Xaela man, right down to the self-assurance and aggression. He is a mettled Steppe warrior, & the training sergeant of the Sparrows.
Naransetseg Malqir
Wallflower Botanist
Naransetseg, or Naran, is Khuddu's fraternal twin. He is very much his brother's opposite, quiet, reclusive, and attracted to peaceful occupations such as botany and fishing. He has a girl's name, his father's failed attempt to 'toughen him up'.
Oephillia Malqir
Secret Romance Author
Philie is the sixth eldest, or fifth youngest, sibling. Bookish and studious, she loves nothing more than to learn and to write, and has many published (slightly trashy) romances under her pen name Othard Blue.
Philie has fallen for the sweet, unassuming charm of the postbunny, Cream Tea, who she finds delightful. As the best-adjusted among the Malqirs, she contrasts his shyness and jumpiness well, and helps him be himself.
Uyanjia Malqir
Malqir of Ill Repute
Uyanjia, or Yanjie, is the fourth youngest. Partygoing like her sister Enkie, Yanjie does work for her keep at least, though she has a reputation for... not coming home the same night she goes out, shall we say.
Zannia Malqir
Married to Work
Zannia, or Zannie, the third youngest, is a fashion designer in Ul'Dah, working under Redolent Rose in the Weavers' Guild. She supplies the majority of Phoe's fine gowns, and has an incredible collection of her own.
Agglaia Malqir
Machines Over People
Agglaia, or Aggie, is technically the second youngest. A mechanical prodigy, she was building contraptions for her big sister from the age of 4. She is a little shy but certainly improving.
Jiunia Malqir
A Maladjusted Melody
June is the youngest by three minutes, and was for the longest time a complete shut-in. She idolised her oldest sister, Phoe, but in recent years and with the help of friends has sought to become her own person.
Having moved out of the Manor in an effort to make more of her newfound independent urges, June values friends, kindness and hates conflict. Her current goal is to earn the confidence to play music publicly, and learn to look after Tribe when Phoe is busy.
Cream Tea
Soul's Copycat
Fannar Isjk arrived in Eorzea during the event known as the End of Days, having travelled overland through Corvos in a caravan that barely made it.
He was sent away from his Golmore home village of Isjk supposedly for his own health, as he was born with many health problems, including albinism.
Fannar chose his 'city name' based on the first Eorzean drink he liked the taste of: an Ishgardian Tea with cream instead of milk, labelled Cream Tea on the menu.
Having met the woman who helped him make friends at a Valentione's Day party - a celebration he was completely unfamiliar with - it was maybe a little cliche that he ended up falling in love with her.
Looking for work that would give him chances to see the world without, for example, joining the military, Tea finally signed on with Kropli Kipp as an apprentice postman, learning secret moogle tracking magics.
While exploring prior to his work, he had met the wild, part-courser chocobo that later came to his rescue when he was attacked. She is still, technically, wild, but she thinks of Tea as her chick, and Tea has named her Sugar.
Sugar and Tea now make a fine postal-delivery partnership. She still protects him, quite violently, often with meteors. He is trying to get better at protecting himself.
After meeting Martyn and the Mamool Ja in Ul'Dah, Tea joined the burgeoning school of Blue Magic. It became apparent he struggled with killing wildlife to learn his spells. It turned out Tea could learn from creatures he befriends.
Tea and his lover joined the sky-tribe Khartsgai while looking for a place to call home without being bound. Tea now sometimes uses his skills as a postie to assist in navigation. Click this image to read more about Khartsgai.
Tea has taken his skill of mimicry and his love of animals and created a menagerie on the Kheree, where he looks after unwell wildlife as well as offering to care for other animals in the tribe.
Tea's incredible mimicking powers eventually got the better of him. Able to mimic not just skills but the subconscious of others, he had an identity crisis, separating from his love, and leaving to 'find himself'...
And where Tea went to find himself was Tural. He spent moons travelling, exploring the high and lowlands, and more living with the Whalaqee. He has only recently returned, and found love in the arms of Oephillia Malqir.
Meriel Arterton
Starting Anew
Meriel learned to enjoy tidiness at a very young age. When her mother took ill, she took over the housework. She joined the house of Ul as a scullery maid at eight, on her father's recommendation.
Her father and mother died when she was but ten, and she was taken in by the house of Ul and gradually groomed to be a Handmaiden to the Sultana. She learned formal schooling, and networking.
When the monetarist Lolorito told her that the Sultana she revered was the target of an assassination and she had the chance to foil it, she jumped at the chance, though this eventually led to her taking the fall for Lolorito.
After a pardon, earned for exemplary behaviour in prison, Meriel struggled to find work - her name known and hated in Thanalan. She sold what few possessions she had to pay for a spot in a caravan East, arriving sickly and wet in the Shroud.
Taken in by the kindness of a local establishment owner, Meriel has been encouraged to do as her new benefactor did - shed her name, move on, and start anew.
While doing grunt work for the couriers' collective, Meriel is struggling to choose her new name, hide her face from anyone from the domain of coin, and start fresh in a new place.
Hadrienaux Hailenaure
Dangerously Possessive Madman
Born to the lesser house Hailenaure, Hadrien was promised in marriage while still very young, for the convenience of his family. So engrossed in anti-dragon weaponry was he, he didn't consider the implications until the nuptials were imminent.
Fleeing his responsibilities, the noble made his way to Vylbrand, where he signed on with one pirate crew after another as a gunner, with his experience of black powder weapons.
The gunner had to flee his captain after his experiments in adderstone-powered flying guns blew a hole in the ship. This was how he met Tribe.
It was in duelling her he met the woman he would love, the fierce swordswoman Marina. While she seeks to move away from a life of violence, Hadrien remained a bad influence on her to the last.
Hadrien lived in the attic dorm at Tribe, and worked with the Sparrows as a mercenary. His particular fighting style? Wielding upwards of 20 flying guns - using all the focus sages usually devote to the intricacies of healing for more firepower.
Hadrien, it turns out, was possessive, unyielding and a much less good person than his help with the problems of Tribe would suggest - perhaps he only ever helped because it let him blow things up unmolested.
Honochi of no Airs
Untitled Goose of Etheirys
A domestic goose from Nagxia, Honochi managed to wriggle his way out of a destiny with a cookpot through ingenuity and tricksterism.
Eventually, his intelligence and survival instinct let the goose learn that he had a preternaturally long lifespan. Over centuries, he learned to understand human speech.
When he reached his thousandth year, after cutting a slow path of pranksterism across Nagxia, Dalmasca, Corvos and Abania, he reached Eorzea, finally a true Auspice.
Since he sees trickery as a virtue, on account of it saving his life, he uses it as his way to 'rampage' and as such has a mostly untempered aramitama, yet somehow never seems to cause disasters.
Like all auspices of sufficient power, he has connections with multiple aspects of aether. In his case, fire and water. He spent so long learning to be a trickster, he never learned to goose and so cannot use air aether, nor fly.
He is also a shapeshifter. Since his brand of pranks is starting to be both expected and enjoyed he is becoming frustrated. Who knows how long until he assumes a humanoid form and causes disaster?
Nifutt the Even-handed
Pain is a Beautiful Lesson
Born Nifutt of Tomra, Nifty was a guard for his tribe, protecting them against a world that very much wanted them dead. He was exiled when his helm was knocked off in a Siege of Sin Eaters.
In his exile, he made a point to still help Tomra by meddling with anything Gogg. This is how he found himself randomly pressing buttons in an incredible piece of salvage...
...after activating the device he found himself in a strange subterranean city, part-built and entirely nonsensical. He nearly starved trying to find a way out.
After stealing some food and automata parts from the local tribe - some diminutive Viis offshoot he thought - he set his sights on the more verdant world in the sky of the one he found himself in.
Hijacking an escape craft from the crashed ship near the Viislets' burrow, repaired using their parts, and Tholl ingenuity, he set it to home in on a signal on the ground, crashing into an Allagan relic.
As he tries to figure out a place in this new world into which he has crashed, he explores, and does what he can to keep people safe and happy, even if he isn't especially personable.
Kubo Koikiri
The Bloody Collector
Kiri is the middle child of the controlling family of the Kubo clan from the mainland of the Hingan archipelago. He is an itinerant poet, and self-professed man of many words.
Like his parents and siblings, Kiri is a practitioner of the Clan's secret magic. Moreover, he is prodigiously good at it, so good that his family are happy to entertain his dalliances, as it keeps him from a very easy coup.
His choice of dalliance? Collecting people. Be it as useful assets (he is above dirtying his own hands), or as notches on his bedpost, Kiri likes to make people his.