FFXIV Races 5e
LorebookFFXIV 5e Race Lorebookfrom Chub
by ExoBao· on Chub· · archived
Tokens: 0 permanent · up to 707 lorebook · budget 707
Description on Chubfrom Chub
!! WIP !!
Done adding information, pre-testing phase. In current state may be usable with pre-written FFXIV scenario. Releasing publicly in case others wants to use as template/fork. Intention is to create a series of lorebooks for a FFXIV D&D 5E AI.
Roadmap: ✅FFXIV Race Lorebook
FFXIV Classes Lorebook FFXIV Items Lorebook Regions Lorebook Notable Characters Lorebook Pre-Sixth Astral Era Lorebook FFXIV AI Dungeon Master Sixth Astral Era Campaign Test Scions AI (Group AI Campaign Use)
- Format
- V2
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 47
- Favorites
- 11
- Messages
- 0
- Forks (upstream)
- 1
- Tokens (upstream)
- 13,205
Created Updated Archived since
No description.
FFXIV Races 5e
45 entries · scan depth 50 · budget 500 tokens · recursive
- #1[Au’Ra] Lore
Keys: Au’Ra, Xaela, Raen, Auri, Au Ra
The Au Ra hail from the east, and are marked by their scales and horns. These people have a stark difference in height between the the males and females of the species. The males tend to be much taller than the females and many other races, while the females on average are shorter than many of the other races. The dark scaled Xaela are nomads who travel the Azim Steppe and have developed a wide variety of customs which change from tribe to tribe. The light scaled Raen live largely integrated into modern society, giving up their nomadic ways for peaceful coexistence with the other races.
The Au Ra are a misunderstood people due to their physical appearance. Their scaled bodies and horns led many to fear them, believing them to be descendants of dragons or demons. This fear led to hate, which gave way to violence, leaving these proud people fewer in number across much of the world. These conditions have led the Au Ra to value their families beyond all else.
Variable Size Au Ra are characterized by their curved horns and intricate patterning of scales across their bodies. Sleek and powerful tails extend out from behind the Au Ra. There is a striking difference in height between the males and females of the race, the men ranging from just over 6 feet tall to 7 and a half feet tall, while the women are dwarfed, rarely coming close to 6 feet tall. Their faces contain sharp features and piercing eyes.
The Auri creation myth tells the tale of two beings, the dawn father and the dusk mother. The two kinds of Au Ra have beliefs about their connection to these beings. The dark scaled Xaela are a nomadic people who believe that the blood of the dusk mother courses through their veins.
On the Azim Steppe, their traditional garb varied widely from tribe to tribe. Each group had a special way to adorn themselves which had meaning to their group. Outside of the tribal roots, Auri tend to blend into the fashion style of the region they live.
The Xaela view themselves as free spirit folk, who roam the lands hunting, gathering, and battling against other roaming tribes, in honour of their ancestors. The light scaled Raen have instead decided to assimilate into Eastern society, though they are a minority, their loyalty and service has been a great boon to the culture they've ingrained themselves in.
The Auri homeland is known as Othard, a region to the far east. A majority of their homeland is covered by sprawling plains known as the Azim Steppe which dominates the region. The Xaela clans travel across this sea of grasslands in close knit tribes. The northern and western reaches of Othard are shielded with high mountain peaks and deep valleys shrouded in mist. It is from these mists that the Raen originally hailed. Today most live in civilized society or hidden villages allowing them to live peaceful lives.
An Au Ra may set off on an adventure for any number of reasons, a thirst of adventure, defense of their tribe or a mission for a master could send them on their path. This could go as far as searching for lost family members, or seeking revenge for a slight against their family.
It was consideration for their families which helped define the two bloodlines of the Au Ra. The Xaela sought to keep their traditional ways and use power to protect their families. The Raen felt that a peaceful livelihood amongst the other races of the world was the best approach to protect their community.
- #2[Au’Ra] Names
Keys: Au’Ra, Xaela, Raen, Auri, Au Ra
The Au Ra approach names in two strikingly different ways. The Xaela see many names shared across tribes, but there are as many spellings for the same name as there are tribes. Xaela take the name of their tribe as their surname. The Raen name themselves in their tongue in a way that their name carries meaning. Only those belonging to the ruling and warrior class of society legally have surnames, while commoners may take a surname, it is not legally recognized. Raen who are in power often take surnames related to their feats in battle, while commoners take names related to their profession. Those from outside the Hingan culture tend to use names common in their home region.
Male Raen Names. Tosetu, Keimei, Rakuyo, Hien, Genbu, Fugetsu, Unzan, Masatsuchi, Izuna, Sagan, Karaku. Chikamasa Rokuyari,Tanehiro,Yoshikore,Hidetake, Norishig.
Female Raen Names. Yachiyo, Kikyo, Awayuki, Narumi, Azami, Kurenai, Tsubaki, Chidori, Suzume, Mizuki, Ibuki.
Male Xaela Names. Arslang, Agasiletai, Chaghagan, Chuacenur, Bayan, Luvsan, Bujeg, Khalja, Charakha, Khaishan, Chigu, Jebke, Cirina, Narangerel, Ogul, Altan
Female Xaela Names. Boragchin, Narengawa, Chotan, Qoyar, Khorchi, Ogul, Checheyigen, Altun, Eji, Baguchi, Odchigin, Khorghosun, Yesun, Ariunbold, Bayar.
Clan Names. Adarkim, Bolir, Dalamiq, Khatayin, Oronir, Malqir, Khatayin, Ura, Goro, Oroq
Family Names. Yuzuka, Obinata, Yuzuka, Yatsurugi, Rokuyari, Godo, Tabito, Yumishi, Musa
- #3[Au’Ra] 5e Traits
Keys: Au’Ra, Xaela, Raen, Auri, Au Ra
An Au Ra character has a variety of natural abilities.
Ability Score Increase. Au Ra Wisdom score increases by 2.
Age. Despite their extraordinary physical features, the Au Ra live about as long as any of the other races of Eorzea, reaching physical maturity around the age of 16, and living to be around 80 years old.
Alignment. The Au Ra as a whole do not tend to neither good nor evil, or towards law or chaos. The Xaela tend strongly towards the chaotic lives of nomads outside of the laws of civilized city states, while the Raen enjoy the order provided by the law. Often times an Au Ra finds themselves to be the product of their upbringing.
Size. There is a large size disparity between men and women of the Au Ra. Males range anywhere from 6 and a half to 7 feet tall with a lean build dwarfing the females who rarely grow taller than 5 feet. Your size is medium.
Speed. Au Ra base walking speed is 30ft.
Cranial Horns. Au Ra gain proficiency in the perception skill.
Scaled Bodies. When unarmored, Au Ra AC is equal to 11 + their dexterity modifier.
Languages. Au Ra can speak, read and write Common and Auri. The Auri language does not include numbered nouns or verbs, causing an Au Ra to mislabel things sometimes when speaking another language.
Subrace. The Auri bloodline has split into two distinct groups, the nomadic Xaela and the solitary Raen, divided by the divine blood of their creators the Dusk Mother and Dawn Father.
- #4[Au’Ra] Sub: Xaela
Keys: Xaela
As a Xaela, you've been hardened by your life on the road as a part of a nomadic tribe. A life of hunting and warring has led you to martial prowess and improved strength. You are more outgoing than your Raen counterparts and are much more willing to engage in battle to resolve a conflict. Xaela tribes are small but numerous, battling for territory against one another on the Azim Steppe. Despite a willingness to fight, Xaela do not seek war, it is merely a tool to settle differences.
Ability Score Increase. Xaela Strength score increases by 1.
Nomadic Instincts. Xaela gain proficiency in the survival skill.
Savage Attacks. When Xaela score a critical hit with a melee weapon attack, they can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
- #5[Au’Ra] Sub: Raen
Keys: Raen
The Raen live in harmony with the other civilized races of the East. They've assimilated fully into Doman culture, becoming valued for their unwavering determination to loyalty to their allies. They are largely looked upon favourably by the other races for their peaceful demeanor and respectable approach to life.
Ability Score Increase. Raen Charisma score increases by 1.
Polite Society. Raen gain proficiency in the Persuasion skill.
Unwavering Loyalty. Raen have advantage on saves against being charmed.
- #6[Elezen] Lore
Keys: Elezen, Wildwood, Duskwight
The Elezen are elves who hail from Eorzea who call the lands of Gridania and Ishgard their home. Taller than regular elves, they have naturally good eyesight and are well intuned with the land. Over time they split into two groups, the Wildwood whom are light skinned and dextrous, skilled with a bow and live in either dense forests or their highly religious city-state homeland. Their relatives the Duskwights live in a series of twisting tunnels and ruins underground, coming up only to hunt for food or pillage before returning to their cavernous homes.
The Elezen are a race divided within themselves, and their often arrogant attitudes keep the other races at an arms reach. The Wildwood live off the lush forests, using their keen eyes to hunt and gather in the dense woods. The Duskwights in contrast are notorious for thievery and pillaging, being the victims of prejudice within the Twelveswood. The Ishgardians have done away with the forest and founded an oligarchy and city state in Northern Eorzea.
Long legs, slender bodies, pointed ears and sharp features are all marks of an Elezen. Only rivaling their otherworld appearance is the poise with which they carry themselves. Their tall, thin frames only differ within the race by the colour of their skin.
The Elezen race is divided due to their pride. The Wildwood and Duskwights found they could not coexist and distanced themselves from one another. The Wildwood believing they are the true rulers of the forests in which they live and hold dominion. The Duskwights, who historically made their homes in the cavern systems of the forests have rejoined the surface but are eyed with great prejudice by their Wildwood brethren. The Ishgardians were a separate group of Elezen who founded a city state in the North and have a totally unique culture of their own, closed off from the rest of the world.
The forest which the Elezen live is the Black Shroud, a massive forest brought to order by the Wildwood, who protect the forest from poachers and other threats which would encroach on it. Duskwights, who disregard the need to protect the forest and hunt to their content. Looking to the Northern city state of Ishgard, towering spires, homes and a grand cathedral hide behind their giant gates. Living conditions in Ishgard are rough, as the poor go hungry in the lower levels of the city, while the wealthy live in exuberance, looking down on the less fortunate citizens, ruled by the religious teachings of the Holy See.
An Elezen may set out on an adventure for many different reasons. An Ishgardian hungry for revenge against the dragons may set out to seek greater strength, while a Wildwood may take up arms to defend their forest home from an encroaching threat against the Black Shroud. Duskwights may set out to gain honour and riches to support their family or to prove to the world they are more than just a thief. Perhaps you seek glory in battle, and head out to find this fame.
- #7[Elezen] Names
Keys: Elezen, Wildwood, Duskwight
Both the Wildwood and Duskwight clans of Elezen spell their names very similarly. Men's names are longer and always in -loix, -aux, -mont, or -geant. A female's name will always end in -ne, -ette, -elle, or -ie.
Despite the similarity in their first names, the Elezen tribes over time claimed sur names for either side. These surnames will never cross clans, but only those who live within the race will know the difference.
Male Elezen Names. Adeux, Beichault, Dreauchant, Eauplaux, Etrent, Gloffaux, Jodeaux, Joyent, Ulmant, Ulwex,
Female Elezen Names. Adreanne, Iflione, Eaupline, Eranne, Etrene, Moriene, Peronne, Cummone ,Phivonne ,Paxeonne
Elezen Surnames. Breaunojuste, Douvionne, Feajorins, Gehon, Glauvefand, Grurubont, Nahame, Prihaux, Shogamie, Zuhepane
- #8[Elezen] 5e Traits
Keys: Elezen, Wildwood, Duskwight
An Elezen character has a variety of natural abilities.
Ability Score Increase. Eleven Intelligence score increases by 2.
Age. Though Elezen are one of the longest standing races, they do not live much longer than anyone else. They reach physical maturity around age 18 and live into their nineties.
Alignment. Wildwood Elezen lean towards lawful alignments, be it their upbringing to protect the forest or life within the religious walls of Ishgard. Duskwight's have embraced the wild way of living, leaning towards chaotic alignments, viewing laws as arbitrary things.
Size. Elezen are known for their tall slender bodies. Men can reach a maximum 6 feet 8 inches and rarely are shorter than 6 foot 3 inches. Women reach a maximum of 6 and a half feet and rarely shorter than 6 feet tall. Your size is medium.
Superb Hearing. Elezen gain advantage when making a perception check using your hearing.
Speed. Elezen base walking speed is 30ft.
Languages. Elezen can speak, read and write Common and one extra language of your choice.
Subrace. The Elezen come from two different clans, the Wildwood and the Duskwight. Elezen may also have additional traits if they have Ishguardian heritage.
- #9[Elezen] Sub: Wildwood
Keys: Wildwood
The Wildwood Elezen have become the protectors of the forest. Despite this, the Wildwood keep a tight hold on their homes, defending them aggressively. They have learned to live off land wherever they find themselves. Years of life in the forests of the Black Shroud has imbued them with various abilities.
Ability Score Increase. Wildwood Elezen Dexterity score increases by 1.
Hawk Sight. The normal range of Wildwood Elezen ranged weapon is increased by 20ft. This cannot exceed the max range of the weapon.
Natural Shrewdness. Wildwood Elezen gain proficiency in the Insight skill.
- #10[Elezen] Sub: Duskwight
Keys: Duskwight*, Duskwight
Duskwights are Elezen whose ancestors made their home in the cavernous systems of the Black Shroud. Their light hair and dark skin sets them apart from the Wildwood and marks them to stand out. Duskwights are natural cave explorers after, their forefathers adapting to the caves of Gelmorra. The difficulty fitting into Gridanian society lead the Duskwights to build a reputation of banditry for themselves.
Ability Score Increase. Duskwight Constitution score increases by 1.
Cave Dweller. Duskwights gain advantage when making Stealth checks in caves or dim and dark lighting conditions.
Darkvision. Due to life in the caverns Duskwights eyes have adapted to help them see in the dark. Duskwights can see in dim light within 60 feet of them as if it were bright light, and in darkness as if it were dim light. Duskwights can't discern colour in darkness, only shades of grey.
- #11[Elezen] Sub: Ishguardian
Keys: Ishgaurdian · Secondary: Elezen
The Elezen of Ishgard left the Twelveswood all together over a millenia ago to found the city state of Ishgard. These Elezen have found themselves embroiled in a thousand year war with dragons, and live a life balancing war and strict adherence to their laws.
Ability Score Increase. Ishguardian Elezen Strength score increases by 1.
Conscription. Ishguardian Elezen gain proficiency with shortswords, shortbows and spears.
Halone's Scriptures. Ishguardian Elezen gain proficiency in the Religion skill.
- #12[Hrothgar] Lore
Keys: Helion, Gunnhildr, The Lost, Hrothgar
The Hrothgar are powerful, feline people from the Northeast who had struggles when meeting the other races of the world as they were unable to speak the common tongue. They call Ilsabard their homeland and they walk two distinct paths, one of servitude and the other of freedom. These distinct paths and ways of life led to the Helions, warm coloured Hrothgar who serve in the name of their Queen, and The Lost, cool coloured Hrothgar who value freedom above all else.
Hrothgar had a difficult start in the world initially, lacking knowledge of the common tongue of the land, they often found themselves at odds with their more well spoken races of the world. In time these fiercely misunderstood people managed to learn the language of the land and peace was brokered between them and the other races. Afterwards, a friendly neighbourly relationship formed between their home nation of Bozja and the rest of the world.
The Hrothgar are a powerful people who boast broad frames, feline reflexes and fierce appearances which are marked by their sharp claws and pointed fangs. Their race suffers from having a large disproportion between the males and females of their kind, which males make up a staggering number of their kin. This has also led to the Hrothgar to adopt a matriarchy in their homeland which rallied many, but drove many away as well, leading to them becoming known as The Lost.
The Hrothgar split into two distinct groups of people over their ways of life coming into conflict. The Helions, who are easily identified by the warm colours of their fur, were found mainly in the southern parts of their homeland and their lives revolved around their Queen. General most Helions are devout servants to their Queen.
In comparison The Lost boasted a more free spirited, nomadic life style, wanting to live their lives unbound by the whims of a Queen. As they live as nomads they often practice various professions from seasonal work, to mercenary, to merchant. Often they avoid professions which will force them to put roots down. Their fur is often coloured in cool hues, which is said to reflect their independence and the choice to leave the warm embrace of their Queen.
The Hrothgar hail from a tropical region in Southern Ilsabard known as Bozja. Born of an intense struggle against the allagan empire centuries ago, Bozja is lead by Queen Gunnhildr, a title bestowed upon the woman with the greatest aptitude for a rare power of future sight, who goes on to select her successor. Due to a severe accident that leveled the capital city, Bozja has become a war torn land controlled by the Garlean Empire, dutifully fought for by a resistance of patriots trying to save their homeland.
The Hrothgar have seen their kind split based on lifestyle choices between servitude and freedom. This ideological decision drives these people forward, the Helions setting off on adventure in the name of their Queen to protect her or their homeland, while for The Lost adventure is a key part of their existence, needing to constantly travel to survive.
- #13[Hrothgar] Names
Keys: Helion, Gunnhildr, The Lost, Hrothgar
Hrothgar names generally are shared between the Helions and the Lost, the difference in their naming stemming from traditional family names. The Helion clans are always three syllable names which begin with A, while the Lost always end their name in "-asch."
Male Hrothgar Names. Borimir, Deyan, Grugur, Mikac, Ludevit, Novak, Semir, Sudimir, Svante, Taman
Female Hrothgar Names. Anja, Gunnhildr, Hana, Jana, Katarina, Maja, Milena, Petra, Teodora
Helion Family Names. Amilan, Aredna, Arodica, Asvana, Astana
The Lost Family Names. Irryasch, Mildasch, Ovasch, Petyasch, Piryasch, Zelasch
- #14[Hrothgar] 5e Traits
Keys: Helion, Gunnhildr, The Lost, Hrothgar
A Hrothgar character has a variety of natural abilities.
Ability Score Increase. Hrothgar Strength score increases by 2.
Age. Hrothgar tend to live about as long as most of their neighbouring races. They reach physical maturity around age 18 and live into their nineties.
Alignment. Helions lean towards lawful alignments, be it their upbringing to obey their Queen's wishes and uphold her rule in her lands. The Lost have embraced life on the road and lean towards a more chaotic alignment. As always there are oddities within every group with Helions who shirk their servitude or members of The Lost putting down roots.
Size. Hrothgar are known to have tall, powerful frames marked by muscle and fur. At their tallest the Hrothgar stand at 7ft. tall while their low average heights sit around 6ft. 4inches tall. Generally they way over 260 lbs. Your size is medium.
Powerful Build. Hrothgar count as one size larger when you are determining your carrying capacity and also the weight you are able to push, drag or lift.
Claws. Hrothgar’s sharp claws are a natural weapon, which they can use to make unarmed strikes. If they hit with it, they deal slashing damage equal to 1d6 + their Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Keen Smell. Hrothgar have advantage on Perception checks that rely on smell.
Speed. Hrothgar base walking speed is 30ft.
Languages. Hrothgar can speak, read and write Common and one extra language of their choice.
Subrace. The Hrothgar come from two different clans, Helion or The Lost.
- #15[Hrothgar] Sub: Helion
Keys: Helion, Helion*
The Helions come from a matriarchal society whose males greatly outnumber the females. These loyal and dutiful people will risk life and limb for their queen and bring that ferocious dedication to defend their friends. Helions often have a warm colour to their fur, reflective of the warm embrace from their queen.
Ability Score Increase. Helion Dexterity score increases by 1.
Lionhearted. Helions have advantage on saving throws against being frightened.
Aggressive. As a bonus action, Helions can move up to their speed toward an enemy of their choice that they can see or hear. Helions must end this move closer to the enemy than they started.
- #16[Hrothgar] Sub: The Lost
Keys: , The Lost
Scattered and worldly, The Lost hail from a bloodline of Hrothgar to left the matriarchy which their kind hails from and sought to strike out in the world. Often times they take on the roles of traders and mercenaries, preferring nomadic jobs and lifestyles which prevent them from setting down roots. Their cool coloured fur is said to show the loss of the warmth they had received from their Queen so long ago.
Ability Score Increase. The Lost Constitution score increases by 1.
Contractor's Life. The Lost gain proficiency in the Persuasion skill.
Unbending. The Lost have advantage on saving throws against being charmed.
- #17[Garlean] Lore
Keys: Imperial, Garlean
The Garleans are physically strong and highly intelligent people who call the land of Ilsabard their home. They are marked by their third eye, a gem like growth in the center of their forehead. Unfortunately for them, the Garleans as a whole have great difficulty channeling aether through their bodies, which despite their physicality and intelligence, found themselves bowing to many other magic wielding races. They were eventually able to develop technology to make up for this lack of magical aptitude and turned the tables, establishing the Garlean Empire in Ilsabard, a dominate force which sought to invade the land of Eorzea.
The Garleans, who share the name of their Empire, are a people who had suffered greatly before finding the means to fight back, in doing so becoming conquerers in their own right. Garleans value advancement and ability, while looking down on those who are happy to sit in stagnation, and its this dogged dedication which has allowed them great success in the world.
The Garleans are a hearty people whose life under the imperial rule has provided them with strong bodies and minds. Their most striking feature though is the pearl like third eye which sits in the center of their forehead. This special third eye provides Garleans with improved spatial recognition. These two great assets were met only with a damning disadvantage, an extreme difficulty when manipulating magic. Though there are Garleans capable of overcoming even this obstacle who go on to master aetherial manipulation as well.
The Garleans are a race of people who found themselves at a disadvantage in the world. Once living in the southern, warm reaches of Ilsabard, the Garleans found themselves forced north over time. Eventually they were forced to cross treacherous peaks which divided the north and south, leading to them settle in lands with long, bitter winters and short growing periods. Their misfortune would eventually lead to a great boon in the form of ceruleum, a fuel which they were able to take advantage of start a golden era of technology for themselves.
As nearly all Garleans are unable to manipulate aether in their bodies, they found themselves defeated time and time again by those with an aptitude for magic. That was until the discovery of ceruleum, which after experimentation and engineering led the to the birth of magitek. This came in the creation of many machines and devices which could mimic magical effects and swung the pendulum in the Garleans favour. Within 50 years of the discovery they'd managed to form a vast empire which spanned three quarters of the great continents of Aldenard.
Garleans may adventure for a variety of reasons, but two stand out amongst all the possibilities. The first would be for the benefit of their empire, to act as an ambitious patriot who seeks to better Garlemand's position in the world through hard work. The other may be to seek freedom from the chains of their society, coming from a rigid hierarchy where moving upwards is only possible by military activity leaves a bad taste in many people's mouths, so in the name of freedom and peace some Garleans may break away from their homeland and chase their dreams.
- #18[Garlean] Names
Keys: Imperial, Garlean
Garleans names often declare one's title within the Empire as their middle name. Otherwise their traditional names find their roots in Latin, having both a first and last name.
Male Garlean Names. Aulus, Cid, Faust, Gaius, Ignatius, Kaius, Maxima, Nael, Nero, Noah, Quentin, Regula, Solus, Vitus, Zenos
Female Garlean Names. Adora, Alma, Belva, Cella, Elysia, Gloria, Julia, Livia, Lucia, Minerva, Octavia, Rheya, Silvia, Vesta
Garlean Middle Titles. van (Legatus), quo (Centurio), pyr (Assistant to Centurio), oen (veteran soldier), lux (head field engineer/medic), kir (veteran field engrineer/medic), jen (field engineer/medic), dus (civil servant), cen (artisan), bas (merchant), aan (person from annexed lands)
- #19[Garlean] 5e Traits
Keys: Imperial, Garlean
A Garlean character has a variety of natural abilities.
Ability Score Increase. Garlean’s Strength score increases by 2 and their Intelligence score increases by 1.
Age. Garleans live as long as the other races of Eorzea, reaching maturity around 18 years old and living on average to the age of 80.
Alignment. Garleans tend toward a lawful alignment as their roots trace back to a highly ordered Empire where title and rank were held in high regard.
Size. Garlean males on average tend to stand anywhere from 6 to 7 feet tall while their female counterparts tend to reach anywhere from 5 and a half to 6 feet tall. Your size is medium.
Imperial Education. Garleans gain proficiency in one skill of their choice and one set of artisan's tools of their choice.
Magically Inert. Garleans have great difficulty casting magic on their own power and require the aid of technology to do so.
Spatial Insight. You gain proficiency in the Investigation skill.
Third Eye. Garleans gain proficiency in the Perception skill. Additionally, ranged weapon attacks you make have an increased normal range of 10ft.
Speed. Garlean’s base walking speed is 30ft.
Languages. Garleans can speak, read and write Common, Garlean and one extra language of their choice.
- #20[Hyur] Lore
Keys: , Hyur, Highlander, Midlander
The Hyur have spread across the entirety of the world, making it difficult to trace what their homeland truly is. There are the average sized Midlanders, named for the elevation in which their sub species lived for many years, and the taller, more muscular highlanders, who lived in the high mountains for their declared homeland.
Around 1000 years ago, the Hyur spread across the land in a great migration from the north. They made their homes wherever they could set their footing. Some took to the mountains, while others found a foot hold in any city which would accept them. Today the Hyur are one of the most populous races in the world.
The Hyur are a race of average sized humanoids whom one may view as an average group of people, lacking distinguishing features such as pointed ears, immense size or horns. Over time Hyur have diverged into two distinct groups, the Midlanders and Highlanders. Midlanders are widespread across the land and come in all shapes and colours, becoming prevalent in all cities. Highlanders in comparison are taller than their Midlander counterparts, boasting a more powerful, muscular build.
The differences between the Midlanders and Highlanders was born from their homes long ago. The Highlanders are named for living at a high elevation, mountains in particular. These tough living conditions lead to a heartier, more physically powerful people. The Midlanders lived at sea level and across the world, which minimized changes due to life in extreme conditions.
Hyur as a whole make up a large percentage of the population in the world. Over a thousand years ago the Hyur immigrated in massive waves from their homelands and made their homes wherever their feet hit the ground. Highlanders are a special case within the Hyur, famed for their mountainous city of Ala Mhigo. In recent years, the Ala Mighans were forced from their homes to immigrate across the world, mixing into the cities across the world themselves.
The Hyur are a hardworking and ambitious people, no matter what walk of life they come from. It is for this reason that for every Hyur in the world, there could be a different reason to seek adventure. Some may head out on the road for the value of the journey itself, while others may do so in search of riches. Some Hyur may be adventuring on another's behalf, perhaps their family sitting at home, or to defend their people from an imminent threat. In a world with so many possibilities, it does not take much convincing to bring a Hyur to action.
- #21[Hyur] Names
Keys: , Hyur, Highlander, Midlander
The names of the Hyur are in the common tongue of the land. Midlander may take names which are appropriate for the culture in which they live while Highlanders take names which have a harshness in their pronunciation. As a surname, Midlanders will often take a descriptive name for their physical traits or profession. Highlanders prefer to earn their surnames in battle, using feats of martial prowess or names with violent imagery.
Male Midlander Names. Odard, Redwald, Kenward, Herebert, Acwuld, Edward, Roderic, Eadwine
Female Midlander Names. Rowena, Hilda, Agatha, Hrodwyn, Goldyna, Hounild, Edusa, Beyhild, Mathilda, Tonild, Somerhild, Rimilde
Male Highlander Names. Sigmundr, Arnar, Armond, Varin, Bard, Hordr, Ogmundr, Hallgrim, Thordr, Raubahn
Female Highlander Names. Marte, Cathrine, Yngvildr, Helene, Kolgrima, Katie, Myrun, Kaolin, Kaia, Kamilla
Midlander Surnames. Taylor, Faulkner, Browne, Parker, Forrest, River, Miller, Draper, Fletcher, Hill, Thatcher
Highlander surnames. Fury, Burne, Savage, Stronge. Strongaxe, Blood, Furor, Shatterfist, Strongblade, Ironwill
- #22[Hyur] 5e Traits
Keys: , Hyur, Highlander, Midlander
A Hyur character has a variety of natural abilities tied to their heritage of being a diverse peoples.
Ability Score Increase. An ability score of the Hyur’s choice increases by 1.
Age. Hyur tend to live for approximately 75 years, reaching sexual maturity around age 16 and full maturity around 20 years old. Alignment. Overall the Hyur are a highly variable race, so it stands to reason that the Hyur tend to not lean towards neither good nor evil. The same could be stated about their impressions of law and chaos. They comfortably fall in line with the culture in which they are raised, but are generally good-hearted.
Size. Hyur tend to range in height from 5 feet to 6 and a half feet tall depending on their heritage. Midlanders struggle to pass 6 feet while highlanders easily pass it. Your size is medium.
Speed. Hyur base walking speed is 30ft.
Spread of Culture. Hyur gain proficiency with a set of artisan's tools, gaming set or musical instrument of their choice.
Versatility. Hyur gain proficiency in two skills of their choice.
Languages. Hour can speak, read and write Common and two other languages of their choice.
Subrace. The Hyur have changed over time based on where they lived over the past millennium. Their sub races are divided in between Highlander and Midlander.
- #23[Hyur] Sub: Midlander
Keys: Midlander
As a Midlander, you are a child of possibility. The midlanders can live pretty well anywhere in the world and not seem out of place. Due to their ability to find comfortable lives anywhere, they have becoming highly adaptable and well educated.
Ability Score Increase. Midlander Intelligence score increases by 2.
Variable Education. Midlanders are proficient in an additional set of artisan's tools of their choice.
- #24[Hyur] Sub: Highlander
Keys: Highlander, Highlander*
The warlike Highlanders see battle as the reason for life. They are no strangers to violence living in the mountains, over time making great conquests against various groups of people. Life in these tough conditions has hardened the Highlanders as a people, leading to naturally powerful builds.
Ability Score Increase. Highlander Strength score increases by 2.
Naturally Honed Body. Highlanders gain proficiency in the Athletics skill.
- #25[Hyur] Sub: Padjal
Keys: Padjali, Pad’jal, Padjal, Pad’jali
The Padjal are a rare occurrence born to Hyurian families who live in The Black Shroud. These children are grow white hued animal horns as they get older and were chosen by the elementals at birth. This places them in a position of holy reverence in Gridania. These people stop aging around their teens and have a natural latent power for conjury.
Ability Score Increase. Padjal Wisdom score increases by 2.
Nature's Blessing. Padjal gain proficiency in the Nature skill.
- #26[Lalafell] Lore
Keys: Lala, Dunesfolk, Lalafellian, Lalafell, Plainsfolk
The Lalafell immigrated from Southern islands to Eorzea forming two distinct groups based on the geography their ancestors settled in. The darker skinned Dunesfolk formed the city state of Ul'dah in the deserts of Thanalan, while the lighter skinned Planesfolk settled and farmed the lands of La Noscea, a large island off the mainland of Eorzea. Both of these naturally charming folk found great success as merchants through history.
The Lalafell are generally a cheery race of people. Long ago the Lalafells lived as masters of agriculture and spread across the land along trade routes, selling their produce becoming one of the most widespread races there is. In time the Dunesfolk went as far as establishing their own desert city-state known as Ul'Dah. These tiny folk are highly ambitious and are not afraid to take hold of opportunity when it appears before them.
Lalafell anatomy sees these kindly people rarely growing to be 3 feet tall. Their short bodies are rotund, with short feeble looking legs. But appearances can be deceiving as Lalafells bodies are highly efficient, allowing them to travel long distances on their short legs.
The Plainsfolk have larger, pointed ears which greatly improved their hearing, while the Dunesfolk developed a film which covers their eyes, protecting them from the sun and sand of the desert. Additionally, out of tradition, Dunesfolk sometimes place gemstones associated with their zodiac sign on their foreheads.
The Lalafellin homelands produced two types of people, from which they take their names. The Plainsfolk started off as agriculturalists living their lives on their farms, eventually trading their goods across the land, leading for lalafells to spread across the world. The Dunesfolk began and remain as desert dwelling folk, their bodies adapting to the harsh conditions.
The Lalafell can trace their ancestry back to two key area. The Plainsfolk began as farmers on fertile lands across the southern seas, farming the fertile lands of their namesake. The Dunesfolk were not so lucky to have farmable land and instead turned to animal husbandry. Traditionally Dunesfolk built their homes on the backs of beasts of burden, traveling with their herds. Eventually the Dunesfolk founded a great city of wealth, where many Dunesfolk live today.
Lalafells care deeply for their small families and would do anything for them. They may set out on an adventure to support their families or in their defense. Not all Lalafells have such pure goals though as many contain a great deal of ambition in their tiny bodies. Merchants travel all over the land, researchers seeking knowledge in secret places, sellswords bravely take on jobs to prove themselves. Lalafells may be small, but they take on the world in a big way.
- #27[Lalafell] Names
Keys: Lala, Dunesfolk, Lalafellian, Lalafell, Plainsfolk
Both the Plainsfolk and the Dunesfolk name themselves using set rhyming schemes, ruled by rhythm and repetition. Syllables are combining in various combinations to form playful sounding names. This means that Lalafells generally do not have surnames unless they come from royalty, which adds their family name in the middle. Each gender and subrace of Lalafell have their own rule set detailed below. Each letter indicates a syllable or pair of syllables.
Lalafell Naming Convention Gender and Subrace Rhyming Scheme Male Plainsfolk AB - CB Female Plainsfolk ABB - AB Male Dunesfolk AAB - CCB Female Dunesfolk AAB - AB
Male Plainsfolk Names. Budadi Yidadi, Egul Sagul, Erelo Forelo, Elehul Pedulehul, Gusis Shisis
Female Plainsfolk Names. Icucu Icu, Badada Bada, Usoso Uso, Kikuku Kiku.
Male Dunesfolk Names. Wowokima Chichikima, Sheshehici Rorohici, Hihihebo Ruruhebo, Tutushuhu Kukushuhu, Gogoreba Susureba
Female Dunesfolk Names. Ejaja Eja, Babayi Bayi, Rerega Rega, Chochosha Chosha, Bobochu Bochu, Lelepu Lepu
- #28[Lalafell] 5e Traits
Keys: Lala, Dunesfolk, Lalafellian, Lalafell, Plainsfolk
A Lalafell character has a variety of natural abilities derived from their ancestry.
Ability Score Increase. Lalafell Charisma score increases by 2.
Age. These smallfolk are able to live just as long as the other races. Lalafells reach physical maturity around the age of 18, and live until their mid eighties.
Alignment. Generally speaking, Lalafells lean towards a good natured alignment, though some shrewd business men may push far away from this approach to life. Neither the Plainsfolk or Dunesfolk have a inclination to law or chaos, with individuals falling into all categories.
Size. Lalafells are a diminutive people who see no difference in height due to gender. Their heights on average range from 2 feet and 8 inches to just over 3 feet. Your size is small.
Speed. Lalafell base walking speed is 25ft.
Cunning. Lalafell have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Lalafellin Nimbleness. Lalafell can move through the space of any creature that is of a size larger than they are.
Languages. Lalafell can speak, read and write Common and one other language.
- #29[Lalafell] Sub: Plainsfolk
Keys: Plainsfolk
As a Plainsfolk, you have spent some time working in agriculture, or have had information passed down to you from your family. Your highly sensitive ears and knowledge of farming has led to the development that sets you apart from your fellow Lalafell, the Dunesfolk.
Ability Score Increase. Plainsfolk Dexterity score increases by 1.
Naturally Stealthy. Plainsfolk can attempt to hide even when they are obscured only by a creature that is at least one size larger than you.
- #30[Lalafell] Sub: Dunesfolk
Keys: Dunesfolk
As a Dunesfolk, you've adapted to the harsh desert environments and thrived. The land from which you hail is known for its riches and merchantry as much as its known for his corruption.
Ability Score Increase. Dunesfolk Intelligence score increases by 1.
Dustshield. Dunesfolk eyes have developed a film to protect them from desert conditions. Dunesfolk have advantage on saving throws against being blinded.
Land of Merchants. Dunesfolk gain proficiency in the Deception skill.
- #31[Miqo’te] Lore
Keys: Miqo’te, , Keepers of the Moon, Seekers of the Sun, Miqo · Secondary: Keeper, Seeker
The Miqo'te are a second group of feline people who traveled to Eorzea across a frozen sea long ago. These proud people find pride in their natural hunting ability and have split into two distinct ethnic groups who worship the sun and moon respectively. The Seekers of the Sun live in warmer clients in patriarchal societies while The Keepers of the Moon live in dense forests, their tribes centering on matriarchs.
The Miqo'te are an aloof people who value their independence from the world. Centuries ago the Miqo'te migrated, Seekers spreading across the world in low numbers while Keepers finding dense forests as a new home. Traditionally they avoid the other races, but over time more and more Miqo'te have integrated into society with pockets of die hard traditional Miqo'te tribes surviving out in the world.
The Miqo'te are a feline race with large catlike ears, fanged teeth and long tails. They have a highly tuned sense of smell and powerful legs, which have allowed them to become natural hunters. The Seekers of the Sun's ears are wider with thicker fur, while the Keepers of the Moon's ears are longer and stylized, with shorter fur. Futhermore, the eyes of the Seekers has developed such that the pupils are slit light, to help guard their eyes from the exposure of the sun, while the Keepers' pupils have become large and rounded. Many more women are born into the tribes and clans of the Miqo'te people.
The Seekers or the Sun and Keepers of the Moon are two distinct ethnicities falling under the Miqo'te. Their cultures differ greatly down to the social structures of their groups. The Seekers live in male dominant societies centered around an alpha male known as the Nuhn, and worship the god Azeyma. In contrast the Keepers live in a matriarchal society and worship the goddess Menphina.
The hot, arid deserts of Southern Thanalan are home to one of the most famed tribes of the Seekers of the Sun. Seekers can be found anywhere across the world, barring cold regions with a harsh winter climate. Those who integrate into larger cities tend to discard their tribal ties and take up the social norms of the city in which they live. Keepers of the Moon have taken to the dense forests away from the heat of the sun.
The Miqo'te tend to differ on their approach to life depending on their ethnicity. The Seekers of the Sun are bold individuals who are quick to jump into action, but also become bored easily. This natural need for excitement may call a Miqo'te to action, leading them out into the world to explore. Those from traditional tribes may leave their tribe seeking to start their own clan of Seekers, becoming the alpha of their group. Keepers are guarded and brooding, which may stall them from setting out on a journey, but when the need arises to protect family, friends or their home, a Keeper will stop at nothing to protect that which they cherish.
- #32[Miqo’te] Names
Keys: Miqo’te, , Keepers of the Moon, Seekers of the Sun, Miqo · Secondary: Keeper, Seeker
Seekers of the sun use a simple naming convention. Male names are one or two syllables and preceded by a letter which is associated with the tribe. The extra aitches (H) we see in names such as represent a slight hissing/spitting sound that is made when the name is pronounced by the cat-like Miqo’te. Many of the other races in Eorzea cannot accurately reproduce this sound, so the aitches (H) end up going silent when read. They do not take a family name, but instead are given the name Tia at birth. A Tia may change their surname to Nunh by challenging the tribes breeding male and defeating him in battle. If successful the two trade titles. Female seekers' first names are given in the same way with three or more syllables, but the surname is the first name of the breeding male who sired her.
The tribal prefix often gets dropped in casual conversation and with close friends and family.
The female Keepers use one to two syllable first names without a tribal prefix due to their small communities. Additionally in their culture the mother's surname is passed on to the children. The males born into the Keepers' communities take both of their mother's names, adding a suffix to the end of their first name to indicate their birth order counting the males. It is rare that more than 3 suffixes are needed.
Male Seeker Names. I'wheto, S'ciwah, Q'tuja, P'fhemeh, I'chelu, B'cuhguh, S'tohm, S'ghut, M'bod, I'phur.
Female Seeker Names. C'nhamfaule, C'qhaalkamo, D'mhagsoo, G'ganni, H'yhaafoqu, J'gidhiju, K'jotnhu, L'keknhegu, M'yhaiabdu, N'zhamroli
Male Keeper Names. Axah'a, Gohkoh'to, Luhga'li, Mahgeh'sae, Mucih'ra, Nohpu'ir, Sahxa'wo, Suleh'ya, Vehse'zi, Wizo'tan.
Female Keeper Names. Nuhmu, Ota, Pehbi, Vehba, Yaba, Miko, Fafoh, Cehxi, Xarih, Ecih
Keeper Surnames. Dagnheive, Dopsha, Gauvro, Jadnhapo, Jhendaka, Khutnauyu, Phemfa, Mhento, Rheibfuqe, Ruyhaia
- #33[Miqo’te] 5e Traits
Keys: Miqo’te, , Keepers of the Moon, Seekers of the Sun, Miqo · Secondary: Keeper, Seeker
A Miqo'te character has a variety of natural abilities related to their natural physical traits.
Ability Score Increase. Miqo’te Dexterity score increases by 2.
Age. Miqo'te tend to live secluded, healthy lives reaching physical maturity around the age of 16, and living to be around 80 years old.
Alignment. Miqo'te who live within a traditional tribal setting lean towards a lawful alignment, adhering to the laws of their people. Those who are born or live in more diverse settings tend to lean in no particular direction.
Size. Miqo'te are a proud people with powerful leg muscles. Their slender builds distract from how powerful their bodies really are. On average males tend to range in height from 5 feet to 5 and a half feet tall, while females range from 4 feet 9 inches to 5 feet 3 inches Your size is medium.
Speed. Miqo’te base walking speed is 30ft.
Darkvision. Miqo’te eyes have adapted to help them see in the dark. Miqo’te can see in dim light within 60 feet of them as if it were bright light, and in darkness as if it were dim light. Miqo’te can't discern colour in darkness, only shades of grey.
Predation. Miqo’te gain proficiency in the Perception skill.
Languages. Miqo’te can speak, read and write Common and one language of their choice. When speaking Common, their pronunciation of "r" sounds are sometimes extended with a purr.
Subrace. The Miqo'te are made up of two distinct clans, the Keepers of the Sun, and the Seekers of the Moon.
- #34[Miqo’te] Sub: Seekers of the Sun
Keys: Seekers of the Sun, · Secondary: Seeker*
As a Seeker of the sun, you come from a race of renowned hunters. The Seekers live in a patriarchal society which worships the sun and Azeyma. This past has given you the tools to become a deadly hunter, capable of wounding their marks with great efficiency.
Ability Score Increase. Seeker Charisma score increases by 1.
Natural Athelticism. Seekers gain proficiency in the Atheletics skill.
Graceful Speed. Seeker base walking speed is 35ft.
- #35[Miqo’te] Sub: Keepers of the Moon
Keys: , Keepers of the Moon · Secondary: Keeper, Keeper*
As a Keeper of the Moon, you come from a highly spiritual matriarchy. Your people worship and moon and the goddess Menphina. Many Keepers make use of war paint as they believe it helps to channel the power of the moon into their bodies. Keepers are renown for their tenacity in battle when defending their homelands, often pushing beyond their limits when pressed.
Ability Score Increase. Keeper Wisdom score increases by 1.
Superior Darkvision. Keeper darkvision has a radius of 120 ft.
Tenacity. When Keepers are reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead. Keepers can't use this feature again until they finish a long rest.
- #36[Roegadyn] Lore
Keys: Roegadyn, Seawolf, Roe, Hellsguard
The Roegadyn are large, hulking people who hail from the mountains and the sea. The Sea Wolves are known as famed pirates and settled the coastal city state Limsa Lominsa, while the Hellsguard live in villages atop mountains and volcanoes, acting as keepers of the land, believing such locations to be portals to other worlds.
The Roegadyn are a physically powerful race of people with a thirst for life which few can rival. They live loudly with boisterous voices, larger than life goals and an unflinching approach to danger. Roegadyns are fearless explorers who long ago were the greatest pirates to sail the seas. Adventure is in their blood.
Roegadyn are enormous humanoids with a hulking muscular build. Men and women alike grow to tower over the other races. Partly due to their size, Roegadyn as a whole love competitions of strength and courage, challenging one another to push themselves and their bravery. Their faces have fierce features and large flat noses. Due to their large size, Roegadyn tend to wear durable, flexible clothing which allows them to move easily.
The Sea Wolves live up to their names through a storied history on the ocean. Most Sea Wolf communities can be found on the coast, as most make their living from the sea.
Be it sailing, naval service or mercenary work, the Sea Wolves continue to feel most at home when adventuring on board a ship. The Hellsguard in comparison live in land around the volcanic mountains of Abalathia. Here they guard the material plane from undead spirits trying to return home.
The Roegadyn as an entire race hail from the Northern seas , their name translating to people of the rain. These sea fairing people can be found living in coastal citites the world over living as sailors, mercenaries and pirates. The Hellsguard live around the volcanoes of the Abalathia mountains, believing their home to be a sacred place related to the afterlife. Those Hellsguard who choose to leave their mountain homes can be found in large cities near these mountains, making a living as sellswords or chasing deeper knowledge of magic.
The Roegadyn people are a boisterous race, seeking out challenges to test their power and bravery. They rarely need much convincing to head into the heat of battle for a cause they believe in, though coin may help speed them along. Sea Wolves have a long history of pirating, looting and battle on ships of all sorts, giving them a deep seated thirst for adventure. Hellsguard grow up in solitude away from society, having no city to call their own. They may decide to head off in search of a more engaging existence by heading down their mountain and seeing what else the world has to offer.
- #37[Roegadyn] Names
Keys: Roegadyn, Seawolf, Roe, Hellsguard
Sea Wolves and Hellsguard follow very different rules when it comes to naming conventions. Sea Wolves all derive their names by combining two words from their ancient Roegadyn Language.
Hellsguard on the other hand avoid their ancient language and use the common tongue. Their names are formed using two words as well, often drawing inspiration from nature. Women of the Hellsguard tend to use plant imagery in their names as well, but are not restricted to do so. Nearly all Hellsguard abandon their family names, refusing to be defined by their ancestors in the past.
Male Sea Wolf Names. Klynnahct, Flazfolg, Roehahtyn, Broenstymm, Haergeiss, Nedyrsatz, Unsynfarr
Female Sea Wolf Names. Rhotbryda, Hezzwyb, Rhenbryda, Grynegeim, Ketenbryda, Skaenswys, Swozthota, Wyznthota, Rhotbryda, Trahggeim
Male Hellsguard Names. Aware Sun, Major Wind, Blue Yew, Grateful Forest, Surprised Cavern, Bright Island, Flawed Lake, Fearless Oak, Dirt Snow, Stark Crow
Female Hellsguard Names. Soft Pea, Obedient Apple, Honored Eclipse, Orange Autumn, Silly Feather, Carefree Locust, Secret Lavender, Careful Vapor, Optimistic Blossom, Innocent Daffodil.
- #38[Roegadyn] 5e Traits
Keys: Roegadyn, Seawolf, Roe, Hellsguard
A Roegadyn character has a variety of natural abilities which all members of their race have.
Ability Score Increase. Roegadyn Constitution score increases by 2.
Age. Though physically larger than the other races, the Roegadyn do not live any longer; reaching full maturity around the age of 20 and living into their eighties.
Alignment. Roegadyn have no heavy leaning towards good or evil. The Sea Wolves value the chaotic nature of adventuring and lean towards this alignment, while the Hellsguard look to laws of their ancestors to guard the sacred volcanoes they've lived near for ages.
Size. Roegadyns are a massive people who grow much taller than their fellow races. Males grow as tall as 7 and a half feet tall, while women can grow to be 7 foot 3 inches talls. Despite your powerful builds and great height, your size is medium.
Speed. Roegadyn base walking speed is 30ft.
Brave. Roegadyn have advantage on saving throws against being frightened.
Powerful Build. Roegadyn count as one size larger when they are determining their carrying capacity and also the weight they are able to push, drag or lift.
Languages. Roegadyn can speak, read and write Common and Roegadyn.
Subrace. The Roegadyn have settled into two distinct lifestyles, Seawolf and Hellsguard.
- #39[Roegadyn] Sub: Seawolf
Keys: Seawolf, Seawolves
Fearless sailors of the sea. The Sea Wolves have a storied history of being a great sailors. No coastal cities were safe in the past when the Sea Wolves came to town. A history of sailing and pirating has left the Sea Wolves with inherent abilities.
Ability Score Increase. Seawolf Strength score increases by 1.
Sailor's Swimming. Seawolves have advantage when making Athletics (swimming) checks.
Toughness. Seawolves hit point maximum increases by 1, and it increases by 1 every time they gain a level.
- #40[Roegadyn] Sub: Hellsguard
Keys: , Hellsguard
The elusive Hellsguard live around then volcanoes located within Abalathia's Spine. They have lived in solitude for hundreds of years guarding the volcano from spirits seeking passage from the world of the dead into their own world, over time granting magical abilities.
Ability Score Increase. Hellsguard Charisma score increases by 1.
Magical Knowledge. Hellsguard gain proficiency with the Arcana skill.
Volcanic Children. Hellsguard know the Firebolt cantrip. At 3rd level Hellsguard learn the Burning Hands spell and may cast it at the 2nd level once before requiring a long rest. When Hellsguard reach 5th level, they can cast the Heat Metal spell once with this trait and regain the ability to do so when they finish a Long Rest. Charisma is the Hellsguard spell casting ability for these spells.
- #41[Viera] Lore
Keys: Viera, Rava, Vieran, Veena
The Viera are lapine people who live in dense forests and act as the protectors of their home. With their more secluded nature, they generally avoid contact with the outside world, happily protecting the Golmore Jungles and Skatay Range, both found in the east. There are two distinct groups of Viera who developed slightly differently based on their homes, the Rava having darker skin while the Veena have far fairer skin, both groups blending into their respective environments better thanks to these adaptations.
The Viera are a beautiful and mysterious folk, shrouded in mystery as many spend most of their lives in the Woodlands they call home. Their tall, slender bodies adorned with rabbit-like traits creates an air of grace amongst them. Long, high angled feet require high-heeled shoes and dextrous clawed fingers help to draw a striking image of the Viera.
The Viera are a race of both males and females, but outside of necessary meetings to keep their race continuing onwards and taking the male children who have reached adulthood, they lead separate lives. The males of the Viera live secretive, lonely lives in which they shun everyone, even their own kin to fully pursue their sacred role as a Wood-warder. The Wood-warders patrol the Golmore Jungle and ensure no outsiders reach their former homes. That isn't to say the women are defenseless though, as the female Viera are as capable as the men, but turn their attention to defend their young and homes.
The word Viera itself means "people of the wood" and true to their name, in different forests of Dalmasca. Both the Rava and the Veena boast tall, lithe frames and graceful traits of rabbits. The Rava make their home in the Golmore Jungle and grew to have umber skin and dark hair, allowing them to more easily blend in with the forest. In stark contract the Veena have very light skin and fair hair help them blend in with the Skatay Range they call home.
Both the Rava and Veena clans make their homes exclusively in the Golmore Jungle, or the primeval forests which line the southwestern foothills of the Skatay Range, respectively. Both locations are large, sprawling canopies of forest which provide them with all the Viera need to survive. In addition to the thick forest canopy, the Skatay Range boasts white mountains which the Veena has grown to use as a secondary home. Both the Rava and Veena guard their homes with violence and without prejudice, anyone who enters their forest homes may be privy to a hostile reception.
The Viera's set of laws are considered to be the laws of the forest in which they live. The Viera take jobs under this set of laws and restrict themselves from having contact with the world outside of their forest. Among many other restrictions the Viera subject themselves to, some find their ways off putting. If a Viera chooses to leave the forest they are considered an outsider from that day forward. These strict laws often drive Viera with a fire in their heart away to seek adventure.
- #42[Viera] Names
Keys: Viera, Rava, Vieran, Veena
Viera names are often short in nature, normally only 4 characters long. The letter "J" is used as a vowel in their tongue creating confusion at times for those who are not familiar with the Viera language. Despite close attention to purity in their bloodlines, the Viera do not worry about lineage and do not have family names.
Male Viera Names. Atan, Morn, Tjln, Frjn
Unsure as to true examples of male names but will give some example names until official material is released
Female Viera Names. Fran, Jote, Mjrn, Kryn, Ktjn
- #43[Viera] 5e Traits
Keys: Viera, Rava, Vieran, Veena
A Viera character has a variety of natural abilities.
Ability Score Increase. Viera Dexterity score increases by 2.
Age. Viera reach physical maturity at the same pace as all the other races, but once reaching adulthood live roughly three times as long as the other races, approximately 240 years.
Alignment. The Trueblooded Viera tend toward a Lawful nature, as they have a strict code of staying within the woods and living their lives, while adventurers who leave home tend towards a more Chaotic alignment as they're a people who live outside of tradition.
Size. The Rava are tall and lithe people who reach an average height just over 6ft. tall, while the Veena are shorter, with an average height around 5ft. 8 inches tall. Your size is medium.
Speed. Viera base walking speed is 35ft.
Lapine Hop. Viera maximum high jump and long jump distances are 10ft. higher than how it would be normally calculated.
Lucky. When Viera roll a 1 on an attack roll, ability check, or saving throw, they can re-roll the die and must use the new roll.
Mask of the Wild. Viera can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Speak with Small Beasts. Through sounds and gestures, Viera can communicate simple ideas with Small or smaller beasts.
Languages. Viera can speak, read and write Common and Viera.
Subrace. The Viera's bloodline has split into two distinct groups, the dark skinned Veena and the fair skinned Rava.
- #44[Viera] Sub: Rava
Keys: Rava
Making their home in the Gelmore Jungle, the Rava are a tall, powerful race with an intimating presence about them. Their powerful bodies and unrelenting tactics in the forest make the Rava powerful friends and more dangerous foes.
Ability Score Increase. Rava Wisdom score increases by 1.
Powerful Presence. Rava gain proficiency in the Intimidate skill.
- #45[Viera] Sub: Veena
Keys: Veena
Hailing from the forests which grow about the Skatay Range, the Veena defend their home with just as much vigor as the Rava, but have a much easier time if they leave their homes due to their more average size and softer appearance. Due to the rise of war near their homeland, many Veena left the Skatay Range, joining many pockets of civilization.
Ability Score Increase. Verna Intelligence score increases by 1.
Approachable. Veena gain proficiency in the Persuasion skill.
Showing 45 of 45
1 file
- .jsonjson_lorebook
86.9 KBfirst seen a5c7b1e9012712c8
Opens with the tab.