Use the tabs to navigate through the typical races found in Ivalice. Many of these races have integrated well with the hume society, even if there are some that are more reserved in the more traditional villages, such as the Garif and the Viera.
Race | STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|---|
Bangaa - Bista | +2 | +1 | ||||
Bangaa - Faas | +2 | +1 | ||||
Bangaa - Ruga | +2 | +1 | ||||
Bangaa - Sanga | +2 | +1 | ||||
Garif - High Chief | +2 | +1 | ||||
Garif - Hunter | +1 | +2 | ||||
Garif - Urban | (+1*) | (+1*) | +2 | (+1*) | (+1*) | (+1*) |
Humes | +1 | +1 | +1 | +1 | +1 | +1 |
Moogle - City | +2 | +1 | ||||
Moogle - Etorian | +2 | +1 | ||||
Moogle - Terran | +2 | +1 | ||||
Nu Mou - Dak'roh | -1 | -1 | +3 | +1 | ||
Nu Mou - Kiltias | -1 | +2 | +2 | |||
Nu Mou - Ma'ken | -1 | +2 | +2 | |||
Seeq - Swamp | +1 | +2 | -1 | +1 | ||
Seeq - Tribal | +1 | +1 | -1 | +2 | ||
Seeq - Urban | +1 | +2 | +1 | -1 | ||
Viera - Feol | +2 | +1 | ||||
Viera - Rava (Wood) | +1 | +2 | ||||
Viera - Veena (City) | +1 | +2 |
Language | Typical Speakers | Script |
---|---|---|
Bangaan | Bangaa | Common |
Common | Humes | Common |
Garfic | Garif | Garfic |
Goblin | Baknamy, Goblins | Garfic |
Mooglish | Moogles | Etorian |
Nu Mo'kel | Nu Mou | Etorian |
Seeq | Seeq | Garfic |
Vieran | Viera | Vieran |
Yensa | Urutan-Yensa | Garfic |
Language | Typical Speakers | Script |
---|---|---|
Abyssal | Dak'roh Nu Mou, Demons | Infernal |
Celestial | Angels, Aegyl, Feol Viera | Celestial |
Deep Speech | Abberations, Aliens, Helgas | Etorian |
Draconic | Dragons, Gria | Draconic |
Primordial | Elementals, Genasi | Garfic |
– Aquan | ||
– Auran | ||
– Fulman | ||
– Glacian | ||
– Ignan | ||
– Terran | ||
Infernal | Dak'roh Nu Mou, Devils | Infernal |
Sylvan | Fey creatures, Wood Viera | Vieran |
Undercommon | Dak'roh Nu Mou, Underworld traders | Vieran |
Language | Typical Speakers | Script |
---|---|---|
The Green Word | Geomancers, Plants, Rava (Wood) Viera | None |
Thieves' Cant | Assassins, Rogues, etc. | Miscellaneous symbols |
"Did you need a hand, hume?" came a familiar harsh reptilian voice.
Ba'Gandar slowly walked up alongside his dead foe, ignoring his struggling friend underneath the body. He wiped his greatsword clean using the garments his fallen foe, and pushed the body off his hume friend.
"It's about time you came and helped me out here," came the gruff voice from the ground.
"Hey, it'ss not my fault that you didn't get out of the way when I sstruck that troll down. Perhaps you were too captivated by my sswordsman sskillss," Ba'Gandar said with a teasing smile appearing on his face, enjoying the banter. Suddenly, the sound of beating drums echoed throughout the hall, and his smile disappeared.
"Quickly; get up!" he said as he brandished his greatsword and offered his hand. "Lookss like it'ss not over jusst yet..."
—F. J. Phillips, The Annals of the Great Collapse
The Bangaa are a lizard-like race, widespread across Ivalice. They have long faces, scaly skin, and tough limbs. They have two long ears dangling from each side of their heads, leading people to call them "long-ears". Their sense of smell and hearing are exceptionally sharp.
Bangaa have a tall stature, being on average, slightly taller than humes, ranging from 1.6m to 2.2m. They are also well built and generally physically powerful. Due to their capacity in brute force, the Bangaa are considered the most physically prominent of the Ivalice races. Bangaa have a variety of different skin colours, with each referring to different subraces of Bangaa. However, because of intermarrying, this distinction is not necessarily true anymore. Unlike true reptiles, Bangaa can grow facial hair, however, this only happens much later on in their life.
Being a lizard-like race, their racial language of Bangaan sounds harsh and full of hissing. Indeed, even in Ivalician, the emphasis on 's' sounds can be very apparent. Their vocal structure makes it difficult for them to cast incantations, particularly the incantations of stronger spells, limiting their use of magick. However, some Bangaa do become sorcerers, using magickal formulas specific to their reptilian language. Voices aside, their reptilian appearance make it difficult to distinguish males and females.
Calling a Bangaa a "lizard" is considered a heinous racial slur. Another lizard-like race exists in Ivalice, generally referred to as lizardmen, who are more primitive and violent than the Bangaa, who resent the comparison.
The eyesight of Bangaa is poor, being short-sighted. Beyond a certain point, Bangaa have difficulty discerning finer details unless they focus heavily. Because of this, Bangaa have grown to not rely much on their eyesight, and are able to function well enough from sound alone. Some of them actually sport blindfolds as a fashion statement!
Because they don't rely as much on their sight, their other senses have been honed, and they are exceptional at perceiving things through hearing and smelling.The intelligence and manners of Bangaa are similar to Humes' and it is often said Bangaa are the race best integrated within the Humes. The Bangaa culture has assimilated to much of Hume culture as the Humes made their advance on Ivalice, taking on the Ivalician script for their language, and following their customs and festivals. However, in spite of this, some Humes are ill-disposed to the Bangaa and speak about them using the slur "lizard" when far enough from their sensitive ears. Some of the noble parts of hume-distinct nations, some towns or cities in Archadia for example, prefer that Bangaa not enter their ranks.
Bangaa are named by their parents, and much like Humes, retain that name for the rest of their life unless they choose to so change it. Bangaa generally don't have last names, but those who live in smaller Bangaan villages usually choose to append their village or clan name to the end of their first name.
Male Names: Alek, Ba'Gamnan, Ba'Gandar, Beltran, Benkman, Bismark, Brontik, Bwagi, Chaka, Dino, Dwight, Euver, Gavvar, Gijuk, Horeme, Javet, Kilov, Lizzo, Mocedad, Mondo, Roker, Ruvet
Female Names: Ada, Arika, Ba'Jula, Bela, Bianka, Bonita, Chiko, Chita, Dana, Erika, Erma, Frida, Karin, Lanak, Lita, Liza, Mitzi, Rinok, Senta, Tresa, Viveka, Wanda
Ability Score Increase. Your Strength score increases by 2.
Age. Bangaa reach adulthood at a similar age to humes, but live twice as long.
Alignment. The Bangaa are considered to be the race that has best integrated with the humes. Because of their physical prowess, many become soldiers, but some are laid back. They are in general, good and lawful, but there are Bangaa that choose to pursue a life of crime.
Hit Points (optional). Your base HP is 10.
Size. Bangaa range in size from 1.6m to 2.2m tall, and average about 90kg. Your build is stocky, and your size is Medium.
Speed. Your base walking speed is 10m.
Languages. You can speak, read, and write Common and Bangaan. They speak in a distinct, guttural voice, in a fashion similar to real-world Scottish accents. The bangaa vocal cords are not as clear and refined as those of the other races, and therefore cannot speak quite as well.
Reptilian Voice. Whenever you are casting a spell above 5th level that requires verbal components, roll a d20. If you roll a 1, then the spell doesn't cast, and you don't use any spell slots. You have Advantage on any saving throws against being
Armour Wearer. You have proficiency in wearing light armour, medium armour and shields. If you already have proficiency in medium armour, you gain proficiency in heavy armour. If you already have proficiency in heavy armour, then you can gain either the Medium Armour Master or Heavy Armour Master Feat.
Keen Hearing and Smell. You have Advantage on any WIS (Perception) checks that rely on hearing or smell.
Eyesight Independence. Because of your poor eyesight, you have Disadvantage on any WIS (Perception) checks that rely on sight beyond 6m. However, provided that you are not
Elemental Affinity. You have Resistance to Fire damage, and you take an extra 5 points of damage when you take Water damage.
Bista Bangaa are the most laid-back subrace of Bangaa. They have copper-coloured skin and tend to live and interact the most comfortably with all other races in Ivalice.
Ability Score Increase. Your Charisma score increases by 1.
Lucky. If you roll a 1 on a d20 for an attack roll, ability check, or saving throw, you can reroll the dice and must use the new roll.
Socially Adept. You gain proficiency in the Persuasion skill.
The Ruga Bangaa have yellow-brown skin and shorter ears. These Bangaa tend to be more gentle and are more likely to be instructors or monks.
Ability Score Increase. Your Wisdom score increases by 1.
Methodical Nature. You have proficiency in the Insight skill.
Martial Training. You become proficient with two simple or martial weapons of your choice. If you already have proficiency with all simple and martial weapons, you become proficient with one exotic weapon of your choice.
"Faas", meaning soldier or "strong sense of justice" in Bangaan. These Bangaa have bronze skin and generally make laws and keep order among the Bangaa.
Ability Score Increase. Your Constitution score increases by 1.
Physically Adept You have proficiency in the Athletics skill.
Courageous. You have Advantage on saving throws against being
The Sanga Bangaa have ash-coloured skin, and are in general, more intelligent than your average Bangaa. These Bangaa tend to become spellcasters because of their different vocal chords as well as using magickal formulae specific to their reptilian language.
Ability Score Increase. Your Intelligence score increases by 1.
Reptilian Magickal Formulae. You no longer need to roll a d20 for the Reptilian Voice trait.
Mist Knowledge. You know the Prestidigitation cantrip. Furthermore, as you gain Levels, you can cast the following spells without needing any material components, or expending any spell slots. Each spell can be cast once every long rest. Intelligence is the spellcasting ability used when casting these spells.
Level | Spell |
---|---|
5 | Find Steed as a 2nd level spell |
9 | Fira as a 3rd level spell |
"The land has yielded a scarce number of crops this season, but such is the way of life...
Several have chosen to abandon the Way, but I and several others have remained faithful. The land, in its own time and in its own cycle, will provide for its inhabitants. We do what we must to keep the balance. Magickal riches flow throughout the land — magicite of untapped power. Harness the natural energy, we must, and prevent it from falling into the wrong hands..."
—Geomancer T'chuka Okoye, The Way of the Land
The Garif are a muscular race covered in thick brown hair. They generally have a strong connection with the land and the wildlife, and as such, have many village settlements in the wilds. Garif have large horns that protrude from their face, and many choose to wear masks – a tradition that has been passed down from the ages.
Garif have a tall stature, being on average, taller than humes, ranging from 1.7m to 2.2m. They are also well built and naturally resilient. Because of their hardiness, being able to adjust to many climates in the wild; and their longevity, being able to live for up to 400 years old, they are known as one of the most adaptable races in Ivalice. Garif don't really have a variety of skin colours, mainly being various shades of light brown for their skin, and a darker shade for their fur. However, a lot of their uniqueness comes from the shape of their large horns, with many different styles to behold.
Garif can have a strong sense of tradition, as their connection to the land calls out to them. Even still, Garif can fall on a large spectrum on this matter. Those of traditional mindset abhor machinery and material goods such as money, they live off the land, adorning themselves in simple, natural materials, such as leather, grass, wood and stone, and building their houses from the same materials. In recent times though, there have been tribes of Garif who have either learned to integrate into the ever growing populaces of towns, or who have learned to accept the help of industry, to the disdain of some of the fundamentalist elders.
They often stand with a slight stoop, possibly from the weight of their masks. The masks are a vital part of Garif customs and almost all Garif receive a mask on the day they are born, even before they are given a name. Many wear the mask until they die and will not remove flippantly, lend, or sell. The Great-chiefs wear more elaborate masks, wrought with metal and painted with pigments that most likely have come from the land. Those who choose to reject wearing a mask often face stigma from other Garif, particularly from those who value tradition.
The Garif also hold magicite in high regard, as a sacred substance, and possess deep cultural knowledge of the stones. This comes from the strong connection of the land. Garif history is laced with multiple interactions with magicite, and because of their peaceable nature, it has never wrought destruction nor stained their history with blood; they have been taught to respect its power.
Despite their intimidating appearance, the Garif are a peace-loving people, albeit physically capable of fighting and hunting thanks to their muscular bodies, thick fur and incredible hearing and sense of smell. They love providing for their community, having a mentality that the sum is greater than the individual. Many Garif become herders, overlooking livestock of creatures known as "Nanna" in the Garif tongue. The Garif milk these creatures to make Nanna-cheese, a product famous throughout Ivalice.
Garif names are bestowed upon the child in a small ceremony by one of the Chieftain Elders, once the child is eight days old. A clan name, rather than a family name, is appended to the end. However, they are generally only referred to in formal situations.
Male Names: Bahati, Chiamaka, Chidi, Davu, Jafari, Kadalu, Rajabu, Raoul, Shaka, Sugumu, Supinelu, Taavi, Uball-ka, Yugelu, Zayalu
Female Names: Adanya, Amadi, Binta, Deka, Fayola, Hasina, Jamila, Kali, Lulu, Raakel, Ramla, Semira, Tamala, Zemora, Zenechka
Clan Names: Achebe, Adebisi, Adekunle, Adelakun, Adeyemi, Aku, Asaju, Babangida, Banmeke, Egebe, Jabari, Kenyatta, Nwachuku, Okoye, Omenuko
Ability Score Increase. Your Constitution score increases by 2.
Age. Garif reach adulthood at a similar age to humes, but unless a Garif has lived to 50, they are considered young by their peers. Garif can live up to 400 years old.
Alignment. Despite their muscular build and intimidating appearance, most Garif are lawful, peace abiding citizens, usually keeping to themselves.
Hit Points (optional). Your base HP is 10.
Size. Garif range in size from 1.7m to 2.2m tall. Your build is muscular, and your size is Medium.
Speed. Your base walking speed is 10m.
Languages. You can speak, read, and write Common and Garfic.
Magicite Lore. Whenever you make an INT (Arcana) check related to the origin of magicite, nethicite, and certain other magickal items, you are considered proficient in the Arcana skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Nature Speech. You can communicate with Avion, Beasts, and Ichthion. You also have Advantage on Charisma checks to influence them. These creatures can understand the meaning of your words, even though you cannot understand them in return.
Cantrip. You know the Thaumaturgy cantrip.
Elemental Affinity. You have Resistance to Ice damage, and you take an extra 5 points of damage when you take Lightning damage.
As a Garif Hunter, you have grown up in a tribal village, and have become adept at hunting and taking down creatures.
Ability Score Increase. Your Strength score increases by 1.
Seasoned Hunter. You gain proficiency in the Survival skill.
Resilience. You have Advantage on saving throws against
As a high chief, your ability to tap into the power of the land has been more developed through study and meditation with the land.
Ability Score Increase. Your Wisdom score increases by 1.
Geomantic Study. As you gain Levels, you can cast the following spells without needing any verbal or material components, or expending any spell slots. Each spell can be cast once every long rest. Wisdom is the spellcasting ability used when casting these spells.
Level | Spell |
---|---|
2 | Fog as a 1st level spell |
4 | Warding Wind as a 2nd level spell |
6 | Thunderous Roar as a 3rd level spell |
These are the Garif who never knew the way of living in a tribal village with strong connection to the land, but instead grew up in an urban setting. Facing some discrimination from more traditional Garif, and having a dulled connection with the land, nonetheless, they attain skills that they would normally not possess.
Ability Score Increase. Two other ability scores of your choice increase by 1.
Dulled Connections. You no longer have Advantage on Charisma checks using your Nature Speech trait. Furthermore, in order to communicate using this trait, you must first succeed on a DC 20 WIS (Animal Handling) check, or else be unable to use the Nature Speech trait for 1 hour.
Skill Versatility. You gain proficiency in one skill of your choice.
Masterful Craft. You gain proficiency in one Tool of your choice.
Languages. You gain the ability to speak, read, and write in one Standard Language of your choice.
"My beloved citizens, my fellow humanity.
We live in a world ruled by gods and magick. Our might is far less than a Bangaa's; our intellect, far less than a Moogle's; our endurance, far less than a Seeq's. I tell ye the truth, if thou would compare us to any of our fellow races; we would come up short, every time. So I ask ye now, why is this? Is it because our kings are weak? Is it because our kingdoms, nay, our entire species is a failure?
In ancient times, we fought, we warred against all the other races and, to this very day, we are still here – we are still alive. We cannot use magick like the Nu'Mou, we cannot fly like the Aegyl, nor can we live centuries like the Viera.
And yet, I see a future where our people are spread as far to the east and west as the eyes can see. Why is this so? Are we masters of war? Are we gods of conquest? Nay! We have won and survived because of thus: We are weak!
Answer me this, everyone! Why do you bow your heads? We are the weak! We will always be the weak, just as we have always been! And since our ancestors long ago, nothing has changed at all.
Look up at the mighty! They rely on their strengths to thrive, and to live, while we cower in fear and humility. But, I tell ye, this cowardice has given us the wisdom to escape from magick. This cowardice has given us the wisdom to outsmart the Bangaa, to overpower the Moogles, to ascend beyond the heights that an Aegyl has ever reached.
I say thirdfold, we are the weak! Why do ye bow your heads? We are the weakest race – the one whom the gods gifted no specialty; the ones born with nothing!
Yet because of this, we can become anything!"
—Records of the crowning speech of King Galtea I, founder of Dalmasca
Humes are the most common race in Ivalice, making up about 40% of the population. They have no special abilities, and have the second shortest life span of any race in Ivalice (roughly 80 years). Humes are physically diverse; their skin tones can vary from nearly black to very pale, and their heights from 1.5 all the way to 2.5 meters.
Because they have no particular strength, Humes are the most adaptable and ambitious people among the common races. Their versatility and cunning have allowed them to trespass, and even conquer, many different lands. They have widely varying tastes, morals, and customs in the many places where they have settled. When they settle, though, they stay: They build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short lifespan (around 80 years), but a human nation or culture preserves traditions and legends far beyond the reach of any race's memory.
Humes can be one of the most daring and ambitious species to ever walk Ivalice. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups. They seek the lustre of immortality to be like the Viera, or the depths of knowledge to be like the Nu'Mou. Their ambitions and pride can be either their linchpin or their downfall, depending on how far they take it, and how much they're willing to pay.
Humes have mingled and lived with many other races from Ivalice, and in return, many of the other races do not find it uncommon to be around them. Humes have a very close relationship with Moogles because of the similarities of technological advancement and industry methods. However, it is perhaps the Bangaa who are probably the best integrated race with Humes, as their culture has happened to assimilate much of the Hume culture. Other races seem to have no particular affinity towards, or against, Humes, although their relationships with them will differ creature by creature.
Ability Score Increase. Your ability scores each increase by 1.
Age. Humes reach adulthood in their late teens and live less than a century.
Alignment. Humes tend toward no particular alignment. The best and the worst are found among them.
Hit Points (optional). Your base HP is 8.
Size. Humes vary widely in height and build, from barely 1.5m to well over 2m tall. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 10m.
Languages. You can speak, read, and write Common and one extra language of your choice.
Skill Versatility. You gain proficiency in one skill of your choice.
These replace the ability score increase trait above if you so choose.
Ability Score Increase. Two different ability scores of your choice increase by 1.
Feat. You gain one feat of your choice.
Skill Versatility. You gain proficiency in one skill of your choice.
The country of Archadia is comprised of a few kingdoms that are all part of the Archadian Confederacy. In Archadia, many generally seek knowledge and revere nobility. Intellect and heritage tend to determine your worth as a Hume within the boundaries of Archadia, more so than anything else. Therefore, as an Archadian, you have been educated in a wealth of knowledge through schooling or just through your own research through the various available resources.
High Education. You gain double proficiency in one of Arcana, History, or Religion.
Bhujerba is the capital city of the floating sky continent of the same name. Known as The Skycity, it is ruled by a Republic that elects a Marquis to rule over the city and small villages on Bhujerba. Many mines dot the continent, filled with rich ore and magicite that help Bhujerba to flourish.
Because of its distance from other cities, and how you need to use an airship to travel away from Bhujerba, those who have grown up in Bhujerba are insulated from the outside world. At the same time, many trade routes and travellers stop by Bhujerba, as a pit stop crossing from Dalmasca to Ordalia.
As a Bhujerban, your time in the higher altitudes of the skycity of Bhujerba has increased your fortitude.
High Altitude Training. Your maximum HP increases by 2, and it increases by 2 every time you gain a level.
The kingdom of Dalmasca is ruled by a Monarchy. Despite being bordered by two large and powerful countries in the form of Archadia and Rozarria, Dalmasca still retains its independence because of the power that is passed on within the monarchy, rumoured to be some kind of deifacted nethicite. Because of it's position between Archadia and Rozarria, as well as lying within the Bhuj line that allows travel or skyships between Ordalia to Dalmasca through Bhujerba, Dalmasca is in a great position for trade and commerce.
Many of the villages and towns in Dalmasca have a strong structure to support farming and hunting, even with the progress of magiteknology. Thus, as a Dalmascan, living close to the desert and harsher climes has caused your survival skills to increase.
Survival Skills. You gain double proficiency in one of Animal Handling, Nature, or Survival.
Because of the harsh, cold climate of the country of Ordalia, there is no overarching ruling system that unites the various cities and kingoms that lie within its borders. Thus, the ruling structures within vary significantly, and the culture is not set amongst the different Hume towns and cities. In this country, the largest city is not even a Hume city, but the Moogle city of Goug.
While Hume culture may not be as uniform across the country of Ordalia, the one thing in common is the ability to withstand the chilling temperatures that the prevail across the country.
Acclimated to Cold. You have Advantage on any CON saving throws against exposure to extreme cold as created by the environment around you.
Frost's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction activate this trait. You reduce the damage by 1d12 + your CON modifier. After you use this trait, you can’t use it again until you finish a short or long rest.
Fortitude. Your maximum HP increases by 1, and it increases by 1 every time you gain a Level.
The country of Rozarria is comprised of several kingdoms within its borders. Rozarria is a Plutocracy, being ruled by the wealthy and elite. Each kingdom puts forward several members to be part of the Rozarrian council, which determines the overarching laws of society. Whatever the laws, they always accommodate the Rozarrian way of politics, simply known as "The Game."
The Game is the term applied to the politics and machinations of the nobles and rulers of Rozarria, however, its influence even reaches the middle and lower-class of society, albeit not to the same consequences. Among the Rozarrian nobility, status and appearance are set above all things. Rozarrian culture is renowned for its infighting, with every family engaging on some level in The Game. Ultimately, The Game's purpose is one-upmanship of rival aristocrats,
Thus, as a Rozarrian, you have learned many conversation skills that are used to navigate through different echelons of society.
Social Poise. You gain double proficiency in one of Deception, Performance, or Persuasion.
"It appears to be out of order," a small voice piped up as light clanging sounds resounded from the tapping of the wrench against the mechanism.
Xavier Monteith continued circling the contraption, pausing to carefully observe a part and jotting down quick notes in his notebook. "Fascinating... I must try this technique out once I get back to my lab in Goug," he said.
"As much as I love the gadgets that your technological genius creates, right now I would prefer haste over fine details," his hume companion said curtly from the side.
"Yes, yes," Xavier sighed deeply, "I'm almost there. I just need to find... this." The button that Xavier was pushing depressed as he used his wrench to tighten a nut. Immediately, the contraption gave a light hiss and a blue pulse as leylines and runic glyphs appeared on it. "Oh, did you see that?!" he said excitedly. "The combination of those glyphs and sigils reminded me of the Theory of Concurrence and how it relates to the metaphysical nature of the—"
"Look Xavier – I'm not here for a magiteknology lesson. I'm here for the artifact. Now are you getting on or not?"
"I'll never understand humes like you..." he said shaking his head as he stepped onto the teleportation platform.
—F. J. Phillips, The Annals of the Great Collapse
Moogles appear in almost every city, but are especially plentiful in the hume city of Bhujerba, and their home city of Goug. Their intelligence and lifestyles are similar to humes, which makes it easy for Moogles to live among the hume cities. Moogles are small creatures covered in fur, and have small wings, which may have had function in the past, but now serve more as aesthetic. Their height plus their pom-pom lead many to consider them to be cute looking.
Moogles have a short stature, the average height of a Moogle ranging between 0.8m to 1.2m. Because of their height, and the fluffiness of their fur, and their pom-pom, many see them as cute. Don't be fooled in battle though, as they are light on their feet, leading Moogles to be nimble fighters. The skin colour of Moogles can range from beige, to gray, to peach. But far more impressive, are their pom-poms, with colours ranging from purple, to yellow, to blue, and to green. The colour of their wings are also various, which make identifying different Moogles generally easier.
Moogles have dexterous hands, giving them an edge in the field of engineering and playing musical instruments. It's because of this natural dexterity that you see many Moogles in areas of science, music, and even card hustling. Not only that, but they make strong use of their shorter stature in combat and are slippery to catch, given that they can slip past many creatures easily and even hide in areas where others may not be able to.
"Excelsior!" A Mooglish word that is commonly repeated amongst Moogles, and captures the essence of their culture. Moogles are ever advancing and ever progressing. It is said Moogles built the first airship, a masterpiece of technological advancement. And yet, this is not enough, for a Moogle should always look ever upward to the next thing. There are Moogles so advanced they learn the ultimate technology called Etoria – a special brand of magiteknology based off a theory that was first published by the famous Moogle scientist, Julien. These Moogles can usually be found in Goug, although some have moved to other parts of Ivalice.
Most Moogles contribute to society with engineering capabilities, be it the development of airships, or short-range teleportation devices. In saying all of this, not all Moogles become engineers; there are a few who become knights or mages. The Moogle center of development is the Moogle city of Goug in southwestern Ordalia, considered the capital of technological progress in Ivalice. Sadly, with advancement in technology comes a price, and throughout Ivalice history, Moogle technology has been used in hume wars by most of the races. Such cases have caused Moogle leaders to write reforms that mitigate the danger by limiting the spread of certain Moogle technologies outside of Goug.
Nevertheless, the way to progress continues. Until one's dying breath, the word that remains the descriptor of the Moogle life is "Excelsior."
Moogle names are usually eloquent and seem to have flair. In saying that, some Moogles choose to name their children using word portions such as, 'Mog', 'Mon', and 'Mop'. It is very uncommon for a Moogle to have a basic name like "Fred" or "Ben". The names are given to them by their parents, and similarly to humes, Moogles take on the Family Name of their father.
Male Names: Atla, Augusto, Basil, Bellini, Brish, Cesare, Emét, Émon, Eugene, Grimo, Gumop, Hans, Ivolt, Javèrt, Julian, Kumool, Kupo, Leo, Lief, Lorentz, Luan, Mochos, Mogki, Mogmatt, Mogsam, Mois, Monèv, Montblanc, Monty, Mopli, Mosh, Nazna, Shultz, Watz
Female Names: Alma, Artemecia, Betsy, Cecelia, Étoile, Fay, Gertrude, Hurdy, Jacqulin, Julia, Kiara, Kikka, Leblanc, Lebleu, Loraine, Luçiana, Lyra, Maude, Mimoza, Mocchi, Mogrika, Mogserrat, Monetta, Moodon, Moolan, Ophelia, Rachèlle, Rina, Rose, Sofia, Suzuna, Talia, Trudy, Undine
Family Names: Ancelet, André, Beaumont, Belmont, Blanchett, Clarke, Delacroix, Dupont, Edwards, Elliott, Favreau, Foster, François, Griffiths, Hamilton, Holmes, Laurent, Lestrange, Monette, Monteith, Mullins, Newton, Phillips, Rose, Sauvage, Travers, Turner
Ability Score Increase. Your Dexterity score increases by 2.
Age. Moogles reach adulthood at a similar age to humes, and age at a similar pace as well, living only slightly longer.
Alignment. Most Moogles are easy going, able to interact with humes and other races well. They are very dextrous, and many often go into fields of engineering or technological development for the good of the world.
Hit Points (optional). Your base HP is 6.
Size. Moogles range in size from 0.8m to 1.2m tall. Your size is Small.
Speed. Your base walking speed is 8m.
Languages. You can speak, read, and write Common and Mooglish.
Artificer's Lore. Whenever you make an INT (History) check related to magick items, alchemical objects, or technological devices, you are proficient in it, and you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you (hiding behind a creature).
Nimbleness. You can move through the space of any creature that is of a size larger than yours.
City Moogles are the common race of Moogles, integrating well into society as engineers, shopkeepers, or other jobs.
Ability Score Increase. Your Charisma score increases by 1.
Deft Hands. You gain proficiency in the Sleight of Hand skill.
Languages. You gain the ability to speak, read, and write in one Standard Language of your choice.
Skillful Talent. You gain proficiency in one Tool of your choice.
As an Etorian Moogle, you have grown up surrounded by engineers and others driven to exceed the limits of the current technology in the moogle city of Goug in southwestern Ordalia. As a result, you have become masterful at deduction and experimentation skills.
Ability Score Increase. Your Intelligence score increases by 1.
Scientific Mind. You gain proficiency in the Investigation skill.
Technological Creation. You have proficiency with Tinker's Tools. Using those tools, you can spend 10 gp worth of materials and 1 hour (e.g. during a short rest) to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 2m across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
There are those Moogles who have lived in small villages in the wilderness. Referred to as Terran Moogles, these Moogles can be a bit more shy, and through their connection with the land, have developed means of communication that help to maintain their secrecy.
Ability Score Increase. Your Wisdom score increases by 1.
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 20m of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of gray.
Fey Protection. You have Advantage on saving throws against being
Message Conveyance. Once per short rest, you can send a telepathic message as per the Sending spell. Using this trait does not allow for replies, however the recipient can send a signal back from the following options: 'Acknowledged', 'Yes', 'No', 'Unsure'.
Natural Upbringing. Because of your upbringing away from many sources of technology, you are unable to use the Artificer's Lore trait.
Silent Speech. You can speak telepathically to any creature within 10m of you that you can see. The creature understands you only if the two of you share a language.
"Rakun nafeir, uruk ta'kan-a-fa..."
The Infernal incantation echoed throughout the hall, as Ra'kanmu stood bound in chains, only able to watch helplessly as his friend, Ashfel, continued the ritual, dropping the blood he had taken from Ra'kanmu into the smoking cauldron. Drawing another dagger, Ashfel slit his own hand, smearing his blood on an already etched runic circle, prompting it to give off this darkened glow of energy.
The cauldron erupted in this wave of dark mist, engulfing Ashfel completely, who was lifted up and gave a harsh yell which seemed to last for an eternity to Ra'kanmu... which was then replaced by this wicked cackle. From the darkness, stepping down lightly from the smoke, two pale glowing eyes peered into Ra'kanmu's soul.
"Thank you, friend," the voice came devoid of emotion. "Your work here is done..."
Thus ends the series of accounts which I was able to extract from Ra'kanmu's corpse. It goes without saying, the impact of Ashfel's quest for power has been self-evident and has resulted in many malicious acts. All who read my words would do well to heed the warning of searching for power unquenchable.
— Sha'kanfir, Record Keeper; When the Great Ones Fall
The Nu Mou have canine features, bearing elongated faces and tails. Their ears, long and thick with a hole near the end, are often decorated with various earrings. The Nu Mou's short height, coupled with their bent posture, makes them come across as small. Nu Mou have a lifespan more than five times that of humes, and are one of the oldest races in Ivalice.
Nu Mou have a short stature, although they actually aren't that small. This short stature comes from their usualy bent posture. Their average height ranges between 1.2m to 1.6m. Their physical appearance remains mostly the same throughout their life, and even young Nu Mou have a generally aged look. Their hair colour is usually anything from white to a darker grey, although the fur on their tail is often sandy in colour. Skin shades vary between individuals, although they are often pale or dull. This combination of neutral colours mean that Nu Mou generally don't stand out, unless they wear clothes that do. Nu mou are generally ill-fitted for physical battle, just given their build and slower pace.
What they lack in physical stamina in comparison to other races, Nu Mou make up for in their extreme attunement to magickal arts. Nu Mou are extremely proficient in magick, with magick such a core part of their culture and being that they are able to innately cast spells. They have a highly developed intelligence and mental fortitude, allowing them to excel in this field much more than the other races. While Nu Mou can choose to not pursue the magickal arts, those that do so are often shunned by those who truly excel in this area, thinking them to be inferior and wasting their natural gifts.
However, given their natural aptitude for the magickal arts, there have been some Nu Mou who have worked with magicks of a darker ilk, being tempted by the allure of power even beyond the typical Nu Mou. The first known Nu Mou who delved down this path was one called Ashfel, who sacrificed his friend, Ra'kanmu, in the process. Ashfel, who became known as the Dark One, was a Necromancer of unparalled power, and his reign of terror lasted for several years before he was eventually stopped. However, not before he had established a following – those who pursue the philosophy of the Dark One leading to a subrace of Nu Mou known as Dak'roh Nu Mou.
Given their aptitude for intellectual activities, many Nu Mou end up becoming scholars. This couples nicely with their culture of magick, leading some to pursue pushing the bounds of magickal research. Still, others choose to delve into other forms of intellectual pursuit, such as history, the natural sciences, religious works, and even military strategy. Because of this pursuit of knowledge, they often get along with Moogles, who push the bounds of technological advancement. Most Nu Mou settlements are run by those who know the most, being a Meritocracy, as they trust those who have the highest knowledge of the world around them. Nu Mou settlements usually contain some kind of library, wherein the accumulated knowledge is stored. These libraries can also be found in large Hume cities. Nu Mou tightly guard knowledge that they deem would be too dangerous for public use. These portions of knowledge are only found in remote areas, or secret sections of certain Nu Mou libraries.
Nu Mou names are given by their parents, and usually contain at least 2 syllables, if not more. They do not usually have any kind of extra name added beyond their first name. However, certain Nu Mou will attach a title after their name, usually as a means of indicating what they have accomplished or their aim in life. For more famous Nu Mou, these titles become even more famous than their names – some Nu Mou take on titles previously taken, in hopes of becoming like them.
Male Names: Alcest, Ashkroft, Askel, Isvarus, Kestner, Ma'dreth, Ma'kleou, Mo'kudza, Mu'kendo, Ro'kenmou, Ro'kenmu, Shi'tamro, Shu'radja, Yu'fenzir, Yu'kenta, Yu'tolio
Female Names: Ao'ren, Arya, Chanfiyer, Chantika, Chentira, Da'madina, Elbereth, Estel, Haleth, Iona, Lutia, Ronda, Shyael, Sybil, Ta'miel, Yu'linda
Titles: Arcane Manipulator, the Beguiler, Chaos Known, the Collector, the Dark One, Death's Hand, Guardian of Truth, Knowledge Finder, Lightbringer, Magitek Master, Master of Elements, the Planar Voyager, Seeker of Science, Spellthief, Technological Genius, Unveiler of Mystery
Ability Score Increase. Your Intelligence score increases by 2, but your Strength score decreases by 1.
Age. Nu Mou reach adulthood at a similar age to humes, but live more than five times as long, being able to reach up to 500 years of age.
Alignment. Most Nu Mou are reserved, peace abiding citizens and tend to engage in a lot of scholarly work with the wisdom and intelligence that they have. Occasionally, however, the allure of power can tempt certain Nu Mou to forbidden dark magicks.
Hit Points (optional). Your base HP is 6.
Size. Nu Mou range in size from 1.2m to 1.6m tall. Nu Mou tend to have a bent posture, which makes them come across as small, however, your size is Medium.
Speed. Your base walking speed is 8m.
Languages. You can speak, read, and write Common and Nu Mo'kel.
Developed Intelligence. You have Advantage on all Intelligence, Wisdom, and Charisma saving throws against magick.
Cantrip. You know how to cast one cantrip of your choice. The ability score used to cast this cantrip is dependent on which subrace of Nu Mou you choose.
A race of Nu Mou banished from society because of the desire to seek after dark powers from days long past. Now, most such Nu Mou live in remote parts of Ivalice, although few try to integrate back into other societies, facing much discrimination marked by their red eyes.
Ability Score Increase. Your Intelligence score further increases by 1 and your Charisma increases by 1, but your Constitution score decreases by 1.
Beyond Limits. The maximum score for your Intelligence increases by 2.
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 20m of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of gray.
Dark Arts. As you gain Levels, you can cast the following spells without needing any spellcasting components, or expending any spell slots. Each spell can be cast once every long rest. Intelligence is the spellcasting ability used when casting these spells.
Level | Spell |
---|---|
3 | Suggestion as a 2nd level spell |
5 | Speak With Dead as a 3rd level spell |
9 | Summon Undead as a 5th level spell |
Languages. You know how to speak, read, and write Undercommon and one of the following: Abyssal or Infernal.
As a Kiltias Nu Mou, you have chosen to devote yourself to the Light of Kiltia religion, who worship Faram the Father, God of Light. Many such Nu Mou have spent much of their life in Mt. Bur-Omisace, or in the capital city of Dalmasca, where they have learned much about the faith and have chosen to live a life of servitude, developing some white magick.
Ability Score Increase. Your Wisdom score increases by 2.
Personal Devotion. You gain proficiency in the Religion skill. Whenever you are making an Intelligence (Religion) check regarding the Kiltian religion, or any religion whose god has a domain of Light, double your proficiency bonus.
Holy Arts. As you gain Levels, you can cast the following spells without needing any spellcasting components, or expending any spell slots. Each spell can be cast once every long rest. Wisdom is the spellcasting ability used when casting these spells.
Level | Spell |
---|---|
3 | Cleanse as a 2nd level spell |
5 | Aura of Vitality as a 3rd level spell |
9 | Curaja as a 5th level spell |
Ma'ken Nu Mou are the most common race around, and live in many cities. As a race, they are taught to strive for academic excellence and pursue the knowledge of many magicks, particularly those of beneficial use in society.
Ability Score Increase. Your Charisma score increases by 2.
Research. You gain proficiency in the Arcana skill.
Magickal Formulation. As you gain Levels, you can cast the following spells without needing any spellcasting components, or expending any spell slots. Each spell can be cast once every long rest. You can choose either Intelligence or Charisma to be the spellcasting ability used when casting these spells.
Level | Spell |
---|---|
3 | Levitation as a 2nd level spell |
5 | Fly as a 3rd level spell |
9 | Telekinesis as a 5th level spell |
Dimitry watched his father who stood on the platform, unmoving and unwavering.
The other Seeq from the Swiftfoot clan were with him, forming two sets of lines that marked the edges of the arena. The sound of footsteps, as the Banished Raj stepped into the arena, his skin marked by several new scars, but the rippling muscles still showing off the strength that was able to bring down a polar bear by himself.
"I make the challenge to the tribe leader of the Swiftfoot clan – the clan that banished me!" Raj roared ferociously. "I have brought shame – but now I bring honour! I will be taken back in; you will see my strength!"
As Raj raised his warhammer, the war cries of many of the Seeq filled the air. Dimitry watched on, unable to hide his anxiety, as his father slowly stepped into the arena...
—E. P. Evans, The Adversary
The Seeq are a pig-like race who come in a variety of colours and sizes. Seeq dress very simply, typically covering up only their lower regions unless they are female, in which case their upper half is also covered. Besides clothing and temperament, the two sexes are mostly indistinguishable.
While Seeq may not be the tallest in stature, being only 1.4m to 1.9m tall on average, they make up for it in the roundness of their build. It is no surprise that this leads many to view Seeq as strong. However, those who think that because they are bulky and rotund, that they are slow, would be very mistaken; Seeq are surprisingly agile. Some Seeq have tatoos, however there may not always be any reason for the odd patterns of tattoos some Seeq wear; it could potentially be a sign of social standing.
Seeq are not on the same kind of social level as the Humes and Bangaa. Instead, they are often discriminated against and treated as lower-class citizens when interacting with other races. This may have something to do with their crude speech style and lower intelligence. Within established settlements, most Seeq tend to do manual labour, and it is not uncommon for some Seeq to resort to a life of crime, with some Seeq becoming thieves.
Though one would not think it to look on them, Seeq are remarkably quick and agile, making for formidable foes and valued allies. They are not, however, terribly bright, and their moral compass has lost all direction. They lust for gold, jewels, and the like, often adorning their bodies with such, whether ill-gotten or otherwise.
One trait that many would view Seeq as having is their incredible ability to persist. Often when Seeq face a problem, they do not necessarily jump to finding another solution, but just attempt the first solution with even more effort. This does have its drawbacks, but at the same time, this fortitude and tenacity make Seeq incredible front-line fighters, as well as loyal companions to those whom they trust.
Seeq names are granted by a clan elder, in accordance with tradition. Seeq names are often reused within the clan once the wielder of the name has passed away or has been banished. There is a strong sense in which, a Seeq's name belongs not to the individual, but to the clan. While it doesn't occur regularly, a Seeq who brings shame to a clan name is stripped of the name and is banished from the clan, unable to return unless they can make strong amends.
Male Names: Ashraf, Belmuut, Boris, Daguza, Dimitry, Dwegol, Fahad, Galeedo, Gwitch, Ichabod, Jovy, Kief, Leonid, Taj, Vazz, Zwingley
Female Names: Aisha, Dammuna, Dunya, Francheska, Frida, Gelazela, Grisanbela, Hildegard, Hutothra, Kralmola, Labinya, Maya, Saskia, Skoldruna, Yolanda, Zorya
Clan Names: Battleaxe, Battlehammer, Blackforge, Bluemoon, Coldgaze, Firebrand, Frostfang, Ironblade, Ironfist, Naturesoul, Oceanflow, Strongedge, Strongfoot, Strongjaw, Sunfury, Swiftsword, Watersoul
Ability Score Increase. Your Strength score increases by 1, but your Intelligence score decreases by 1.
Age. Seeq reach adulthood at a similar age to humes, but live twice as long.
Alignment. Seeq do not have the same social standing as many other races in Ivalice. They are not necessarily chaotic, but this has certainly causes a tendency in this happening. However, there are still some who try to make an honest living.
Hit Points (optional). Your base HP is 10.
Size. Seeq range in size from 1.4m to 1.9m tall. Your build is very round, and your size is Medium.
Speed. Your base walking speed is 10m.
Languages. You can speak, read, and write Common and Seeq.
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 20m of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of gray.
Tenacious Endurance. When you are reduced to 0 HP but not killed outright, you can drop to 1 HP instead. You can't use this feature again until you finish a long rest.
Fortitude. Your maximum HP increases by 1, and it increases by 1 every time you gain a level.
Elemental Affinity. You have Resistance to Water damage, and you take an extra 5 points of damage when you take Fire damage.
As a Tribal Seeq, you haven't been brought up in a main city. In your tribe, might makes right – and you have learned skills to harness such anger and power.
Ability Score Increase. Your Constitution score increases by 1, and your Charisma score increases by 2.
Savage Strikes. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Aggresive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Urban Seeq are those who have grown up in an established settlement. While not like Tribal Seeq, these Seeq are usually still part of a clan within the place that they've been brough up. Most of these Seeq have likely been involved at least once in their lives with tasks of manual labour, building endurance and agility.
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.
Burst of Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can gain extra movement equal to your speed until the end of your turn. Once you use this trait, you can't use it again until you move 0m on one of your turns.
Fleet of Foot. Your base speed increases to 12m
As a Swamp Seeq, you have been raised in a tribe of Seeq that live in swamps, bogs, or other such murky or dark waters. Unlike other Seeq, your skin colours tend to be more on the blue or green colours, and your eyes have adjusted to the darkness of the waters. Most Swamp Seeq look as if they just finished bathing, with beads of moisture collecting on their skin.
Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
Acid Resistance. You have resistance to ACID damage.
Amphibious. You are able to breathe air and water.
Superior Sea Darkvision. Your darkvision has a radius of 40m while you are underwater.
Swimming. You have a swimming speed of 10m.
The lone Viera looks back, and sees what she missed—
And pond'ring a while, she sees a long list—
She sees all the trees, whose voice she once heard,
She smells all the plants, and feels all the birds,
Moreover the bonds of friendship she shared,
A family lost, and friends who once cared,
And yet, even though, the list can be long,
Not once does she doubt, the path that she's on.
—Ljufa, Poems of the Past
The Viera have leporine features, including long ears and supple limbs. Their skin colour can range from the dark-coloured skin of the Rava Viera, to the lighter skin of the Veena and Feol Viera.
Viera have a tall stature similar to humes, ranging to 1.5m to 2m. Unlike humes though, Viera are not generally well-built, and even their males are more on the slim and slender side. However, do not take their slender figure as to mean that they are not powerful, as what they may lack in physical strength, they make up for their lithe movements.
Viera have the longest lifespan of all the races in Ivalice, being able to live up to 750 years old, more than 8 times the average lifespan of humes. A Viera is not truly considered an adult among them until they reach 100 years of age. Because of this long lifespan, they have a broad perspective on events that might trouble the shorter-lived races more deeply. This long lifespan also means that they often take a slower pace in life, viewing certain Humes' plans for ambition as frantic. They are slow to make friends and enemies, and even slower to forget them. Some Viera are known to hold grudges for hundreds of years if they are not reconciled.
Their trademark long ears grant them exceptionally good hearing, although they are said to have excellent senses overall; with their eyesight: it is said that they can spot their prey from as far as 10 km. Their sense of hearing allows them to hear even the slightest sound, which comes in handy if they are being hunted themselves. Not only do the Viera's ears allow them to hear over great distances, they also allow them to listen to the voices of the spirit world. They can put this ability to great use, either to communicate with the world around them, or to summon monsters from other worlds.
The Viera are very sensitive to Mist. Normally, any humanoid would be able to sense a shift when the Mist gets dense—and those who have training in the Arcane might be able to do so more proficiently—but Viera are able to sense the Mist level far more accurately and notice shifts in it far more quickly.
Unfortunately, this sensitivity to the Mist means that if they are exposed to high concentrations of it, they can enter a berserk state referred to as a Mist Frenzy, whereupon they unleash devastating and swift attacks to their foes without regard for themselves.
It is estimated that around 80% of Viera are born female. Male Viera create separate settlements and only communicate with the females when necessary, as the males are secretive and competitive for food and space, even with their own species. They are virtually identical at birth to females; only upon maturing they are able to be identified gender wise. Male Viera return to the village to collect the male children who reach puberty to teach them the ways of the hunt. They live in separate settlements and only communicate with the females when needing to mate, trade or collect the male adolescences.
Many Viera live deep within wooded area, earning them the title "People of the Wood." Having lost their ancient homelands to war over hundreds of years ago, some Viera began to question their way of life and went off to live among the humes. This is against their law, referred to as the "Green Word," which forbids assimilation with the outside world; once a Viera breaks this law, they are considered Viera no more and are regarded as outcasts by those who hold the tradition of the Wood. Viera who have abandoned the Wood notice that their senses become dimmed, becoming unable to communicate with the Wood. Whether a Viera can regain the ability to communicate with the Wood is unknown.
Viera are given child names at birth by their parents, which are generally short, three letter names. Upon reaching 100 years old, they choose for themselves an adult name to go by. This tradition marks their coming of age. However, just because a Viera doesn't go by a child name, doesn't mean that they are over 100 years old, as those who don't follow the tradition may change their names earlier. Viera don't have any last names attached to their name.
Child Names: Ana, Aor, Béa, Del, Emi, Era, Fay, Ira, Kja, Kri, Itô, Léo, Mia, Pol, Ray, Rio, Sai, Sya, Tia, Una
Adult Male Names: Agnar, Amir, Esjar, Evian, Kjarr, Kjartan, Kjarval, Knorr, Kvasir, Ljotur, Marbjorn, Markus, Njall, Pjetur, Rafn, Reyn, Reyr, Ruuj, Sirus, Verre
Adult Female Names: Alys, Arja, Fran, Illiana, Jote, Kria, Krjn, Ktjn, Kyrs, Lana, Ljot, Ljufa, Mjrn, Mydie, Myra, Myrk, Ninja, Sjofn, Veis
Ability Score Increase. Your Wisdom score increases by 2.
Age. Their lifespan is the longest of those races in Ivalice, living up to 750 years old. They grow much like humes as children, but upon reaching adulthood (around the same time as humes) the Viera retain their appearance until old age. A Viera is not truly considered an adult among them until they reach 100 years of age.
Alignment. Viera are a very reserved race, tending to keep to themselves and their own villages. Some Viera are very free-spirited and break free from such villages, roaming and dwelling in other cities. Either way, they like to be peaceable and non-confrontational mainly.
Hit Points (optional). Your base HP is 8.
Size. Viera range in size from 1.5m to 2m tall. Your build is slender, and your size is Medium.
Speed. Your base walking speed is 10m.
Languages. You can speak, read, and write Common and Vieran.
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 20m of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Keen Senses. You have proficiency in the Perception skill.
Mist Acuity. You are very sensitive to the level of Mist around you, able to gauge well how much of it is in the surroundings. When making a WIS (Perception) check with regards to the level of mist, you double your proficiency bonus.
Mist Frenzy. Because of your sensitivity to the Mist, if you are exposed to a very high level of Mist, then you can find yourself in a frenzied state. If this happens, you can choose to make a WIS saving throw (DC 13). The DM determines what constitutes a high level of Mist (some examples of this include being near an active source of magickal power – whether natural, like a font of Mist; or unnatural, like a high-powered Magitek contraption – or the use of multiple high-leveled spells in succession).
If you succeed on the save, then you cannot be affected by this trait while within high levels of Mist for 1 hour, or unless you choose to let it affect you.
If you fail or choose not to make the save, then you become
While you are under this effect, you can choose to make another WIS saving throw (DC 13) at the end of each of your turns, being freed from its effects on a successful save. In any case, when this effect ends, you gain one level of
After succumbing to this effect after a large exposure to Mist, you cannot become frenzied in this way again until you complete a long rest.
Elemental Affinity. You have Resistance to Wind damage, and you take an extra 5 points of damage when you take Earth damage.
As a Rava Viera (also known as Wood Viera), you have spent most of your life within the wood and followed the traditions and laws of your village. Whatever cause has brought you out of the wood, you still hold a high regard for the Green Word, and consider yourself as belonging to your village first and foremost. Because of this, your attunement with forests and your senses have been heightened.
Ability Score Increase. Your Dexterity score increases by 1.
Fey Protection. You have Advantage on saving throws against being
Mask of the Wild. You can try to hide when lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Languages. You can speak the Green Word, and can speak, read, and write Sylvan. The Green Word is the secret language of Geomancers and Rava Viera. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magick.
As a Veena Viera, you have spent most of your time living in the city, opting for a life of exploration and freedom. You don't hold tightly to the Green Word at all, although some may know the basic concepts of the law described therein.
Ability Score Increase. Your Constitution score increases by 1.
Versatile Skills. You gain proficiency in two skills of your choice.
As a Feol Viera, you are an exile from the forest villages, because you have Vieran and aeglian blood running through you. This has caused your independence skills to improve.
Ability Score Increase. Your Charisma score increases by 1.
Exiled Legacy. You learn the Minor Illusion cantrip. As you gain Levels, you can cast the following spells without needing any somatic or material components, or expending any spell slots. Each spell can be cast once every long rest. Charisma is the spellcasting ability used when casting these spells.
Level | Spell |
---|---|
4 | Alter Self as a 2nd level spell |
6 | Major Illusion as a 3rd level spell |
Languages. You can speak, read, and write Celestial.