elderseedseer: (Default)
Please respond to this post if any of these situations will apply to your interactions with Kan-E.

- Kan-E is a padjal, blessed by the forest and born to be an intercessor between the elementals and those living within the Black Shroud/Gridania. If your character has any woodsin, she will know about it, either from being told by the elementals (who will be cranky) or from simply being able to smell it on you.

Woodsin is accrued by taking any action within the realm of the elementals without their express permission. These sins include, but are not limited to: killing creatures without permission to cull them, attacking people, harvesting anything from the forest without permission, attacking elementals themselves, bringing any harm to moogles (including kidnapping and/or physical hurt), attempting to cage an elemental, taking more from the forest than was given permission for, theft, murder, arson, abductions, use of White Magic for war/aggression, breaking the Hedge.

Traversing the Black Shroud with woodsin is ill-advised. Too much unpurged woodsin will invoke the greenwrath. This is a bad thing. The short explanation is that the elementals are so full of fury that they will lash out at anything or anyone in the forest, whether they be guilty or not. Not only do the elementals take action, but the wood itself is stirred to anger. Among the bad things that can happen, treants (living trees) might wake from their slumber and choose to eat you, stomp you, or simply one-shot kill you. In addition, if you personally have invoked the greenwrath from your woodsin... at best you could be petrified and turned into a lifeless statue. Or you could be taken by the forest, called a wildling, forever lost to humanity.

Woodsin can be purged through rites performed in Gridania. All maladies inflicted can be cured, unless you have been rendered a wildling. Those cannot be reclaimed.

1) Does your character have any woodsin?
2) If so, what is the nature of the sin? And how long ago was it?
3) How severe is the woodsin? (Big, small, etc) How much is accumulated?
4) Are you interested in the purging rites to remove the woodsin?
5) Is it acceptable for an elemental to finger your character as an offender? (If the offense is big enough, this isn't really optional.) Otherwise, Kan-E will simply smell it on you.
6) Are you interested in invoking the greenwrath, not just for you specifically, but for the area at large? (If you have enough woodsin and are planning to visit Gridania, please let me know so she's at least aware there is a transgressor on the loose. Trust me, the elementals will know and she will be busy-busy soothing them before you become fertilizer. XD)


- Additionally, Kan-E has the rare gift of foresight. She predicted devastating fires and a locust plague before her sixth nameday, and is considered a prodigy, even for her race. She will not go poking into your character's life without your express permission. This would be the place to indicate if you're interested in her having a vision of your character's future and/or working out a plot. Bear in mind, she is unlikely to reveal what she knows unless she deems the information vital to the character's well-being or to assure them. As an alternative, she might have seen your character's future before it happened to them in the past (e.g. Rasler's death before Ashe married him), if that's something that interests you, please let me know. She's a few centuries old, but anything further back than say 250 years, we'll say fell before she was born.

7) Can Kan-E have experienced a vision or dream of your character's future?
8) If so, what would you prefer she be privy to?
9) Is there anything specific that you prefer she not share with your character?
10) Plot plot plot? :D
elderseedseer: (Default)
Character: Kan-E-Senna
Series: Final Fantasy XIV
Age: OLD. She looks no older than 12 at the most, but she's older than some trees.
History: "Love is the true gift of Nophica, little sister." / Recap of Seventh Umbral Era Storyline
Canon Point: Just as Bahamut is Mega-Flaring Eorzea into the Seventh Umbral Era. (5:10 in the video)

Personality: How does one describe a woman who is an eternal child? How can one put into words a leader who is but a mere servant? For in Kan-E-Senna, all of these contradictions are manifest. In many ways, she retains aspects of childhood. She cannot be labeled as innocent as she is far too learned and aware for such a description, yet she retains purity of spirit on par of a young child. Juxtaposed against that is a worldly wisdom like that of a sage which has been tempered in the crucible of centuries, yet she came into such awareness before she had seen her sixth nameday. Her calling and fate was determined from her birth, yet she does not resent it, nor does she struggle against it. Rather, she fully embraces the life that she was given, and likewise encourages others to do them same. It is not resignation or even acquiescence to her gifts, but an open acceptance which she willingly takes fully into her heart.

Throughout Gridania, Kan-E is well-known and much beloved, respected besides. The people honor her not only for her position as the head of the seedseers, but also for her unprecedented talents in that field. However, despite being gifted beyond anyone else in Eorzean knowledge, she is above all humble. She describes herself as a vessel of the elementals, and their servant, as well as a servant to the very people she leads. Power is not something she strives for, though she indeed holds it. And if she were pushed for an answer, would deny any praise or accolades; she does not feel she has earned acclaim, nor is she comfortable with it, though she wields her position when necessity demands it for the sake of her people. However, she understands fully that the best leadership is that of example. With this knowledge, she prefers that her actions speak, rather than her words, although she is a charismatic orator.

That in mind, Kan-E by no means plays the part of the martyr or games of false modesty. She recognizes exactly who she is and what her role is for this moment in time. For one who is gifted with prophecy, she is neither an extremist, nor a whimpering sack of fears. Daily she stands in the gap between the elementals and the people who inhabit their forest. In truth, she is just as much a part of the wood as the trees which dig deep into the soil of the Twelveswood- likewise, she is just as grounded. She understands that death is a part of life and does not fear it, while valuing life itself. Once she is resolved, there is no possibility of swaying her; she may bend before the storms of life raging about her, but she will not break.

Her most remarkable trait that shines out is her unflappable serenity and calm. Which is not to say that Kan-E is emotionless. She laughs and smiles, just as any other person, although sometimes such responses are more subdued than the average Jane. Sometimes. In reality, of all the emotions, one could say that she is the embodiment of Love. She is a believer in the Twelve, but feels keenly the direction and protection of Nophica, The Matron, patron of Gridania. It is her own deep and abiding love which drives all which Kan-E does, first leaving the city to dwell amongst the elementals, and then in turn, returning to the city to see to the protection of the people. She knows how great the risk of leaving the greenwrath unsated, yet chooses to face this danger to protect those under her care, those who are beloved of Nophica, and also herself. Ever and always, she will put the needs of others above herself, the truest essence of love.

Skills and Abilities:

Padjal - The Padjal are a rare and unique race, childlike in appearance and yet long lived, with a special connection to the elementals. They are born able to hear the voices of the elementals and are capable of soothing (or subduing) them, as well as any other enraged forest spirit. With this gift, they serve as intermediaries between the wood and the people who dwell within it. She also possesses the rare gift of mooglespeak, as well as knowledge of the existence of the Echo.

Prophet - Before her sixth nameday, Kan-E had already predicted both fires and locust infestations. This ability is above and beyond the ability to hear the whispers of elementals who share their intentions with her. She receives visions of the future as well. She is by no means a mind-reader, but she has a high aptitude for foreseeing what is to come.

Conjurer - Conjurers work in what could be construed as natural and healing magics. They are also committed to hearing the will of the elementals and conveying it to the people of Gridania. They draw from the aether to weave spells.

Stone: Deals earth damage. (Has chance to inflict Magic Evasion down.)
Cure: Restores a portion of target's HP.
Aero: Deals wind damage. (Has chance to inflict Bleed effect.)
Protect: Increases the defense of all party members within range of the target.
Cleric Stance: Increases potency of attack spells by 20% and reduces potency of healing spells by 20%. Effect fades upon reuse.
Blissful Mind: Gradually reduces HP and stores MP. Effect fades and stored MP is obtained upon reuse.
Raise: Resurrects the target.
Stonera: Deals earth damage to target and enemies near it. Chance to inflict Heavy.
Stoneskin: Creates a barrier around the target that prevents a fixed amount of damage.
Cura: Restores a large portion of target's HP.
Sacred Prism: Increases cast time to convert next single-target healing or enhancing spell to affect multiple targets.
Shroud of Saints: Temporarily reduces enmity by half, and gradually restores MP while effect is active.
Aerora: Deals wind damage to the target and enemies near it. Dispels an effect on each target.
Curaga: Restores HP of all party members within range of target. Healing priority is given to those with lowest HP.
Repose: Inflicts target with Sleep.

Combos (chained spellcasting for increased impact):
Stone > Stonera = Increased damage and conversion to single target.
Aero > Aeroga = Increased damage and conversion to single target.

Her skill in these arts are beyond reckoning and as such was admitted entry to the Conjurer's guild just shy of her sixth nameday, an unheard of young age.

White Mage - The Padjal have a sacred duty to ensure that the ancient arcane art, also known as the Light of Succor, endures. It is a secret that Kan-E and her siblings are keepers of this fabled practice, much less that they are obliged to see to its continuation in the hands of righteous practitioners.

Presence of Mind: Removes cast time and recast time of next spell. (Effectively allowing for dualcast.)
Regen: Grants healing over time effect to target.
Esuna: Removes all enfeebling effects from target.
Holy: Consumes all MP to deal holy damage to all foes within range, with a chance to inflict Bind.
Benediction: Restores HP of all party members within range.

Leader - Kan-E is arguably the most talented seedseer born to Gridania. She is much beloved and respected by her people. Though many would assume it is her gifts which draws people, it is actually her marked gift for oration. She has a remarkable talent for speaking and inspiring others. She is responsible for the reforming of The Order of the Twin Adder to see to the defense of Gridania against the growing Garlean threat, as well as the leader who called for the reforming of the Eorzean Alliance.
elderseedseer: (We must expunge this taint)





The Order of the Twin Adder Flag.png The Order of the Twin Adder
Divider2.png
"Eorzea's children are as trees in a grove - bending to the wind like the willow, or bearing it like the oak. Yet live how we might, the wind shall blow."
The Order of the Twin Adder, one of the three Grand Companies of Eorzea located within the Adders' Nest in Gridania, establishes a medium from which the Seedseers can return from their wanderings deep within the Black Shroud and directly oversee not only the safety of Gridania's citizens, but the workings of the local guard. Both the Gods' Quiver, who defend the forest from external threats, and the Wood Wailers, who protect it from internal strife, have expressed their support of this temporary measure. There are, however, those within Gridania who would question the ability of the Seedseers, whose duties until now have been limited to various ritualistic proceedings, and doubt whether or not they are fit to lead a nation into war.

The purpose of the Twin Adders is unique in the context of Gridania. Where the God's Quiver and Wood Wailers work within the forest and city to see to the common defense, the Twin Adders was reformed under the Elder Seedseer Kan-E-Senna to directly answer the Garlemald threat. Its purpose is twofold, first to prevent ongoing incursions into the Aldenard continent by the Imperials, and to prevent the culmination of their Meteor Project. This is a bold and unprecedented mission for the otherwise peaceful people. Even more rare is that the elementals have given their blessing for the reforming of the Grand Company, for in their wisdom they have come to see that should Gridania fall, so too will they, for the people see to their protection.

Work within the Grand Companies is not limited to those with fighting experience. Indeed, the Twin Adders could not flourish without the tireless contributions of those who provision the soldiers. Armorers, cooks, apothecaries, botanists, blacksmiths, all of these provide vital services and supplies for the growing army. So too are emissaries and strategists needed, as well as those who excel in communications and intelligence. There is a place and purpose for any who would align themselves with the Twin Adders for the well-being and protection of Gridania, and the world as a whole.

Ranks and promotions are determined by the hard work and contributions of the individual participants. As this is a fully volunteer organization, pay is provided in Serpent Seals, exchangeable for any number of supplies, from medicines to weaponry. Seals can be earned from participation in missions as well as meeting provisioning and supply needs.

  Company Rank Promotion Promotion Requirement
The Order of the Twin Adder Flag.png
Recruiticon.png
Recruit
Serpentprivatethirdclass.png
Serpent Private Third Class
Completion of Serenity, Purity, Sanctity
Serpentprivatethirdclass.png
Serpent Private Third Class
Serpentprivatesecondclass.png
Serpent Private Second Class
1,000 Serpent Seals
Serpentprivatesecondclass.png
Serpent Private Second Class
Serpentprivatefirstclass.png
Serpent Private First Class
1,500 Serpent Seals
Serpentprivatefirstclass.png
Serpent Private First Class
Serpentcorporal.png
Serpent Corporal
2,000 Serpent Seals
Serpentcorporal.png
Serpent Corporal
Serpentsergeantthirdclass.png
Serpent Sergeant Third Class
Completion of You Don't Have the Rite and 2,500 Serpent Seals
Serpentsergeantthirdclass.png
Serpent Sergeant Third Class
Serpentsergeantsecondclass.png
Serpent Sergeant Second Class
3,000 Serpent Seals
Serpentsergeantsecondclass.png
Serpent Sergeant Second Class
Serpentsergeantfirstclass.png
Serpent Sergeant First Class
3,500 Serpent Seals
Serpentsergeantfirstclass.png
Serpent Sergeant First Class
Chiefserpentsergeant.png
Chief Serpent Sergeant
4,000 Serpent Seals
Chiefserpentsergeant.png
Chief Serpent Sergeant
Secondserpentlieutenant.png
Second Serpent Lieutenant
Completion of Cure for the Common Pox and 25,000 Serpent Seals


Company Seals

Grand Company Seals.jpeg
Company seals are the main currency used within the Grand Companies. These are used to purchase key items, medicines, weapons, and armor, some of which are unique to each company, as well as to advance in company ranks. Initially, players can hold a max of 10,000 seals, but as they progress in ranks, they can hold a maximum of 50,000 seals.
There are multiple ways to acquire Grand Company seals:

≪Order of the Twin Adder – Second Serpent Lieutenant≫


Item Requirements
Serpent Lieutenant’s Claws Required Level: 50
Requires: PGL MNK
Serpent Lieutenant’s Longsword Required Level: 50
Requires: GLA PLD
Serpent Lieutenant’s Bardiche Required Level: 50
Requires: MRD WAR
Serpent Lieutenant’s Bow Required Level: 50
Requires: ARC BRD
Serpent Lieutenant’s Spear Required Level: 50
Requires: LNC DRG
Serpent Lieutenant’s Scepter Required Level: 50
Requires: THM BLM
Serpent Lieutenant’s Wand Required Level: 50
Requires: CNJ WHM
Gridanian Officer’s Cap Required Level: 50
Suits: All Classes
Gridanian Officer’s Overcoat Required Level: 50
Suits: All Classes
Gridanian Officer’s Gloves Required Level: 50
Suits: All Classes
Gridanian Officer’s Boots Required Level: 50
Suits: All Classes

<Second Lieutenant>
Item Description
Sanction A scroll containing glyphs which when read aloud invoke Sanction─a spell used by the Grand Companies to temporarily enhance the properties of company-issue armor.

≪Order of the Twin Adder – Serpent Sergeant Second Class≫
Item Requirements
for Equipping
Serpent Sergeant’s Targe Required Level: 50
Requires: GLA CNJ THM PLD WHM BLM
Serpent Sergeant’s Circlet Required Level: 50
Suits: All Classes
Serpent Sergeant’s Tabard Required Level: 50
Suits: All Classes
Serpent Sergeant’s Hose Required Level: 50
Suits: All Classes
Serpent Sergeant’s Mitts Required Level: 50
Suits: All Classes
Serpent Sergeant’s Earrings Required Level: 50
Suits: All Classes
Serpent Sergeant’s Ring Required Level: 50
Suits: All Classes
≪Order of the Twin Adder – Serpent Sergeant First Class≫
Item Requirements
for Equipping
Serpent Sergeant’s Mask Required Level: 50
Suits: All Classes
Serpent Sergeant’s Beret Required Level: 50
Suits: All Classes
Serpent Sergeant’s Apron Required Level: 50
Suits: All Classes
Serpent Sergeant’s Shortgloves Required Level: 50
Suits: All Classes
Serpent Sergeant’s Jackboots Required Level: 50
Suits: All Classes
Serpent Sergeant’s Choker Required Level: 50
Suits: All Classes
Serpent Sergeant’s Bracelets Required Level: 50
Suits: All Classes
≪Order of the Twin Adder – Chief Serpent Sergeant≫
Item Requirements
for Equipping
Serpent Sergeant’s Hoplon Required Level: 50
Requires: GLA PLD
Serpent Sergeant’s Patas Required Level: 50
Requires: PGL MNK
Serpent Sergeant’s Axe Required Level: 50
Requires: MRD WAR
Serpent Sergeant’s Spear Required Level: 50
Requires: LNC DRG
Serpent Sergeant’s Bow Required Level: 50
Requires: ARC BRD
Serpent Sergeant’s Radical Required Level: 50
Requires: CNJ WHM
Serpent Sergeant’s Cudgel Required Level: 50
Requires: THM BLM

≪Order of the Twin Adder – Serpent Private First Class≫

Item Description
Gridanian Aetherpass Key Item A writ of permission issued by the Order of the Twin Adder, granting its bearer aetherial passage within Gridania.

≪Order of the Twin Adder – Serpent Sergeant Third Class≫

Item Description
Gridanian Half Barding Key Item A lightweight suit of Twin Adder-issue chocobo armor.
Gridanian Barding Key Item A full plate suit of Twin Adder-issue chocobo armor.
Gridanian Crested Barding Key Item An elaborately decorated suit of Twin Adder-issue chocobo armor.

Serpent Sergeant Third Class
Item Details
Serpent Sergeant’s Coif Unique Untradable Headwear
Suits All Classes
Required Level 50
Defense: 64
Perception: +24 HP+36 MP+36
Serpent Sergeant’s Tunic Unique Untradable Attire
Suits All Classes
Required Level 50
Defense: 141
Strength: +10 Mind: +10
Attack Power: +7
Serpent Sergeant’s Bracers Unique Untradable Gloves
Suits All Classes
Required Level 50
Defense: 59
Piety: +6 Accuracy: +9
Magic Evasion: +18
Serpent Sergeant’s Kecks Unique Untradable Pants
Suits All Classes
Required Level 50
Defense: 105
Vitality: +8 Piety: +7 Evasion: +20
Serpent Sergeant’s Moccasins Unique Untradable Shoes
Suits All Classes
Required Level 50
Defense: 54
Vitality: +6 Evasion: +18
Serpent Sergeant’s Belt Unique Untradable Belt
Suits All Classes
Required Level 50
Defense: 24
HP+12 Vitality: +6 Intelligence: +3
Serpentbringer’s Ring Unique Untradable Ring
Requires Discipline of the Hand
Required Level 45
Defense: 5
Mag. Craftsmanship: +5 Control: +5
Serpentcarrier’s Ring Unique Untradable Ring
Requires Discipline of the Land
Required Level 45
Defense: 5
Output: +5 Perception: +5
Patriot’s Bracelet Unique Untradable Bracelet
Suits All Classes
Required Level 30
Defense: 4
Increased Spiritbond Gain: +1


Serpent Sergeant’s Coif Headwear Required Level: 50/Suits: All Classes
Serpent Sergeant’s Tunic Attire Required Level: 50/Suits: All Classes
Serpent Sergeant’s Bracers Gloves Required Level: 50/Suits: All Classes
Serpent Sergeant’s Kecks Pants Required Level: 50/Suits: All Classes
Serpent Sergeant’s Moccasins Shoes Required Level: 50/Suits: All Classes
Serpent Sergeant’s Belt Belt Required Level: 50/Suits: All Classes

Serpent Corporal
Item Details
Gridanian Spatha Unique Untradable Gladiator’s Arm
Requires GLA
Required Level 50
Defense: 90 Delay: 2.5
Accuracy: +15
Parry: +10
Gridanian Hora Unique Untradable Pugilist’s Arm
Requires PGL
Required Level 50
Defense: 112 Delay: 2.9
Crit Rate: +25
Parry: +15
Gridanian Labrys Unique Untradable Marauder’s Arm
Requires MRD
Required Level 50
Defense: 159 Delay: 4.2
Accuracy: +15
Parry: +10
Gridanian Harpoon Unique Untradable Requires LNC
Requires ARC
Required Level 50
Defense: 125 Delay: 3.3
Accuracy: +25
Parry: +15
Gridanian Shortbow Unique Untradable Archer’s Arm
Requires ARC
Required Level 50
Defense: 79 Delay: 3.5
Accuracy: +30
Gridanian Radical Unique Untradable Two-Handed Conjurer’s Arm
Requires CNJ
Required Level 50
Defense: 65 Delay: 4.2
Piety: +3 Unique Untradable Two-Handed Conjurer’s Arm+15
Magic Accuracy: +10
Magic Crit Rate: +25
Gridanian Staff Unique Untradable Two-Handed Thaumaturge’s Arm
Requires THM
Required Level 50
Defense: 62 Delay: 4.0
Magic Accuracy: +20
Magic Crit Rate: +20
Gridanian Buckler Unique Untradable Shield
Requires GLA 呪術士
Required Level 50
Block Rate: 168
Block: 71 Evasion: +15



≪Order of the Twin Adder – Serpent Private≫


Serpent Private First Class
Item Details
Serpent Private’s Coif Unique Untradable Headwear
Suits All Classes
Required Level 40
Defense: 40
Perception: +20 HP+30 MP+30
Serpent Private’s Tunic Unique Untradable Attire
Suits All Classes
Required Level 40
Defense: 88
Strength: +8 Mind: +8 Attack Power: +5
Serpent Private’s Bracers Unique Untradable Gloves
Suits All Classes
Required Level 40
Defense: 37
Piety: +4 Accuracy: +7
Magic Evasion: +14
Serpent Private’s Kecks Unique Untradable Pants
Suits All Classes
Required Level 40
Defense: 65
Vitality: +6 Piety: +5 Evasion: +16
Serpent Private’s Moccasins Unique Untradable Shoes
Suits All Classes
Required Level 40
Defense: 34
Vitality: +4 Evasion: +15
Company-issue Engineering Manual II Unique Untradable The second in a series of comprehensive manuals on crafting containing knowledge amassed over centuries by well-traveled Disciples of the Hand. It is known to inspire all who read it, granting a temporary boost to experience points earned from synthesis.
Company-issue Survival Manual II Unique Untradable The second in a series of comprehensive manuals on survival techniques containing knowledge amassed over centuries by trackers, hunters, and woodsmen. It is known to inspire all who read it, granting a temporary boost to experience points earned from gathering activities.

Serpent Private Second Class
Item Details
Gridanian Macuahuitl Unique Untradable Gladiator’s Arm
Requires GLA
Required Level 40
Defense: 59 Delay: 2.5
Accuracy: +10 Magic Evasion: +15
Gridanian Knuckles Unique Untradable Pugilist’s Arm
Requires PGL
Required Level 40
Defense: 77 Delay: 3.0
Accuracy: +10
Crit Rate: +13
Gridanian Bill Unique Untradable Marauder’s Arm
Requires MRD
Required Level 40
Defense: 105 Delay: 4.2
Dexterity: +3
Crit Rate: +10
Parry: +5
Gridanian Fork Unique Untradable Requires LNC
Requires ARC
Required Level 40
Defense: 88 Delay: 3.5
Accuracy: +15 Attack Power: +15
Gridanian Longbow Unique Untradable Archer’s Arm
Requires ARC
Required Level 40
Defense: 63 Delay: 4.2
Accuracy: +20 Attack Power: +20 Crit Rate: +15
Gridanian Cane Unique Untradable Two-Handed Conjurer’s Arm
Requires CNJ
Required Level 40
Defense: 41 Delay: 4.0
Mind: +3 Unique Untradable Two-Handed Conjurer’s Arm+8
Magic Accuracy: +12
Magic Crit Rate: +12
Gridanian Scepter Unique Untradable Thaumaturge’s Arm
Requires THM
Required Level 40
Defense: 27 Delay: 3.0
Unique Untradable Two-Handed Conjurer’s Arm+10
Magic Accuracy: +20
Gridanain Square Shield Unique Untradable Shield
Requires GLA CNJ THM
Required Level 40
Block Rate: 68 Block: 46
Magic Accuracy: +10
   
   


**Please note that I have attempted to retrieve all information pertaining to the Grand Companies as of the closing of the 1.0 version of Final Fantasy XIV. Any omissions or incorrect listings were unintentional. Seals costs and item stats were provided when they could be found.**

elderseedseer: (I shall not falter)

The purpose of the Twin Adders is unique in the context of Gridania. Where the God's Quiver and Wood Wailers work within the forest and city to see to the common defense, the Twin Adders was reformed under the Elder Seedseer Kan-E-Senna to directly answer the Garlemald threat. Its purpose is twofold, first to prevent ongoing incursions into the Aldenard continent by the Imperials, and to prevent the culmination of their Meteor Project. This is a bold and unprecedented mission for the otherwise peaceful people. Even more rare is that the elementals have given their blessing for the reforming of the Grand Company, for in their wisdom they have come to see that should Gridania fall, so too will they, for the people see to their protection.

Work within the Grand Companies is not limited to those with fighting experience. Indeed, the Twin Adders could not flourish without the tireless contributions of those who provision the soldiers. Armorers, cooks, apothecaries, botanists, blacksmiths, all of these provide vital services and supplies for the growing army. So too are emissaries and strategists needed, as well as those who excel in communications and intelligence. There is a place and purpose for any who would align themselves with the Twin Adders for the well-being and protection of Gridania, and the world as a whole.

Ranks and promotions are determined by the hard work and contributions of the individual participants. As this is a fully volunteer organization, pay is provided in Serpent Seals, exchangeable for any number of supplies, from medicines to weaponry. Seals can be earned from participation in missions as well as meeting provisioning and supply needs.

***

In Dragonhaven, the Imperial threat is not as immediate nor grave without the Empire being present. However its lingering presence may be felt in the looming of Dalmund in the sky. While the moon appears to have its descent stayed, many believe this is only a temporary pause in an eventual calamity. With the world situation being tenuous with more unknowns than knowns, the need for the Twin Adders remains. Among the leadership of Gridania, there is hope that the efforts enacted in the havens might provide more insight and opportunity to prevail against the Garlean Meteor Project, and potential to prevent the coming of the Seventh Umbral Era.

To this end, the Order of the Twin Adders is still active and vibrant in Gridania. They are now looking outside their borders to the lands beyond to make alliances, as they did with Limsa Lominsa and Ul'dah in Eorzea. The Elder Seedseer is firm in her belief that their hope lies in unity and cooperation with others, and she continues to strive to encourage this faith within her people as well.

***

If your character is interested in joining the Twin Adders, they may do so! More information about the structure of command and the benefits available may be found here. Your character need not live in Gridania full-time to be a member, and in fact, outsiders joining with the city in common purpose is to be encouraged. Please fill out the provided form so we have a roster to work with.


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Kan-E-Senna

February 2020

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