Races

## Core Races

**Dwarf**: Dwarves are a stoic but stern race, ensconced in cities carved from the hearts of mountains and fiercely determined to repel the depredations of savage races like orcs and goblins. More than any other race, dwarves have acquired a reputation as dour and humorless artisans of the earth.

**Elvaan:** Having formed two incredibly fearless orders of knights, the elvaans subjugated just about the whole of the Quon continent. They destroyed beastmen strongholds, and tarutaru villages were no match for the San d’ria knights anyhow.

**Galka:** The galka are a hulking race of powerful warriors. The sheer strength of their powerful physiques is second to none. They have used their skills to contribute to the construction and development of the numerous mines. Galka are asexual and do not reproduce in the same manner as other species. However, other races typically use the male pronoun to refer to galka, as their physical appearance is more masculine than feminine.

**Hume**: Humes are the most common race, making up about 40% of the population. They have no special abilities, and have the second shortest life span of any race (roughly 60 years). Despite this, they have managed to set up large Empires and Kingdoms all over the continent and effectively achieved global dominance due to their industrious nature.

**Mithra**: Graceful and agile, the feline Mithra hail originally from Khazam, but crossed the great sea to fight the crystal war at the side of the other races of Vana’diel. Mithra are known for their energy and curiosity, and of course for their good-humored mischievous nature.

**Moogle:** Moogles are a resourceful race known to be skillful in mechanics and engineering; they were the first pioneers of airship construction. They are also skillful merchants, their cheerful disposition often charming potential customers. Moogles are mostly found in large cities, working as engineers, or serving aboard airships. They are avid storytellers and holders of many superstitions.

**Tarutaru**: Tarutarus resemble children in size, though this does not reflect their age. In fact, they do not seem to change their appearance at all as they age. The Tarutaru are said to understand the importance of the balance between natural harmony and magic.

## Base Races

**Aegyl:** The aegyl resemble humes, except they have large feathery wings on their back. These wings can come in different colors, from brown to red to black. These wings allow the aegyl to fly with no problems. However, the strain they put on their body means they have the shortest life span of any race in Ivalice, only living for forty years. All aegyl are cold and aloof. They are either incapable at showing emotions, or do not feel them at all.

**Al Bhed:** Al Bhed differs only slightly from humes; in their bright green eyes with spiral-patterned irises. As a result, they often wear goggles. Another mark of the Al Bhed is that most of them have blond hair. The Al Bhed pride themselves on the usage of their specialized knowledge of ancient technology which they call “Machina”.

**Amundsen**: This race of flightless avian humanoids first found near the boreal circles, already having established a more than advanced society in terms of mercantile development, far surpassing the pseudo tribal make up of their general society.

**Arachne:** Arachne are a species of communalist, spider-like humanoids structured into three distinct physical and mental castes that are chosen and developed during adolescence.

**Au Ra:** The curved horns and beautifully patterned scales that characterize the auri oft give rise to speculation that this Hyur-like race native to the Far Eastern continent of Othard are, in fact, the progeny of lt dragons. This, however, has long been disputed, with scholars citing several distinct differences in the two races as evidence of decidedly dissimilar roots—the first and foremost being the enhanced hearing and spatial recognition granted by auri’s cranial projections (traits not attributed to draconian horns), and the second being the gross disproportion of body mass between auri males and females (again, a trait widely unseen in dragons). The auri are split into two clans, the Raen and Xaela.

**Bangaa**: The bangaa are a lizard-like race, and the second most common race found in Ivalice, behind the humes. They have long faces, scaly skin, drooping ears and tough limbs. Due to their brute force, the bangaa are generally considered to be the most physically prominent of all the Ivalice races. Voices aside, their reptilian appearance make it difficult to distinguish the sexes from each other. However, it is considered a racial slur, and the worst insult, to call a bangaa a lizard.

**Bolstaur:** The Bolstaurs are a race borrowing from aspects of bulls, and are said to have the same common ancestor as Minotaurs, evidenced by the fact they look very similar, though Bolstaurs have a mix of humanlike skin and fur as opposed to the Minotaur’s fully furred body.  Tough but dull, Bolstaurs make great frontline allies.

**Burmecian:** Smaller and slighter than humes, burmecians trace their ancestry back to rats and mice, a fact made readily apparent by their physical appearance; at first glance, an unkind observer would be tempted to dismiss them as vermin who’ve mastered the art of walking upright. Closer inspection reveals a few key differences, however. Burmecians’ teeth are sharp, but lack the elongated incisors so typical of most rodents; their skin is smooth and almost entirely hairless, and tends to be gray or brown in coloration.

**Chocobuddy:** While it often comes as a surprise to some, many of the “higher breeds” of chocobo are actually highly intelligent, often possessing true sentience. As a result, it also often comes as a surprise for many to learn that a smaller subspecies of sentient chocobo exist. Nicknamed “chocobuddies” by the humanoid races (They consider themselves chocobos), these intelligent creatures are more than capable of existing within humanoid society, as not only are they are capable of speech, they also have defined phalanges (wing bones) which are capable of approximating fingers, albeit clumsy ones.

**Garif:** The garif are a muscular race covered in thick brown hair. They often stand with a slight stoop, possibly from the weight of their masks. The masks are a vital part of garif customs and all garif receive a mask on the day they are born, which they wear until they die and will not remove, 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.

**Garlean**: Garleans shockingly resemble humes. However they stand taller, and occasionally broader, their most interesting distinguishing characteristic is the trademark third eye located upon their forehead. They also characteristically cannot cast magic, instead relying on their magitek.

**Genome**: Genomes are a race of artificial humanoids created in production facilities. Due to the nature of their creation, the majority of the Genome population lack a soul, and have little to no emotional response; Genomes are nothing more than empty husks awaiting the attainment of a soul. A Genomes existence is perpetually incomplete until they receive a soul. As such, the collective Genome existence is dedicated to the preparation of attaining a soul, mentally and physically.

**Gria**: The Gria are a race of winged humanoids distinguished by draconic features and native to the region of Jylland. Despite their outward appearance, Gria are driven by a love for battle and many have fierce competitive spirits. Although their limbs look to be slender, Gria possess powerful inner strength and athleticism.

**Guado**: A people living in the land of Spira. Tall and thinly built, with long limbs, large hands with prominent fingernails, and narrow, angular faces. Their skin is pale and somewhat translucent, and their features are often framed by a collection of thin blue veins that pulse underneath their skin. Guados are most known for their connections to the forces of death and their links to the afterlife, often tasking themselves with protecting places with strong ties to other realms and planes of existence, especially those where souls are confirmed to reside after their death.

**Hypello**: Hypellos are a race of amphibian creatures from the land of Spira. While their pronunciation of common is off and sometimes full of lisps many races can understand their meaning, with a heavy lisp on words with “S” in them like Shay (say) and Yesh (yes). Though they are also known for converting some words into gibberish, for example Ebullibody (everybody), Inveshtitagating (investigating) Imposhibibble (impossible), as well as ending most of their sentences with a questioning tone. They are agile in the water, but are not so nimble on dry land, walking at a torpid pace.

**Immortal:** These mysterious beings are referred to as Immortals by other denizens of the material plane, however, in actual fact they are outsiders from a different plane of existence. The truth of the matter is that those called immortals are simply visitors. The plane that they originate from progresses at a rate of 1 year to 1000 years in the Material plane, causing many to believe them to be ageless. Many of them are on an odyssey to explore other planes and live eventful lives having mastered their home plane as a race.

**Kitsune**: Kitsune, or fox folk, are vulpine shapeshifters known for their love of both trickery and art. Despite an irrepressible penchant for deception, kitsune prize loyalty and make true companions. They delight in the arts, particularly riddles and storytelling, and settle in ancestral clans, taking their wisdom from both the living and spirits.

**Mandragora:** The enigmatic mandragora were first observed in the aftermath of the Seventh Umbral Era. It is not known whence they came, or if they even existed prior to the Calamity. They resemble a small, wide-mouthed fat child made from leaves, vines, tree bark, dirt, and pallid tubers.

**Nu Mou**: The wise and gentle nu mou, a tribe of lop-eared mages and spellcasters, are famous for their thirst for learning and their discovery of the most esoteric of magical rites. The nu mou are sagacity-embodied scholars who are rarely seen outside of their impressive academic towers, except when working on behest of professors or politicians

**Palico**: Palicos are a diminutive race of bipedal cat humanoids that share many traits of actual felines. They are often employed to serve as a support companion, from carrying equipment to assisting in combat. Their disposition is the same as many felines that they emulate.

**Qu:** The Qus are a race of strange, swamp-dwelling humanoids reputed for their huge appetites and cooking talent. Their greatest achievement is the Way of the Gourmand, which sums every aspects of their life. The Way of the Gourmand defines the life of a Qu. Knowledge, power and personal growth can be attained by eating and discovering new knowledge of food.

**Roegadyn:** Distant cousins of the galka, the roegadyns are a maritime people whose largest concentrations are found in the northern seas, by way of which they came to Eorzea. They have enormous, muscular builds and are known for the cultural emphasis they place on competition and unflinching courage, although tender, introspective individuals can also be found. Roegadyns in and around the Limsa Lominsa area are typically seamen putting in at port, but many have settled permanently, becoming mercenaries, bodyguards, or even pirates by trade. Far away, deep in the mountains of Ul’dah, live mountain clans of reclusive roegadyns known as the Hellsguard, said to have mastered the magical arts.

**Ronso:** Ronsos are a race of many-colored furred lion-like humanoids. Ronsos are humanoid in stature, feline in appearance, possessing hands/claws and foot paws, they walk on (what would be for humes) the balls of their feet and possess dew-claws as well as foot pads. The abundance of the fur the patches consist of seems to be greater on the males than the females, based on observation. The scalp fur, or mane, is usually tied back or styled in a similar way to hair.

**Seeq:** The Seeq are a pig-like race that comes in a variety of colors and sizes. They make a living in Hume societies and make decent go-betweens and peddlers. Many are mistrusted on account of their appearance, mannerisms, and size. But if they are treated correctly, they make loyal friends. Seeq are natural gossipmongers and peddlers. Most living among Hume societies operating bazaar stalls, shops, and taverns. They are treated as lower-class citizens, on the account that most are not very bright, speak crudely, have no table manners, spread rumors, are greedy, and etc.

**Shindroid:** Shindroids appear to be almost hume, but these artificial wonders are of a completely foreign and utterly alien nature. Shindroids are created, not born, and come into the world fully mature. The strange, alien forges in which new shindroids are created are hidden in Shinra facilities, and most have little to no memories of their “birth” places.

**Tonkin:** Tonkins are the offshoot race of their tonberry brethren. They are a (mostly) peaceful race, keeping to themselves. Tonkins are small, usually no taller than three feet. They have green skin, round heads with small snouts, yellow eyes and a fish tail. Its unsure what gender they are, as they all look the same. Although mute, they communicate through their limited telepathy.

**Ursine**: The stout and abrupt ursines go by many names, but few of them are insults, for the ursines are both honorable and incredibly strong (and intimidating). Sometimes known as bearfolk or mountain walkers, ursine are bear-like humanoids with a thick coat of fur, clawed paws on their hands and feet, angular ears near the top of the head, and a massive bear’s mouth.

**Varg:** Sometimes mistakenly referred to as ‘Werewolves,’ the vargs are lean and powerful wolfmen, a mixture of human and bestial characteristics. Though they walk upright, long tails, lupine heads, and elegant fur leave little doubt as to their origins. In comparison to humes, vargs enjoy enhanced seeing, smell, and hearing; they can clearly recognize objects and movement at far greater distances, though their ability to sense color is significantly weaker.

**Viera:** The viera are a forest dwelling race with rabbit-like features, including long ears and supple limbs. Due to their long feet, viera wear stilettos most of the time. They have light-colored hair, though those who choose to live among humes often color their hair in shades of brown or black. Their ears grant them a heightened sense of hearing, and they also have a keen sense of smell. They are sensitive to magic auras (called mist) and have a strong connection to other worlds, making them apt summoners. The viera race is predominately female, with one out of every ten viera being male.

**Yuke**: A race of long-lived armor clad entities with small non functional wings, that despite their armored appearance are gifted in the fields of magic rather than the martial. Theorized by scholars across the worlds to be spirits choosing to inhabit the metal bodies, they are secretive when it comes to their body or lack thereof under the plates of armor, as tradition disallows them to take it off infront of anyone but their closest confidants. One thing is for sure, a Yuke may still form into the armor even if it has been disassembled, and may even take to another suit if it is outright destroyed.

## Beastmen Tribes

Amalj’aa

Antica

Gnath

Goblin: Goblins, colloquially referred to as Gobs or Gobbies, are a race of Beastmen found in most regions of Vana’diel. Their flexible lifestyle and adaptability to the surrounding environment have given them the ability to coexist with other beastmen as well as the Enlightened Races. Compared to other beastmen, Goblins have developed superior techniques in trades such as smithing and healing.

Ixal

Kobold

Kojin

Lamia

**Namazu:** The Namazu are a short, chubby, catfish-like beast tribe native to Othard. Unlike most beastmen races, they are not associated with any known primal (though Namazu worship a fish-like entity known as “”the Big One,”” there is no evidence it has ever been summoned as a primal), though their belief in the kami suggests that they worship Susano and Tsukuyomi. They have a habit of repeating their affirmations (i.e., “”yes, yes””) and make squeaking sounds as they walk. Tea is a known intoxicant to the Namazu, making Xaela tea ceremonies difficult for them to perform.

**Orc**: The orcs are a race of hulking, tribal beastmen who hail from the northern continent of Rhazowa, where their Empire resides.

**Qiqirn**: These diminutive beastmen reside together with the civilized races of Vana’diel. Most Qiqirns make their home in a city located in the heart of the Aht Urhgan Empire’s western half. They tend to have an easygoing and cheerful personality, but have difficulty speaking the common language due to their unusual vocal cords. Even so, it is not uncommon to hire a Qiqirn as a shop or guild assistant, thanks to their reliability and surprisingly quick wits.

**Quadav:** A race of turtle-like bipeds, the quadav inhabit certain swampy regions, as well as subterranean caverns, on the continent of Quon. Apparently closely tied to the earth in which they work and live, the quadav identify themselves individually and culturally with the materials with which they work.

**Sahagin:** These amphibious beastmen reside mainly on the western coastline of the island of Elshimo. They spend the majority of their time practicing primitive fishing techniques to provide an ample supply of shellfish for their survival.

**Sylph:** A diminutive people who dwell deep within the Black Shroud, sylphs resemble delicate dolls wrapped in vibrant leaves. They aren’t adept to physical combat but rely on more magic, illusions and healing abilities to fend themselves from their enemies.

**Vanu Vanu***:* This avian beast tribe resides on the floating islands dotting the Sea of Clouds. Prior to the advent of airship technology, man only dared to dream of reaching these islands in the sky. And so, for a time, the Vanu were unknown to the rest of the world. Times have changed, however, and now they must adapt as outsiders encroach upon their home.

**Yagudo**: The yagudo are a race of crow-like bipeds inhabiting the continent of Mindartia. Violently devout and ritualistic, the yagudo are a race of religious zealots, their society appearing to be based on a strict religious hierarchy. They use few tools or weapons, except for occasional clubs and swords, and wear no armor, excepting the fact that magic-using classes cover their faces with ceremonial masks.