I don't believe personality is all that big of a factor in discipline choice--you'll find all kinds of people studying all kinds of magic. But if you want to be in line with the stereotypes:
Conjury seems to attract folks with an affinity to nature, the natural order of things and a reverence and communion with spirits. Or, barring that, people who just want to heal other people.
Conjurers borrow from the strength of the elements, and they do so graciously, because if they choose to rely solely on their own strengths, they limit their potential to do good (though they still can, technically).
Thaumaturgy seems to attract folks who are just a bit weird, whose talents and aspirations lead them to try and plunge the depths of the arcane in order to push their own personal limits. Sometimes it attracts power-hungry megalomaniacs, but that's less common.
Thaumaturges are often taught that the only thing more important than expanding your power is knowing your limitations. No one is all powerful, and there is a way to overcome anything. Also, setting things on fire is kicking rad.
Arcanima is a new study, but less so than you think. The source of their power is the invocation of ritual and the evocation of familiars to do their bidding. But the call of the Arcanist is to study and investigate, to unravel the subtle mysteries of the arts.
Arcanists are big on problem-solving. Magic is a puzzle, and the world is a thought problem. They derive the greatest satisfaction from exercising control over the environment, rather than raw power over their enemies. Arcanists benefit from eccentricity, but are nothing if not patient.
If your character doesn't like the city-states, there are ways of getting training for these disciplines outside of cities, but it does limit your options. There are also guilds that are more focused on supporting their home city-states than others. The Thaumaturge's Guild probably has the loosest association with Ul'dah, lending itself to interesting projects in other guilds mostly. The Arcanist's Guild serves as the Limsa's cargo inspectors and investigators of market activity, keeping the shadier folk in line. The Conjurers obviously have a very important role in maintaining Gridania, and right from the start you're training for that role, but fortunately you're not sworn into it or anything.
Finally, I think you might have gotten the terms "introverted" and "extroverted" wrong. As an introvert myself, I have no trouble responding to social situations and working with others, but I am naturally more reserved and my thoughts more internal than an extrovert. I'm comfortable working alone but not because groups make me uncomfortable. Similarly, I know bashful extroverts.
When folks use those terms do describe levels of comfort in social situations, it makes me think a lot of folks think introvert means "shy". There are other technical terms used to describe levels of social anxiety, though.
Conjury seems to attract folks with an affinity to nature, the natural order of things and a reverence and communion with spirits. Or, barring that, people who just want to heal other people.
Conjurers borrow from the strength of the elements, and they do so graciously, because if they choose to rely solely on their own strengths, they limit their potential to do good (though they still can, technically).
Thaumaturgy seems to attract folks who are just a bit weird, whose talents and aspirations lead them to try and plunge the depths of the arcane in order to push their own personal limits. Sometimes it attracts power-hungry megalomaniacs, but that's less common.
Thaumaturges are often taught that the only thing more important than expanding your power is knowing your limitations. No one is all powerful, and there is a way to overcome anything. Also, setting things on fire is kicking rad.
Arcanima is a new study, but less so than you think. The source of their power is the invocation of ritual and the evocation of familiars to do their bidding. But the call of the Arcanist is to study and investigate, to unravel the subtle mysteries of the arts.
Arcanists are big on problem-solving. Magic is a puzzle, and the world is a thought problem. They derive the greatest satisfaction from exercising control over the environment, rather than raw power over their enemies. Arcanists benefit from eccentricity, but are nothing if not patient.
If your character doesn't like the city-states, there are ways of getting training for these disciplines outside of cities, but it does limit your options. There are also guilds that are more focused on supporting their home city-states than others. The Thaumaturge's Guild probably has the loosest association with Ul'dah, lending itself to interesting projects in other guilds mostly. The Arcanist's Guild serves as the Limsa's cargo inspectors and investigators of market activity, keeping the shadier folk in line. The Conjurers obviously have a very important role in maintaining Gridania, and right from the start you're training for that role, but fortunately you're not sworn into it or anything.
Finally, I think you might have gotten the terms "introverted" and "extroverted" wrong. As an introvert myself, I have no trouble responding to social situations and working with others, but I am naturally more reserved and my thoughts more internal than an extrovert. I'm comfortable working alone but not because groups make me uncomfortable. Similarly, I know bashful extroverts.
When folks use those terms do describe levels of comfort in social situations, it makes me think a lot of folks think introvert means "shy". There are other technical terms used to describe levels of social anxiety, though.