Racial Details

Mar 31, 2019
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#1
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This thread is for listing and detailing the capabilities and oddities of the many (sub)species present in and around the Solar System.​

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Template
Species Name: Human

Notable Features: Appearance mainly. An image reference is also acceptable, but some summary of the features that differentiate them from humans (if humanoid) is useful for helping other people make characters of that species.

Place Of Origin: Some region on earth? Inside the earth? Or another planet?

Average Height: Can be a range.

Life Expectancy: How long can they last before old age is expected to kill them? In Earth years if possible.

Notable Abilities: Can be physical, or mental, or anything in between.

Interspecies Relations: How do they consider humanity? Do they have grudges or relationships with any other species?

Optional suggestions (Credit to Sess for suggestions!)
History
Naming Traditions
Major Organizations
Beauty Ideals
Gender Ideals
Courtship Ideals
Relationship Ideals
Attained Technological Level
Major Language Groups and Dialects
Common Etiquette
Dress Code
Culture and Cultural Heritag
Common Customs and Observed Traditions
Taboos
Myths and Legends
Major Historical Figures
 

Hitura Rael

Administrator
Feb 23, 2019
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Northeast Ohio
www.worldanvil.com
#2
Species Name: Viera (Hydaelyn)

Notable Features: Tall, lithe, and bunny eared. Kits sex indescernable until the age of 13. 8:2 ratio of female to male births.

Place Of Origin: Dalmasca, Golmore Jungle, Skatay Mountain Range

Average Height:
Male:
5'6" (172.2 cm) - 6'1" (186.5 cm)
Female: 5'10" (178.8 cm) - 6'3" (191.4 cm)

Life Expectancy: 240+ Years

Notable Abilities: Enhanced hearing, possible to inherit the Echo.

Interspecies Relations: They are mostly aversive to all outsiders; gets along with most races of Hydaelyn, dislike for Garleans.

Major Traditions:

Females live in villages as guardians and caretakers of their homes. They are tasked with clearing dangerous obstacles, tending to the natural flora, and exterminating harmful pests to the environment.

Males live in solitude in the wilds as unseen protectors. Young males are given in custody of a Jack to be raised as a Wood-warder. Males return every three to five summers to their birth village to reproduce and take recently discovered male kits as wards. Males live and die alone, producing all they need to survive.

Breakers of the "Green Word", the way of Viera life, are considered exiles and are not welcome back in their home villages.
 
Aug 8, 2021
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#3
Species Name: Au Ra (Au Ri is used to describe an individual as an Au Ra)

Sub-Species:

Raen: This sub-species is born with brown or light skin with white scales.

Xaela: This sub-species is notable for having black or pale skin with black scales.

Notable Features: Hard scales on parts of their body, large horns which replace the ears on a normal human, a lizard-like tail

Males: Tall, have a tendency to grow their hair long and style it to be pointy or braided

Females: Very short

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Place Of Origin: Hydealyn: The Azim Steppe

Commonly Seen At: Hydealyn: Kugane, The Ruby Sea, Werlyt, Thavnair

Average Height:

Males: 6’8-7’1feet

Females: 4’9-5’2 feet

Life Expectancy: 80+

Notable Abilities: Their horns or cranial projections allow them to have better hearing and allow them to have more spatial awareness.

Interspecies Relations: The Au Ra do not have any particular conflicts with any races. To the uninitiated however, it can be very easy to mistake Au Ra for being descended from Dragonkind, but this is not true. Thus those who hold particular disdain towards dragons may find themselves hunting them down for any form of reason.

History: The Au Ra hail from the Azim Steppe and began as a nomadic people who roamed the plains of their home. Over time however, the two sub-species of Au Ra began to drift away in their ways. The Raen Au Ra left the Azim Steppe and migrated to other places, predominately to the Ruby Sea where they built underwater cities and to Kugane, Thavnair and Werlyt where they integrated with the societies present there. They live a harmonious and peaceful lifestyle.

Most of the Xaela meanwhile, continue their nomadic and warring lifestyle on the Azim Steppe. All year round, tribes are formed and sometimes die as well. These tribes sometimes leave the Steppe for a life outside much like the Raen did so, but it is quite rare.

Naming Traditions: The Raen follow Japanese naming conventions while the Xaela follow Mongolian naming conventions with their last names either being that of their tribe or their own chosen last name if they do not belong to a tribe or it has died out.

Major Organizations:

Raen:

The People of Sui-no-Sato and the Shisui of the Violet Tide:

These Raen have taken to a life of isolation under the Ruby Sea and do not interfere in the life of others. Should any Raen leave, they will no longer be able to reintegrate back into this society.

Relationship/Courtship Ideals: The Au Ra usually show affection through rubbing their horns against their partner‘s. Depending on the tribe, they may have different ideals when it comes to marriage.

Attained Technological Level: Most Au Ra have not been able to achieve the technological heights achieved by the Garlean Empire. Many rely on magics and aether for battle.

Common Customs and Observed Traditions: The Xaela who remain on the Azim Steppe participate in a yearly event known as the Naadam. The Naadam is a battle royale type of event where the participating tribes are to claim a point marked on the Azim Steppe in order to be declared the next leading tribe.

Myths and Legends: The Au Ra believe they were created by the Dawn Father Azim (who made the Raen) and the Dusk Mother N’haama (who made the Xaela). They we’re initially made to wage war against each other in place of their creators but came to love one another after a given time. With that, Azim and N’haama came to love each other as their children had. But sadly, their love could not be as they were forever separated as the sun and the moon.

From there, the tribes all have different interpretations of other stories regarding their two ancestors.
 
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Tyr

Member
Aug 8, 2021
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6
#4
Species Name: Padjal

Races2.png

Notable Features: Otherwise appears human if not for the horns growing on their heads. Their aging slows to a crawl at some point between ten and twenty years of age. The exact point is unique to every Padjal, for some their aging halts while they are still a preteen while for others it halts much later when they already have the body of an adult. They retain their youthful appearance until the twilight years of their lives.

Place of Origin: Black Shroud in Eorzea

Average Height: follows the height averages of humans.

Life Expectancy: 200+, the oldest known Padjals have been known to live for around 280 years.

Notable Abilities: Gifted with power by Elementals from their birth, Padjal have numerous advantages that humans and other Eorzean species do not have. All of the Padjal are innately talented conjurers and white mages. On top of that all of them are in touch with the Elementals of the Black Shroud and can communicate with them to some degree, which makes them attuned to the forest itself and its health and how alive it is. An average Padjal also possesses vastly superior quantities of aether compared to the average representative of the other species.

Interspecies Relations: Padjal have no special fondness or animosity towards any species.

History: Padjal are not a naturally occurring species, rather they are a subspecies of Humans that have been gifted with power from birth by the Elementals. Padjal are extremely rare and are only born to Humans that live in the Black Shroud.

The first Padjal came to being in the aftermath of the Calamity caused by the reckless use of Aether caused by the war between the Black Mages of Mhach and White Mages of Amdapor. The conjurer Jorin communicated with the Elementals of Twelveswood who granted leave for him and his people to settle in the woods, and thus began the founding of Gridania. Jorin's child was the first Padjal.

Most of the Padjal come from the same several Gridanian families. The names of these families have names that are rooted in the Padjali language, the most known of these families are Senna, Pesi and Yan.

Naming Traditions: Padjal names are based on Ainu language. All Padjal names are comprised of three words, the first two are the forename and the last is the surname. The first name is comprised of a simple, vowel-based word (such as E) combined with a longer companion word. For males the vowel-based word comes before the companion word whereas for females the vowel-based word comes after the companion word (Nupe-A- Pesi is a female whereas A-Nupe-Pesi would be a male)

Padjal are not born with their Padjal names, rather they are first given a normal human name, and they only receive their Padjal name when they are confirmed as Padjal.

Culture: Every aspect of Gridanian culture and life is deeply rooted in the will of Elementals and living in harmony with the forest. Which is only natural as Gridanians only live in Twelveswood (Black Shroud) by the grace of the Elementals, and any who anger them is disintegrated by their power. The Padjal are no different. Their nature of being directly touched by and in communion with the Elementals means that Gridanians view them as holy.

And as even the governing body of Gridania, Seedseer Council, is influenced by Elementals as only those that can communicate with the Elementals can become members of it, Padjal oft hold the most important and prestigious positions within Gridanian society.
 

MKR

Member
Mar 31, 2019
414
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16
#5
Species Name: Noctfamilia (Commonly called Vampires)

Notable Features:

The only indicator one belongs to the Noctfamilia is their blood red eyes.

Place Of Origin: Erebonia

Average Height: Height range varies based on infected

Life Expectancy: Theoretically indefinite

Notable Abilities:

The Noctfamilia are divided into three tiers of existence, True Ancestors, Elder Vampires and regular Vampires. Of the former two less then a handful of individuals still exist to this day.
The latter category as such makes up the main remnants of the species.

Their abilities are as follows:

Turning into a black mist.
Instant and rapid regeneration.
Recalling bisected limbs.
Raising their victims as ghouls, mindless undead.

Contrary to common folklore, vampires do not disintegrate due to direct contact with sunlight but rather during the hours of the day they lose any and all abilities belonging to their heritage. Becoming normal humans once more for these hours.
While they can feed off of the blood of humans for sustenance they can also follow regular diets of vegetables and other foods, however a lack of human blood will slowly but surely reduce the potency of their vampiric powers.

Interspecies Relations: Varies based on individual to individual, ranging from cattle to friendship.

Myths and Legends:
The legends of vampires survived with humanity underneath the surface of the earth, returning with them. In that sense, the legends have not changed at all.
 
Aug 10, 2021
61
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#6
Species Name: Norma

Notable Features:
Visually identical to baseline Humans. Only genetic tests or observation of their unique ability are reliable indicators of their status.

Place Of Origin:
Anywhere Humans exist, though they are found more frequently in places where DRAGONs have been spotted.

Average Height/Weight:
Human ranges

Life Expectancy:
Human ranges, though many find themselves suited to battling DRAGONs so battlefield casualties are common enough to artificially lower the life expectancy range given current trends

Notable Abilities:
The Norma are normal and unremarkable variant Humans except for one facet: they are utterly immune to magic. No known application of mana, curses, divine-granted powers, or anything derived from them is able to affect them. Secondary effects that the magic causes will apply as normal provided these secondary effects are not magical themselves. They are incapable of using anything magical in nature themselves, especially if it requires manipulation of a magic-based power source. The effect is seemingly limited to direct physical contact, as demonstrated by the Para-Mails of Arzenal making extensive use of clearly magical "ice bullets" to finish off and preserve the corpses of the hated DRAGONs by among others their Norma pilots.

This presents a unique defense to their breed of Humanity as the DRAGONs possess a magically-based hypnotic element to their roar. In theory a lot of the DRAGON's attacks are magically initiated but quickly shift to more mundane flavors of energy once conjured, so other attacks are not deflected by their status as living anti-magic.

A more detrimental side effect of this immunity is that they cannot be healed or cured by magical means as their anti-magic ability is an always-on thing due to their genetics. This means that any Norma who is injured must turn to scientifically-based medicine and cybernetic augmentation in the case of illness or injury.

It is not known if they are immune, resistant, or perhaps even vulnerable to the power of a Geass wielder. No records of any such interaction currently exist as the Geass is a jealously-guarded secret.

Interspecies Relations:
As Norma can easily pass for baseline Humans, this is normally not a concern past the feelings any individual or group has for Humans as a whole. Any magic wielder who discovers a Norma's immunity to magic tends to react with either existential horror or morbid curiosity.

History:
In the intervening time between Humanity abandoning Earth and the mass re-exodus from the murdered Mars, Humans that couldn't get a ride off the Earth stuck out their existences as best they could. Something happened that is not yet understood but once the magical worlds became linked to Earth a small portion of the population started developing a defense mechanism against the rising mana in the atmosphere. This went largely unnoticed; considered an oddity that afflicted poor souls here and there.

The opening of portals by the DRAGONs ended up being a boon to these 'Norma', who drew their moniker from the fact that they could function 'normally' in even areas that were mana-drenched to poisonous levels without developing any ill effects or in later discoveries in battle against DRAGONs. Some say their blood recognized the threat magic presented, but most attribute it to a simple genetic mutation.

There are those who study this altered genome who say the change bears the hallmarks of a manufactured change in the Human genome. This is hotly debated among those who care about it, but it raises the dangerous question: if the magic immunity is artificially introduced... Then who made it?

Major Organizations:
While numerous powers may make use of Normas as normal Humans would be used with little to no issue, the most famed employment of the Norma is amongst the population of the prison colony of Arzenal (located in the former nation of Taiwan). Their Para-Mail forces are rife with Normas (among others!) which is a direct response to the DRAGON's hypnotic roars, which have been found to be magical in nature. Normas aren't affected in the slightest by this aspect thus allowing them to fight on while others try to shrug off the effect.

Dress Code:
There is no standard dress code for Normas unless they are prisoners of Arzenal; in which case they wear the prison's uniform. A more reliable way to spot a Norma without flinging magic around and seeing who's unaffected is to look for cybernetically augmented people. As magic is somewhat available if one knows where to look their reliance on scientific medicine and metal replacements is a more reliable indicator; though this is still a hit-or-miss proposition.