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R aces
Seeq
Gria
Garif
People of Ivalice
The people of Ivalice are diverse, though humes
(humans) are far and away the dominant race. Though
it is a fantasy worldthe game is called Final
Fantasy, after allIvalice has no elves, dwarves, or
gnomes. Instead, in addition to humans, presented here
are nine races unique to Ivalice, but suitable for any
fantasy world:
Nu-Mou
Baknamy
Humes
Viera
Garif
Urutan-Yensa
Gria
Despite their stature, the dragon-blooded
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Moogle
Sandsea. Extremely proud of their culture, UrutanYensa will cull weakness and suppress attempts at
change.
Moogles
Viera
Bangaa
Baknamy
Urutan-Yensa
Bangaa
In an ancient age long past, the entire bangaa race
was enslaved. Over time the bangaa assimilated in
to the society of their masters, the humes. Today
most bangaa are free, but without a culture to call
their own they exist mostly in hume cities, assuming
physical roles like solider or laborer, though a handful
of bangaa-dominated villages have begun to appear
throughout Ivalice. However, many bangaa survive in
the wild as brigands and raiders, preying upon humes
and city-bangaa equally.
Bangaa are often perceived as overly competitive. Its
more accurate to say that bangaa are eager to prove
their usefulness. Hume society is ever evolving:
social niceties change with the seasons, goods
and products rise and fall with demand, and
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bangaa are perpetually a step behind. As
Bangaa
Hume
Motive checks.
of
Baknamy
To the civilized races, baknamy are regarded as
thieves and cowards, trusted only at sword point.
Baknamy regard the civilized races as foolhardy,
haughty, prideless, weaklings. Though less savage
than their goblin cousins, baknamy non-the-less
embrace avarice as a way of life. Existing on
the edges of settled lands, baknamy thrive in
otherwise uninhabitable locations: bogs,
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wastelands, and the deep earth. Baknamy
(bogs,
This racial
trait.
Garif
Wilderist: Certain
baknamy cultivate the
wastelands their race
calls home, molding and
expanding the terrain and
protecting it from intruders.
Baknamy with this
racial trait gain +4 to
Stealth and Survival
checks in such terrain
fens, deserts, underground).
trait replaces the stealthy racial
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Gria
The gria are a civilized warrior race. With a storied
history of heroism, betrayal, and ultimate disgrace,
the gria long ago left behind the glory of empire and
expansion, instead selling their swords and magicks
to the highest bidder. Though gria enjoy peaceful
relations with nearly all nations, their alliances are
no more than skin deep, doing the job theyre paid
for, and little else. Still, other races speak of the
mysterious and noble gria of old, of powerful magicks
and great wisdom, and those who can count a gria as a
friend catch glimpses of what once was.
Once, the gria were great earth mages, the rulers of
an empire that controlled the known world. The gria
were the chosen of the Occuria, god-like beings bent
on shaping Ivalice to their will. The Occuria gifted
the gria with great power,
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Humes
Humes are the most numerous and politically
dominant race throughout Ivalice. Humes
possess exceptional drive and a great capacity
to endure and expand. Their empires
and nations are vast. Humanity is best
characterized by its diversity: humes can
be savage, honorable, decadent, simple,
or powerful. But more than any other
race, humes dedicate themselves to a
cause. While individual humes are no
more driven to find a cause than any other
race, collectively, communities, cities,
nations, and empires find identity in a
common cause, whether it is religious,
political, or otherwise.
Physical Description: Humes are as varied
as the worlds climes. From dark-skinned
desert dwellers to pale barbaric mountain
men, humes possess a wide variety of
colorings and body types, though humes of a
specific region generally look similar.
Society: Hume societies are numerous and
varied. From grand empires ever looking to
Moogles
The shy, diminutive moogles are distant
relatives of feykind. Their legends tell of a
fascination with gears and metal, a curiosity
that grew into an obsession that severed
their link to the fey realm. Some say the fey
blood still runs through moogle veins, for
they are inquisitive, capricious, and seemingly
indomitably cheerful. Amongst the civilized
races, moogles are known for being master
engineers and are credited with inventing the
first airships.
a
and all things water: all these and more factor into a
moogles decision making. Portents and predictions
by no means control mooglekind, but most moogles
believe such things reveal the greater machinations
of the universe, offering a reminder of past trials and
allowing one a glimpse of fate. It is this connection
with an ever-changing world that drives their curiosity
and spirit of hope.
Physical Description: A moogles appearance
matches their friendly countenance: covered head-totoe with soft, often white, fur; dainty, leathery
wings; long, pointed ears; small, bright eyes;
and a delightful tuft of hair known as a pompom. Without their distinctive pom-pom
atop their heads, moogles would not stand
above 3 feet tall. Moogles take pride in their
appearance, and are not above regal attire
and embellishments, though most tend to
dress practically for their trade.
Society: Moogles thrive amongst
the cultures of the other races,
but have few communities of
their own. In the largest of hume
cities, it is not uncommon for there
to be a moogle district, or similar
part of town known for a high
concentration of moogle citizens.
And in remote forest reaches one can
find
small moogle villages, welcoming travelers with
appropriately-sized accommodations. But the vast
majority of mooglekind encounter other moogles only
in passing.
Particularly in hume lands, moogles assume roles
of service or servitude. Their ever-helpful, evercheerful countenance makes them excellent butlers,
messengers, and assistants, or tradesmen, craftsmen,
and merchants.
Despite their lack of unifying homeland, moogles
none-the-less display thier own unique cultural quirks,
even as they live amongst other races. All moogles
speak their own unique language, known as kupo.
The lexicon of kupo consists of just one word with
many, many inflextions; though other races can come
to understand the language, none besides the
moogle can speak it with any accuracy. When
holiday or tradition causes moogles to
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gather together, whether for celebration or a
Physical Description: Despite their long lives, numou age as rapidly as humes, and even young nu-mou
appear aged to other races. Nu-mou have soft canine
features, loping ears often adorned with jewelry, and
a long, thick tail. Short and hunched, nu-mou dress in
long, hooded robes, both for comfort and to enhance
their sagacious aire.
Nu-Mou
Much of known history is passed down from the
nu-mou. A people of legend, tradition, and magic,
the nu-mou are regarded by the other races as wise,
scholarly, and perpetually old. Rarer than an
infant nu-mou, is a phrase humes use to
describe something unique.
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Seeq
In the ancient past, seeq tribes dominated vast forests
that have long since disappeared. While a handful
of tribes still exist in remote places, the seeq people
are now just another of the many races enveloped
by hume society. Most humes would define the seeq
as mercenaries, pirates, or enforcers, but those same
seeq would call themselves soldiers,
merchants, and bodyguards. Regarded
as brutes and simpletons by the
other civilized races, the seeq are
a proud, if somewhat combative,
people. Seeq encountered
outside their tribal homes
often take up professions that
make use of their great size
and strength, but these seeq mask their true role
behind hume prejudices.
The patient and perceptive seeq foster the illusion
that theyre short-tempered and brutish. In the halls
of barons and princes, the loyal, ignorant guard is
ignored. The seeq seldom make use of their gathered
information themselves, preferring instead to barter
that information, either for gil or favor. Few people are
as well-informed as a well-connected seeq.
+2 Wisdom, -2 Dexterity:
strong and perceptive, but
ponderous.
Medium: As Medium creatures, seeq have no special
bonuses or penalties due to size.
Normal Speed: Seeq land speed is 30 feet.
Low-Light Vision: Seeq can see twice as far as humes
conditions of dim light.
Deceptive: Seeq learn at an early age it is beneficial
for others to perceive them as dull and slow. Seeq gain
a +2 racial bonus on Bluff checks that play upon this
perception.
Hale: Seeq gain a +2 racial bonus on Fortitude saving
throws.
Perceptive: In addition to trusting their senses, Seeq
studiously watch those around them, picking up
signals others wouldnt. Seeq gain a +2 racial bonus
on Perception and Sense Motive checks.
Stable: Seeq receive a +4 racial bonus to their CMD
when resisting bull rush or trip attempts while
standing on the ground.
Languages: Seeq begin play speaking
Common or
Seeqin.
Urutan-Yensa
Considered alien by the standards of the other
civilized races, the urutan-yensa are a people as severe
as their environment. Insular and territorial, urutanyensa cull weakness within their own tribe, purge
weakness in other tribes, and punish weakness in
outsiders. Urutan-yensa view the desert as the ultimate
test: survive or die. Sympathy, kindness, generosity:
these are weaknesses in the desert.
30 feet.
Viera
Languages: Urutan-yensa
begin play speaking Common
or Urut. Urutan-yensa with
high Intelligence scores can
choose from the following:
Common, Dalmascan, Goblin,
Seeqin, Urut.
Alternate Racial Traits
Sandweaver: Some urutan-yensa
gain a mastery of the sandflow,
granting mystical abilities. Urutanyensa with this racial trait and a
Charisma score of 11+ can cast
the following spell-like abilities
once per day: alter winds, endure
elements, and message. This racial
replaces the Sheen of the Sand racial trait.
trait
Physical Description: The vieras distinctive rabbitlike ears set them apart from humes. Viera are tall and
lithe, almost frail to look upon, but capable of great
strength. Exotic and beautiful by hume standards, their
hair ranges in color from light blonde to soft grey.
Viera tend to dress provacatively, accentuating
their beauty.
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