A Realm Reborn: Player's Guide (v1.1)

by Caytlin

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A Realm Reborn: Player's Guide

Foreword

This player's guide is a passion project of one very obsessive designer for her D&D campaign. It is built largely off the work of other people, but with plenty of editing, tweaking, adjusting, and rewriting. This was largely inspired by SilentSoren's FFXIV Companion Guide, the FFXIV D&D Compendium Project, and of course Final Fantasy XIV and Dungeons and Dragons.

When my husband and I decided to co-DM ARR as a D&D campaign, we chose to reskin the existing D&D classes rather than use the FFXIV D&D compendium because our players are not familiar with Final Fantasy. When it came time to start putting things together, I decided I'd do a quick write-up to flavor up the D&D classes enough to be passable. And then, I thought, maybe I could fix up some of the backgrounds. And then there were some tweaks we wanted to make to /u/SilentSoren's race writeups. And wouldn't it be great to have an Eorzean "This Is Your Life"? And ... well. A few months of passionate keyboard smashing and frenzied photoshopping later and the document before you is the result.

This is not meant to be a resource for anyone's table but ours, so if you disagree with any of the choices we've made, you are welcome to do the same thing we did and take this homebrew doc and make your own changes! Enjoy~!


Caytlin Vilbrandt, Artist, Designer, & Big Fuckin' Nerd.

Ryan Vilbrandt, Systems Expert, Dev, Also Huge Nerd.


An enormous THANK YOU to the following folks for the various pieces that make up this hefty little guide. Your creations provided the weighty foundation that allowed me to go ham.

Credits & Resources

Systems

  • Jakef217 for the College of Bows bard subclass
  • /u/trouvant for the Emissary warlock patron
  • Namklim for the suggestion to use Team Morale from Supers & Sorcery for Limit Break
  • Vivid_Steel for the Glamour Prism write up
  • /u/SixthofDawn for the Death Working spell
  • Robin Miller from Nerdarchy for inspiration for alternative characteristics for the various backgrounds
  • Juston Dixon from help-action.com for alternative characteristics for Investigator
  • /u/doctormccoy1701 for additions to the This Is Your Life table

Artwork

  • Square Enix's frankly incredible art team, with all of the amazing artwork produced for FFXIV. Nearly every piece in this book is official artwork in some capacity. There are only two exceptions:
  • The Sharlayan Scholar illustration by Wang ChienHan
  • The Emissary Warlock Patron illustration by Silverling
  • The adventure pack image is from official D&D 5e artwork.
  • Packetdancer for high res city-state flags

Art Resources

Table of Contents

Forecontent

Foreword & Credits 1
Campaign Introduction 5

Chapter 1: Hydaelyn

History 8
 A Brief History of Eorzea 8
Geography 11
 Map of Eorzea 11
 City-States of Eorzea 12
 The Garlean Empire 14
 Beast Tribes & Primals 15
Culture 16
 Gods & Religion 16
 Languages 20
 Magic & Aether 21
 Time & Measurements 22

Chapter 2: Races

Overview 24
Au Ra 26
Elezen 29
Garlean 31
Hrothgar 33
Hyur 35
Lalafell 37
Miqo'te 39
Roegadyn 41
Viera 43

Chapter 3: Classes

Overview 46
Artificer 47
Barbarian 50
Bard 52
Cleric 56
Druid 58
Fighter 60
Paladin 62
Ranger 64
Rogue 66
Warlock 68
Wizard 73

Chapter 4: Backgrounds

Overview 76
Adventurer's Guild Veteran 76
Archaeologist 78
Child of Celebrity 80
Commoner 81
Disciple of the Hand 82
Ex-Pirate 84
Investigator 86
Maelstrom Officer (Yellowjacket) 88
Sharlayan Scholar (Archon) 90

Chapter 5: This Is Your Life

Discover Your Origins 93
 Parents 93
 Birthplace 93
 Siblings 94
 Family & Friends 94
 Lifestyle & Memories 94
Personal Decisions 95
 Background 95
 Class Training 96
Life Events 99
Secondary Tables 100
 Adventures 100
 Arcane Matters 100
 Crime 100
 Punishment 100
 Supernatural Events 100
 Tragedies 101
 War 101
 Weird Stuff 102
Supplemental Tables 102
 Alignment 102
 Cause of Death 102
 Class 103
 Occupation 103
 Race 103
 Relationship 103
 Status 103

Appendices

Appendix A: House Rules 105
 Advancement 105
 Character Creation 105
 Required House Rules 106
 Optional House Rules 107
 New Spells 107
Appendix B: Additional Equipment 108
 Firearms 108
 Adventuring Gear 109
Appendix C: Seekers of the Sun Tribes & Names 110
Appendix D: Xaela Tribes 110
Appendix E: Roegadyn Dictionary 113
Appendix F: Garlean Hierarchy 119
Appendix G: Glossary 120
Five years ago, the lesser moon Dalamud exploded.

An extended war raged between your country of Eorzea and the Garlean Empire which has conquered half the globe. The Garleans sought to stamp out the menace of Primals: the Beastman tribes' summoned gods. And though Eorzea wished to do the same, Eorzea and Garlemald differed vastly on which means are justified to do so.

At the climax of the war, the Empire enacted its wild plan to pull the lesser moon Dalamud down from the sky as a giant meteor, and rid the world of the Primal threat altogether.

However, it turns out that Dalamud was no moon: it was a prison for the elder Primal, Bahamut. Bahamut decimated both sides. The Garleans fled, and destruction rained down upon Eorzea. It was only by the daring actions of Archon Louisoix Leveilleur that the people of Eorzea were saved: with a massive spell, Louisoix bound Bahamut to a new prison and teleported Eorzea's people forward in time.

That was the Calamity of the Seventh Umbral Era, and Eorzeans have felt the ripples ever since.

You are three 2nd-level adventurers. You have newly turned to the adventuring life, and are currently on a boat on your way to the formerly piratical marine city-state, Limsa Lominsa. You have appointments to meet with Baderon Tenfingers, the proprietor of Limsa Lominsa's Adventurers' Guild.

But there are rumblings that the Primal threat is resurfacing across the land…

… a strange cult others call the Paragons have started making moves in the shadows …

… and the Garlean Empire has begun to stir once more …

In this campaign, expect...

  • ...To rise from green adventurers to storied heroes in defense of the realm!
  • ...To make dear friends and staunch allies!
  • ...To command the helm of an epic tale!
  • ...A dense world full of lore, hooks and mystery!
  • ...To fight on the side of the Light against the encroaching Darkness!
  • ...To engage in politics, supernatural shenanigans, and the plight of the everyman!
  • ...The clash of magic versus technology, imperial conquerors versus scrappy city-states!
  • ...A game more storyline than sandbox, but your choices and decisions still matter!

Who are you, sprouts?

You might be a Hyur, a human-like race. Of those, perhaps you are a Midlander, a race found all over the world, adaptable to the max. Or, perhaps you are a Highlander, a race primarily from Ala Mhigo, a city-state that was conquered by the Garlean Empire.


You might be an Elezen, a tall, elf-like race. The Wildwood live in the Twelveswood, and are fiercely protective of their forest. Perhaps you are a Duskwight, making your way in a world that views you with suspicion. Or perhaps you hail from Ishgard, the staunchly religious and fiercely regimented city-state isolated in northern Eorzea.


You might be a Roegadyn, a goliath-like race who hail from mountain and sea. You may be a Sea Wolf pirate from Limsa Lominsa, or perhaps a Hellsguard from a distant volcano.


You might be a Lalafell, an adorable halfling-like race known for being full of ambition, greed, and good cheer. You might be a Dunesfolk hailing from the desert land of Thanalan, making your way amongst the refugees in Ul'dah. Or perhaps you are a Plainsfolk who took up farming in Limsa Lominsa, and you're scratching out every gil you can manage.


You might be a Miqo'te, a cat-like race of humanoids. Perhaps you're a nomadic Seeker of the Sun who crosses the deserts looking for treasure. Or maybe you're a Keeper of the Moon in the Twelveswood, trying to carve a life for yourself from the woods.


You might be Garlean, a human-like race with a talent for magitek but no capacity for magic. You defected from the Empire and perhaps you are looking to enact change from the other side, disguised as an Eorzean. Or perhaps you just want to get away from Garlemald and see Eorzea's beauty.


You might be an Au Ra, a draconic humanoid race. Perhaps you've left your native home of the Azim Steppes as a Xaela, looking to explore the world or prove your might in battle. Or maybe you're one of the Raen, and your people integrated into Eorzea long ago, and you wish to wake up from your sleepy life with a new thrill.


You might be a Hrothgar, a powerful lion-like bestial race that is steeped in tradition and wanderlust both. You might be a Helion, set adrift after the loss of your queen, or you might be a Lost, thirsting for the freedom that adventure grants you.


You might be a Viera, an elusive rabbit-like humanoid that lived in secret seclusion. Perhaps your strict roles started to chafe, and you adventure for freedom. Or maybe your home was destroyed and you're trying to find your way in an unfamiliar world.

Get Ready!

The classes have been rewritten for flavor, and the number of available subclasses reduced. In addition, there are all new backgrounds and a fresh "This Is Your Life" section to suit the campaign.

Be sure to read through all of your options before settling on your character for... A Realm Reborn!

Hydaelyn

It Begins...

Hydaelyn — a vibrant planet blessed by the light of the Crystal. Amid azure seas, encompassing the westernmost of the Three Great Continents, there lies a realm embraced by gods and forged by heroes. Her name... Eorzea. Eorzean history charts the rise of a succession of great civilizations, each enjoying an age of peace ─ the Astral Eras.


To date, all have proven ephemeral.


In the year 1572 of the Sixth and most recent Astral Era, the northern empire of Garlemald amassed a great army at the heart of Eorzea, seeking dominion over all. Rising in desperate resistance, the forces of the Eorzean Alliance met their would-be conquerors in the field. Yet even as the battle raged, the lesser moon Dalamud was plucked from the heavens through imperial machination. From its core emerged the elder primal Bahamut, who unleashed his fury upon the realm. The devastation brought Eorzea to its knees, and the era to its end.


Yet every end marks a new beginning.


Five years have come and gone. The light of life still shines upon Eorzea. Man labors tirelessly to raise himself from the Calamity's ruin. The realm is forever changed, a stranger to him once more. Yet heedless of what lies ahead, he shall press on, spurred by the promise of peace and prosperity. Amid this period of great change, a trio of adventurers arrive in Eorzea... three whose tale is yet unwritten. May they ever walk in the light of the Crystal.


On a windswept isle in the southwestern corner of the realm, amidst the roiling waves of the Rhotano Sea, lies the maritime city-state of Limsa Lominsa. To this haven for bandits and brigands, cutthroats and curs, seekers of both freedom and fortune, comes three unwitting adventurers. Lone, yet not alone, for their arrivals have drawn the gaze of the nation's patron deity Llymlaen. What realm-shaking fate has She descried in the churning waters of these mortals' futures? Through peril and hardship, discovery and triumph, may the Navigator guide these brave souls on their lifes' voyages...


Till sea swallows all!

A Brief History of Eorzea

Astral and Umbral Eras

Times in Eorzean history are commonly broken down into Astral Eras and Umbral Eras. Astral Eras are eras where mankind's civilization grows and flourishes — typically considered a golden age. Umbral Eras are the product of catastrophe, when mankind's civilization is destroyed or set back.

The Time of the Twelve

Prehistory. Eorzea is inhabited by gods and goddesses who walk the star — presumably the Twelve. Over time, wandering tribes of mankind began to appear across the land.

First Umbral Era

Prehistory. The wandering tribes begin to war with each other, fighting over land and resources. Dragons descend on man, establishing their race in Eorzea.


Calamity. Seeing the bloodthirst of mankind, the Twelve are disgusted and dismayed. They abandon the star, leaving mankind bereft of their gifts and oversight.

First Astral Era

Year Unknown. Known as the Age of Man, mankind develops tools and technology that allows them to embrace civilization and abandon their hunter-gatherer ways. Basic science and simple metallurgy are born. Towns and villages are established, which soon develop into kingdoms.

Second Umbral Era

Year Unknown. Metallurgy evolves, and tools of enlightenment are cast aside in favor of forging stronger, deadlier weapons. The young kingdoms of mankind descend into bloodstained madness and war. Despite the wars, mankind thrives. Their numbers are multiplying. But as a result, they are fast outstripping their resources. Forests are felled, mountains are gutted, and the skies darken.


Calamity. A volcano erupts, casting the world into eternal darkness and flame. This is followed by massive thunderstorms that raze the land. Pestilence and plague decimates man as they flee into caves to outlast the destruction of their home.

Second Astral Era

Year Unknown. The first forms of magic are born from human prayer. As a result, the surviving Spoken races turn to prayer, and theocracies rise in place of kingdoms. The arts of painting, goldsmithing, and stonemasonry advance rapidly, and as a result, mankind comes to understand steel.

Third Umbral Era

Year Unknown. Mankind descends once more into holy wars, witch hunts, and religious cleansing as religions vie for superiority and truth. With fields left unattended, those who do not march into battle are left to starve.


Calamity. For reasons unknown, the sun grows larger in the sky. It parches the earth and saps the life from all creation. Fields and forests are reduced to dust-choked wastelands, causing widespread famine and death.

Third Astral Era

Around 5000-6000 years ago. A man named Emperor Xande establishes the Allagan Empire in Eorzea and conquers most of the known world, save Meracydia, the home of the dragons. He builds the Crystal Tower as a symbol of prosperity and seat of power for Allag. Over time, they develop technology and reach a pinnacle of science and Magitek — even developing spaceflight.


Around 5000 years ago. Emperor Xande, timeless and ambitious, marches on Meracydia. The Allagan invasion does battle with the dragon Bahamut, but he soon returns with the powers of a Primal. Emperor Xande defeats him once more and seals him within an artificial satellite: Dalamud.

Fourth Umbral Era

Around 5000 years ago. An uprising against Emperor Xande prompts him to extract energy from Dalamud and into the Crystal Tower in an attempt to defend his empire.


Calamity. However, the Tower fails to hold the surge and releases the excess into the ground. The tower sinks into the earth, and a great earthquake destroys all ground-based areas in the Allagan Empire. A new force of creatures called Voidsent pour into Eorzea, spreading terror. Their civilization rapidly disintegrates, with much of its knowledge scattered or lost.

Fourth Astral Era

Around 4000 years ago. Technology reverts to pre-Allagan levels as the Spoken races rebuild civilization once more from the ground up.

Fourth Umbral Era

Calamity. During a period known now as the Age of Endless Frost, an ice grips Eorzea. Mankind ekes out an existence in the solid tundras. Meanwhile, the ancestors of modern Miqo'te, descendants of Allagan slaves, arrive in Eorzea by crossing the frozen seas.

Fifth Astral Era

Around 3000 years ago. As civilization thaws, mankind discovers arcane magic. A talented wizard named Shattoto pulls dark matter from the stars — a substance said to have the opposite properties of Holy Water.

In crafting tools with it, Shattoto pioneers the art of Black Magic. A nation of black mages is founded, known as Mhach. They become a dominant power with their ability to control the voidsent.

Meanwhile, in the Black Shroud, the kingdom of Amdapor flourishes. As Mhach grows stronger, Amdapor develops White Magic by harnessing the power of the Elementals and the very star itself. This magic counters the black magic of Mhach.

Sixth Umbral Era

Around 1500 years ago. As Mhach declares war on Amdapor, the War of the Magi breaks out. The two nations fight in an escalating and all-consuming conflict. In the crossfire, Mhach takes out the neutral arcanima faction of Nym.


Calamity. As excessive misuse of magic tips the aetheric balance, the Elementals strike out and punish Eorzeans with a Great Flood. The few survivors cling to the mountaintops — the only safe territory left. The secrets of void magic are lost, and both white and black magic are deemed forbidden arts. Only those specifically sanctioned by the Elementals themselves may practice any form of white magic.

Meanwhile, a small group of surviving mages meet in secret and agree to preserve both black and white arts, combining them into a secret new art: Red Magic.

Sixth Astral Era

Year 200-1512. The modern city-states as we know them are founded. The first instance of an Eorzean Alliance is formed as Ishgard, Limsa Lominsa, and Ul'dah send reinforcements to defend Gridania from the invading Ala Mhigo.


Year 1513-1500. Historic proof of ancient Allag's existence is found, proving the ancient civilization was more than myth. Solus zos Galvus, new leader of a small nation called Garlemald, uses these secrets to spark an industrial revolution in magitek. Garlemald is born anew as the Garlean Empire.


Year 1501-1561. The Empire spreads across the star, conquering nation after nation with its new technology. The legatus Gaius van Baelsar capturs Ala Mhigo for the Empire, establishing a foothold into Eorzea, but a summoned Primal forces them to retreat.


Year 1562. The Garleans move on Mor Dhona to seize resources. However, the wyrmking, Midgardsormr, wakes from his sleep in Silvertear Lake and summons his brood to fight the Empire's airships. The Battle of Silvertear Skies ends when Midgardsormr coils around their flagship, sinking it into the lake. Exploding ceruleum tanks in the hull kill the wyrmking. A pillar of light, ceruleum, and aether erupts from the wreckage, crystalizing local flora over decades.


Year 1562-1570. Gaius van Baelsar retreats and the Empire goes quiet as they consider their next plans. With purposeless armies and aimless citizens, the city-states create the job of "adventurer" and found guilds and services to support it, in hopes of providing an outlet for their training and ambition.


Year 1571. The Beast Tribes begin summoning Primals, putting both Eorzea and the Garlean Empire on edge. Emperor Solus grants Legatus Nael van Darnus approval to go ahead with Project Meteor: a daring project to pull Dalamud from the skies and onto Eorzea to end the rising Primal threat.

Seventh Umbral Era:     The Current Era

Year 1572. Nael van Darnus covertly builds a castrum on the fringes of Mor Dhona to house a transmitter that will harness the ambient aether and pull Dalamud down from the heavens. Once complete, he activates it. Though a group of adventurers destroys the transmitter and slays van Darnus, the damage is done. Dalamud is descending. Archon Louisoix, a Sharlayan scholarch devoted to the preservation of peace, begins preparing an enormous ritual in hopes of averting disaster. Meanwhile, forces gather at Carteneau Flats for a massive battle.


Calamity. During the Battle of Carteneau, Dalamud breaks apart and releases the Dreadwyrm Bahamut. Maddened after its long imprisonment, Bahamut lays waste to Eorzea. Louisoix summons the Twelve Themselves in an attempt to seal away the Primal. Unfortunately, Bahamut breaks free before the ritual could be finished, and, as it draws in a breath for a colossal attack, the Archon uses the last of his strength to teleport the survivors from the battlefield to five years in the future.

The survivors awake to an Eorzea forever changed by Bahamut's fury. Weather patterns have shifted, entire areas of the country have been obliterated, and the land is scarred by crystal and devastation. Eorzeans have picked up their lives and begun to rebuild, but it's early days yet.

Adventurers are the thread that holds Eorzea together in these hectic times: good souls who venture out to help the helpless, whether for coin or honor. And three such adventurers have new history to write...

The Eorzean City-States

Gridania

Leader Kan-E-Senna, the Elder Seedseer
Grand Company Order of the Twin Adder
Military & Police Forces the Gods' Quiver, the Wood Wailers
Beast Tribes Ixal
Favored Goddess Nophica
Adventurer's Guild Contact Mother Mioune

Each tree, each shrub, each leaf, each blade of grass — we treat them as our own sons and daughters. And for that, we are loved by the wood.

— O-Guna-Por, Master Conjuror and Prophet


Gridania is located in the east of the Aldenard continent, within dense woodlands and coursing rivers. It is well known in Eorzea for its forestry, agriculture, carpentry and leatherworking trades - a product of Gridania's emphasis on harmony with nature and the forest's Elementals.

It rests in the midst of the Black Shroud, a dense forest also known as the Twelveswood that serves to filter out those hostile towards the Elementals from those in cooperation with them. It is by far the most unified of the city-states.

The Elementals of the Twelvewoods pervade all aspects of Gridanian culture. The Gridanians respect, even fear, the Elementals for the power they wield, and appease them through festivals and ritual dance. The Elementals have been known to take control of the creatures, and even peoples, of the forest and use them to attack outsiders.

Limsa Lominsa

Leader Admiral Merlwyb Bloefhiswyn
Grand Company The Maelstrom
Military & Police Forces the Knights of the Barracuda, the Yellowjackets
Beast Tribes Kobolds, Sahagin
Favored Goddess Llemlaen
Adventurer's Guild Contact Baderon Tenfingers

No man may tread upon me, for I am the sea.

-- N'bolata Tyata, 77th Admiral of Limsa Lominsa


On the southern coast of the island of Vylbrand, under the shadow of ancient cliffs worn by the relentless onslaught of the Rhotano Sea, lies the marine city-state of Limsa Lominsa. Said to be blessed by the goddess of navigation, Llymlaen, the city is spread out over countless tiny islands, each connected by sturdy bridges of iron and wood construction, earning her the name the "Navigator's Veil" from traveling bards who have witnessed the city's beauty from afar.

Limsa Lominsa is a traditional thalassocracy, with power lying in the hands of the ruling party and its leader, Admiral Merlwyb Bloefhiswyn. Its economy is driven by shipbuilding, fishing, and blacksmithing, but the majority of wealth comes from the lucrative shipping industry.

To maintain the safety of its maritime routes, the city employs a formidable navy known as the Knights of the Barracuda, but even in the waters nearby the city, pirate bands run rampant, raving and pillaging. Admiral Merlwyb

reinstated the Maelstrom to combine the forces of the Knights, conscripted pirates, and adventurers into a land-and-sea army to combat the Garlean Empire and the encroaching Sahagin of the Indigo Deep.

Ul'dah

Leader Sultana Nanamo ul Namo, the Syndicate
Grand Company The Immortal Flames
Military & Police Forces the Brass Blades
Beast Tribes Amal'jaa
Favored Goddess Nald'thal
Adventurer's Guild Contact Momodi

“Gil, gil, gil. That’s what it’s all about here in Ul'dah. Everything’s got a price — even life. And the price of that is so high, there’s some who’d sell the lives of others to the Garleans.”

-- Undaunted Adventurer


The bustling commercial hub of Ul'dah sits amid the desolate desert landscape of southern Aldenard. The city is organized strategically around the dome-shaped citadel at the center. Its towering fortifications and protective outer walls are visible for malms in all directions to deter would-be besiegers.

Visitors from every corner of Eorzea come to Ul'dah to partake of the city's famed recreation, most notably the fighting arenas and gambling halls. Ul'dahn culture is known for its affluence, and the nation's wealth largely comes from its abundant mineral resources and prestigious clothcrafting industry.

Historically, the sultan claims sovereignty over Ul'dah, but true power is wielded by the Syndicate, an elite group of six of the most influential and richest members of society. Nald'thal is the city's patron deity and two great halls devoted to his two aspects are found in the eastern and western sections of the city.

The Unallied City-States

Ala Mhigo

“Our home may be lost to us, but it takes more than stones and mortar to define who we are. No matter where we may be, Ala Mhigo lives on within us all. It is for you to decide what to make of this legacy.”

-- Gundobald, leader of Little Ala Mhigo


This city-state is located in the region of Gyr Abania, situated upon the eastern highlands of Aldenard. Though this aggressive nation frequently sought to conquer its neighbors in the west, at the same time it repelled countless invasions from the east in Ilsebard. It finally succumbed in the Year 1557 to incursions from the mighty Garlean Empire, and now is reduced to an imperial province.

Ishgard

“A man must gaze not upon the eyes of a dragon. A man must hearken not the words of a dragon. A man must lay his hands not upon the flesh nor blood of a dragon. The archbishop, his Holiness, declares thus, and thus is it law.”

-- Hubertain


The Holy See of Ishgard is found in the central region of Abalathia's Spine, the highlands of Coerthas. The archbishop of the Ishgardian Orthodox Church rules as the nation's sovereign. For a thousand years, they have waged war with the great wyrm Nidhogg and his Dravanian Horde.

(New) Sharlayan

“Upon arriving at these shores, they established a camp for their scholarly endeavors. Over time, this camp grew into a settlement, and the settlement prospered, and so much so that it came to be counted amongst Eorzea’s great city-states. Alas, those glory days are now but a fading memory. With her keepers lost to her, Sharlayan has become an empty husk of her former self.”

-- Y'shtola Rhul, Archon of Old Sharlayan


Though not truly a city-state in the strictest sense, the colony of Sharlayan in the Dravanian hinterlands came to be considered among the great city-states as it grew into a major city of learning. However, when Ala Mhigo fell to Garlemald, the Sharlayans decided to return to their same-named northern homeland in a mass exodus, leaving the city abandoned.

The Garlean Empire

Leader Emperor Solus zos Galvus
Motivation Conquering the Three Great Continents and ending the influence of Primals ("eikons")

The Garlean Empire is a major world power on Hydaelyn. Operating out of the region of Garlemald, in the far north of the continent of Ilsabard, it has sought to annex the realms beyond its borders for the past several decades. The key to the Empire's success in their advanced technology, specializing in magitek machinery and airships. Their magitek is powered by a substance called ceruleum, a form of aetherized fuel.

Their society and culture are highly regimented and militaristic: military enlistment is expected of every able-bodied citizen.

The Imperials are mainly of the Garlean race, characterized by their inability to use magick in comparison to the world's other races. However, they also draw in citizens of all races from their conquered lands by offering citizenship to any who fight in the Garlean military.

Native Garleans can be distinguished from other Hyur by the presence of a "third eye" on their forehead: a keritinized, jewel-like growth that is believed to improve the race's capacity for spacial recognition. This gives them an advantage over other races when it comes to navigating aircraft or firing weapons.

The Beast Tribes

Amalj'aa

The hulking Amalj'aa are a race of nomadic beastmen who inhabit the grasslands of Paglth'an, where they subsist by hunting the native wildlife. These worshippers of the primal Ifrit believe that the region of Thanalan has been purified by sacred flame. In their efforts to reclaim this holy land, Amalj'aa warriors have clashed time and again with the forces of the sultanate of Ul'dah.

Ixali

This aggressive mountain tribe claims the wind-blasted canyons of Xelphatol as their domain. Though their race has long since lost the capability for flight, the feathered beastmen are fervently proud of their vestigial wings. The Ixal stage frequent raids into the Black Shroud, and fell trees to offer in worship to their patron deity, the primal Garuda. Such behavior, however, leads to violent confrontations with the people of Gridania.

Kobolds

The kobolds are a race of mole-like creatures who have excavated a warren of tunnels beneath O'Ghomoro, a mighty peak rising in northern Vylbrand. Believing the ores of the earth to be a gift of the primal Titan, these subterranean beastmen seek to divine their deity's teachings through the arts of alchemy and metallurgy. Despite forging a peace agreement with Limsa Lominsa, recent conflicts over mineral deposits have led to a resurgence of hostilities.

Sahagin

This aquatic race of beastmen reside in a city built at the bottom of the Indigo Deep. Known for attacking ocean-faring ships and dragging sailors screaming into the murky depths, the Sahagin are often the subject of angry and fearful curses on the streets of Limsa Lominsa. Since the advent of the Seventh Umbral Era, these hostile denizens of the sea have taken to seizing territory along the Vylbrand coastline in order to establish new spawning grounds.

Sylphs

A diminutive people who dwell deep within the Black Shroud, sylphs resemble delicate dolls wrapped in vibrant leaves. By and large, these woodland folk hold favorable relations with other races, and have become an almost common sight since a trade in crystals was established. The Garlean invasion of the Black Shroud, however, has quickly soured the sylphs' view of outsiders.

The Twelve Gods (plus Hydaelyn)
Deity Element Suggested Domains Symbol
Althyk the Keeper Earth Arcana, Order The Hourglass
Azeyma the Warden Fire Knowledge, Light The Radiant Sun
Byregot the Builder Lightning Forge, Order The Hand
Halone the Fury Ice Tempest, War Three Spears
Hydaelyn the Mothercrystal All Life, Light The Crystal
Llymlaen the Navigator Wind Life, Tempest The Wave
Menphina the Lover Ice Light, Peace The Full Moon
Nald'Thal the Traders Fire Trickery, Void The Cowry
Nophica the Matron Earth Life, Nature The Spring Leaf
Nymeia the Spinner Water Arcana, Trickery The Spinning Wheel
Oschon the Wanderer Wind Forge, Nature The Walking Stick
Rhalgr the Destroyer Lightning Void, War The Striking Meteor
Thaliak the Scholar Water Knowledge, Peace The Scroll

Gods and Religion


Eorzea. A land loved by gods, and forged by heroes.


The gods of which this epithet speaks are the Twelve — the pillars upon which religious faith in Eorzea firmly rests.

Belief in the Twelve, a pantheon of gods and goddesses each represented by one of the six elements upon which all creation is founded, has served as a cornerstone for civilization in Eorzea for millenia. Though theologians remain unsure of the exact origins of Twelve worship in Eorzea, studies of relics from the Allagan civilization tell us that even five thousand years ago, at the peak of the Third Astral Era, the six-and-six deities were already engrained in society — as they are today.

Not only is the year divided into twelve, and twelve-year cycles used in modern astrology, city-states still choose a patron deity to serve as a guardian over their lands, with that deity becoming a focal point of cultural development, such as the case with Nald'thal and the economically inclined Ul'dahns.

Sometimes people from certain races or professions will choose to focus their worship on a single deity. Many Miqo'te of the Seekers of the Sun will follow the teachings of Azeyma, the Warden and goddess of the sun. Sailors will often pray to Llymlaen, watcher of seas and goddess of navigation, to see their ships safely to port, and artisans will pray to Byregot to guide their hands.

Hydaelyn the Crystal

Suggested Domains: Life, Light


Prayers and Curses: May you walk in the light of the Crystal; by Hydaelyn's light


Hydaelyn, also referred to simply as the Crystal or the Mothercrystal, is the all-compassionate, all-loving mother of the star bearing Her name. She stands for good and is said to have infinite love for Her children, the races of man on Hydaelyn. She is depicted as an enormous aethercrystal.

Althyk the Keeper

Suggested Domains: Arcana, Order


Prayers and Curses: O Puissant Althyk!; The Keeper be praised!


Althyk is the surveyor of change and space and god of time. He commands the element of earth and is associated with the twelfth moon of the Eorzean calendar. He receives praise from people who passionately pursue the particulars of the past, as well as those who fumble to fathom the future. Sadly, He seldom seems to satisfy supplications for His succor. Plead as we might, the Keeper stalls the hands of time for no soul. He is most often depicted as an austere emperor wielding a mythril greataxe. His symbol is the hourglass.

Azeyma the Warden

Suggested Domains: Knowledge, Light


Prayers and Curses: Azeyma's justice!; Praise be to Azeyma; great Warden in the sky; beacon of righteousness!; By Her light, our paths are lit; By Her providence, our way is known!


Azeyma is keeper of the sun and goddess of inquiry. She commands the element of fire and is associated with the ninth moon of the Eorzean calendar. Standing in steadfast surveillance of the sun, this goddess favors inquisitive individuals. She consoles all who would confess to their crimes. It is said that to offer prayers before Her mark is to invoke Her divine judgment. She is most often depicted as a noble lady holding a golden fan. Her symbol is the radiant sun.

Byregot the Builder

Suggested Domains: Forge, Order


Prayers and Curses: Byregot's buttock!; Byregot guide my hammer; By Byregot's beard; Hoglets to hornets and Byregot's my uncle; He's spitting in the face of the Builder; There’s naught the Destroyer can ruin that the Builder cannot mend.


Byregot is the purveyor of architecture and industry, and god of the arts. He commands the element of lightning and is associated with the seventh moon of the Eorzean calendar. As His style suggests, this divinity is an ardent advocate of architecture and the arts. Small wonder, then, that those who carve a career out of crafting have a high opinion of Him. He is most often depicted as an ardent smith with a two-headed hammer. His symbol is the hand.

Halone the Fury

Suggested Domains: Tempest, War


Prayers and Curses: I swear to the Fury; May the Fury give you strength; The speed of the Fury be with you; Oh for the Fury's pity; Halone have mercy!


Halone, mover of glaciers and goddess of war, is the guardian deity of Ishgard. She commands the element of ice and is associated with the first moon of the Eorzean calendar. Halone's spear is said to fill Her followers not only with the power to overcome their enemies, but also the compassion that is necessary to grant those same enemies mercy. She is most often depicted as a relentless warrioress armed with a bronze greatshield. Her symbol is the three spears.

Llymlaen the Navigator

Suggested Domains: Life, Tempest


Prayers and Curses: Praise the Navigator!; May the Navigator watch over your journey; By the eyes of the Navigator!


Llymlaen, watcher of the seas and goddess of navigation, is the guardian deity of Limsa Lominsa. She commands the element of wind and is associated with the fifth moon of the Eorzean calendar. True believers make pilgrimages to the mark of the Navigator before they set sail, and upon their safe return to port. The worship of Llymlaen has roots in a loose collection of local beliefs, however, and thus cannot be thought of as a formal religion. She is most often depicted as a strong fisherwoman wielding a long-bladed harpoon. Her symbol is the wave.

Menphina the Lover

Suggested Domains: Light, Peace


Prayers and Curses: By Menphina's breast!; May Menphina grant you peace


Menphina is keeper of the twin moons and the goddess of love. She commands the element of ice and is associated with the second moon of the Eorzean calendar. Before the Calamity, Dalamud was considered her loyal hound, ever revolving around her. Menphina teaches her devotees that their worth is measured not only by the love they receive, but by the love they give. She is most often depicted as a maid carrying a round skillet. Her symbol is the full moon.

Nald'thal the Traders

Suggested Domains: Trickery, Void


Prayers and Curses: May Nald'thal lighten your cares and fill your purse!; May Thal lift their burdens and dry their tears!; Thal's bloody balls!


Nald'thal, overseer of the underworld and god of commerce, is the guardian deity of Ul'dah. He commands the element of fire and is associated with the tenth moon of the Eorzean calendar. Nald'thal is the single manifestation of the deific twins Nald and Thal. This dual-aspected divinity administration of the afterlife and commerce is a curious combination. Eminent entities in the sand-girt sultanate, Nald looks after the living, while Thal deals with the dead. To Nald'thal, our lives are an everlasting cycle of exchange. He is most often depicted as a discerning merchant holding a balance. His symbol is the cowry, an ancient shell currency.

Nophica the Matron

Suggested Domains: Life, Nature


Prayers and Curses: May Nophica guide your path; Praise Nophica; I swear by Nophica; Nophica preserve us; Matron's teats!


Nophica, tender of soils and goddess of good harvests and abundance, is the patron deity of Gridania. While She does not want for devotees in other lands, only in the Twelveswood does one find the curious belief that the Elementals are sprung from Her essence. These beings are at once the force of the forest’s vitality and its defenders, ever ready to purge invaders from amongst the trees. She commands the element of earth and is associated with the eleventh moon of the Eorzean calendar. She is most often depicted as a jubilant farmer holding a scythe of steel. Her symbol is the spring leaf.

Nymeia the Spinner

Suggested Domains: Arcana, Trickery


Prayers and Curses: Nymeia go with you; the Spinner has smiled upon you; Nymeia must surely be smirking at her own cleverness; Nymeia willing; Such is the will of the Spinner; The Spinner pulls but the Wanderer pushes away.


Nymeia is the watcher of celestial bodies and goddess of fate. She commands the element of water and is associated with the fourth moon of the Eorzean calendar. This deity determines destinies while supervising the stellar sphere. In directing the dance of the stars, She weaves the fates of men. Those given to gambling are oft heard petitioning Her partiality. She is most often depicted as a weaver donning a white, silken veil. Her symbol is the spinning wheel.

Oschon the Wanderer

Suggested Domains: Forge, Nature


Prayers and Curses: Wanderer keep watch on ye; Oschon's blessings be upon ye; May Oschon smile on you; The Spinner pulls but the Wanderer pushes away.


Oschon is ruler of the mountains and god of wanderers and vagrants. He commands the element of wind and is associated with the sixth moon of the Eorzean calendar. He presides over peaks and is patron to travelers and transients. People pray for His protection prior to peregrinating. He is most often depicted as a carefree ranger wielding a bow of yew. His symbol is the walking stick.

Rhalgr the Destroyer

Suggested Domains: Void, War


Prayers and Curses: May Rhalgr give you strength; Rhalgr take me; Rhalgr strike me down for a fool; Wrath of Rhalgr; There’s naught the Destroyer can ruin that the Builder cannot mend.


Rhalgr, breaker of worlds, is the god of destruction and guardian deity of the now fallen nation of Ala Mhigo. He commands the element of lightning and is associated with the eighth moon of the Eorzean calendar. Symbolizing strength, He breaks all barriers that presume to prevent one’s passage. He is most often depicted as a magi carrying a staff of bronze. His symbol is the streakin meteor.

Thaliak the Scholar

Suggested Domains: Knowledge, Peace


Prayers and Curses: May wise Thaliak bring harmony to your endeavors; Thaliak be praised!; May the Scholar watch over you.


Thaliak, ruler of rivers and wisdom and god of knowledge, is the guardian deity of Sharlayan. He commands the element of water and is associated with the third moon of the Eorzean calendar. The Scholar is said to provides his followers with such knowledge as would allow them to bend the world to their will. He is most often depicted as a reserved scholar holding an ashen staff. His symbol is the scroll.

Languages

Eorzea is home to many different races and cultures. Some languages are native to a particular race; others have emerged from a particular region. There are even rare or antiquated languages that few know, such as Ancient Allagan. As you might imagine, your character knows a language — maybe even two!

The Common Tongue, "Hyur"

The most common language in Eorzea is simply known as the common tongue or referred to as "Hyur." The Eorzean language is also spoken among Beast Tribes, although it can be difficult to understand through their accents or linguistic quirks.

The script used for this common tongue is shown below.













Selecting Your Languages

The following tables show you the available languages you can pick for your character, as well as some that may not be available at character creation, but which you will undoubtedly run across in your adventures in Eorzea.

Please note that as a part of this campaign, your character will be able to understand any spoken tongue — even that of animals! However, your character will not be able to read, write, or speak any langauges they do not have proficiency in.

Some languages may require justification as for why your character would know this language. Ask your DM!

Common Languages

Language Origin Justification
Auri Au'ra No
Elezen Elezen No
Garlean Garlean Yes
Hrothgari Hrothgar No
Huntspeak Miqo'te No
Hyur Universal No
Lalafellin Lalafell No
Roegadyn      Roegadyn                           No
Vieran Viera No

Exotic Languages

Language Origin Justification
Ascian ??? DM Only
Auran Ixali Yes
Aquan Sahagin Yes
Dragonspeak Dragons DM Only
Druidic Druid Yes
Giant Gigas, Hecatoncheir Yes
Gobbiespeak Goblins, Qiqirn Yes
High Allagan Allag DM Only
Padjali Padjal DM Only
Primordial Elementals Yes
Reptilian Amalj'aa, Mamol'ja, Ananta Yes
Sylvan Moogles, Sylph Yes
Voidspeech The Void Yes

Magic & Aether

Aether can be aspected into six elements — ice, water, wind, lightning, fire, and earth — and is drawn towards two polarities: Astral, the active, and Umbral, the passive. It also comes in three forms: memories and souls which are interconnected, corporeal aether like the aetheryte, and forms of nourishment that are in constant flux.

Aether is released from the body upon death and it disappears from the physical realm to mingle back into the aetherical sea from which all life begins. Only so much of it can cross over at a time, and any excess remains to form a glowing mist, crystals, or even ghostly apparitions.

The Lifestream

The Lifestream is the flow of aether that streams through the aetherial sea. All conscious life originates from the Lifestream and in death all life returns to it. Where aether from the Lifestream pools especially densely, the ephemeral aether springs from the ground and forms a crystalline structure.

Resurrection

Once in a very great while, a miraculous story is passed around of those who have been pulled back from death. Resurrection is not at all commonplace in Eorzea, nor is it well understood.

Aetherytes

Aetherytes are massive, floating shards of crystallized aether, precisely cut and fused to arcane machinery. They are often found in the places most connected to the Lifestream. While it is not known when or by whom these devices were originally constructed, their ability to enable teleportation has become the backbone of advanced transportation throughout the realm, with most managed and operated by individual city-states.

Though the exact mechanism behind teleportation via Aetheryte is still largely a mystery, the gist is that someone touches the Aetheryte and focuses on their destination, the Aetheryte breaks their aether down to its smallest components and funnels them through the Lifestream. Guided by their soul, which does not break down, they reach their destination and the receiving Aetheryte returns them to their original form. This process takes only a matter of moments, allowing for nearly instant transportation to faraway destinations.

However, not everyone is capable of using Aetherytes to teleport. Only those beings who possess a surfeit of aether have enough to make use of Aetheryte teleportation. Most people in Eorzea's aetheric footprint is so small that they would disperse completely in the Lifestream before they reached their destination, provided they were able to activate the Aetheryte in the first place.

Even for those who can make use of Aetherytes, being broken down to the aetheric level will take its toll on one's body. Rest is often required after consecutive jumps, especially as the distance becomes greater. As a precaution, most city-states strongly discourage abuse of teleporting, as it can lead to irreversible damage.

As an adventurer, you are one of the lucky few who can make use of Aetheryte teleportation. You have enough surplus aether in your being to use an Aetheryte a number of times equal to your proficiency bonus - 1. You regain a use of Aetheryte teleportation at the beginning of every week on Iceday. In addition, traveling between very distant Aetherytes costs you more uses of Aetheryte teleportation at once. A good rule of thumb is that you need to spend 1 use of Aetheryte teleportation for every week (rounded up) it would take to travel between the two locations on foot.

Aetheryte Attuning

You can only Travel to Aetherytes that you have attuned to. Fortunately, attuning to an Aetheryte is simple: one must simply touch the crystal at the end of a short rest, and focus on matching the resonance of the aether within themselves to that of the crystal. You can be attuned to any number of Aetherytes at once.

Time & Measurements

The Eorzean calendar is determined by the moon Menphina's revolutions around Hydaelyn's two poles, called its Astral Pole and Umbral Pole. Although each of the twelve months ("moons") is colloquially named after one of the Twelve, Astrologians often prefer to use their more technical Polar Names. Like the Twelve, each moon is also associated with their element as well. Technically, this naming convention continues even to their hour names, but for this campaign, we will just use regular time.

The Eorzean Calendar
Eorzean English (approx) Technical Element
Halone January First Astral Moon Ice
Menphina Febraury First Umbral Moon Ice
Thaliak March Second Astral Moon Water
Nymeia April Second Umbral Moon Water
Llymlaen May Third Astral Moon Wind
Oschon June Third Umbral Moon Wind
Byregot July Fourth Astral Moon Lightning
Rhalgr August Fourth Umbral Moon Lightning
Azeyma September Fifth Astral Moon Fire
Nald'thal October Fifth Umbral Moon Fire
Nophica November Sixth Astral Moon Earth
Althyk December Sixth Umbral Moon Earth

Days of the Week
Eorzean English (approx)
Iceday Sunday
Watersday Monday
Windsday Tuesday
Lightningday Wednesday
Firesday Thursday
Earthsday Friday
Lightsday Saturday
Darksday N/A
Units of Time
Eorzean English (approx)
Bell Hour
Sun Day (24 Bells)
Sennight Week (8 Suns)
Fortnight 2 Weeks (16 Suns)
Moon Month (32 Suns)
Twelvemoon Year (12 Moons)
Epoch 12 Years

Distance/Weight
Eorzean English (approx)
Ilm Inch
Fulm Foot (12 Ilms)
Yalm Yard (3 Fulms)
Malm Mile (1760 Yalms)
Onze Ounce
Ponze Pound (16 Onzes)
Tonze Ton (2,000 Ponze)

Races

Races of A Realm Reborn
Race Subrace STR DEX CON INT WIS CHA
Au Ra Xaela +1 +2
Au Ra Raen +2 +1
Elezen Wildwood +1 +2
Elezen Duskwight +1 +2
Elezen Ishgardian +1 +2
Garlean +1 +2
Hrothgar Helion +2 +1
Hrothgar The Lost +2 +1
Hyur Midlanders * * * * * +1
Hyur Highlanders * * +1 * * *
Lalafell Plainsfolk +1 +2
Lalafell Dunesfolk +1 +2
Miqo'te Seeker of the Sun +2 +1
Miqo'te Keeper of the Moon +2 +1
Roegadyn Sea Wolf +2 +1
Roegadyn Hellsguard +2 +1
Viera Rava +2 +1
Viera Veena +2 +1
  • Hyurs get +1 to 3 ability scores of their choice as well.

Au Ra

The Au Ra are a draconic people who hail from the Far East, and are set apart by their scales and horns and the stark height difference between their males and females. The dark-scaled Xaela make the Azim Steppe their home, and have developed a wide array of tribal customs. The light-scaled Raen live largely among other societies, having long ago dispersed across Othard.

Elezen

The Elezen are elves who call the lands of Gridania and Ishgard their home. Taller than most races, they have naturally good eyesight and are in tune with the land. Over time they've come to be known in three different groups: the Wildwood, who are lighter skinned and dextrous, often skilled with a bow and living in the dense forests; their relatives the Duskwights, once living in a series of twisting tunnels and ruins underground, now having rejoined the surface; and the highly regimented Ishgardians, who live in their staunchly religious and fiercely isolated city-state of Ishgard, located in northern Eorzea.

Garlean

The Garleans are a physically hardy 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, Garleans have great difficulty channeling aether and thus, historically found themselves at a severe disadvantage. They instead developed technology to make up for their weakness and established the Garlean Empire, a dominant force which has ever since sought to conquer the globe.

A Garlean PC is a rebel or an outcast, no longer a part of their empire. Due to prejudice and fear amongst the peoples of Eorzea, they must conceal their third eye and live in disguise as any other Hyur.

Hrothgar

The Hrothgar are a powerful lion-like race from Ilsabard who lived in isolation for centuries, and struggle with the common tongue. The warm-colored Helions are tribes of males serving a single queen, while the more nomadic and mercurial Lost seek a life of freedom.

Hyur

The Hyur have spread across the entirety of the world, making it difficult to locate any true homeland — if they have any. The race is generally known to be split between the average-sized Midlanders, named for the elevation in which their sub-species lived for many years, and the taller, more muscular Highlanders, who have declared the high mountains of Ala Mhigo their homeland.

Lalafell

The Lalafell immigrated from the Southern islands to Eorzea, forming two distinct groups separated by their newfound geography. The darker-skinned Dunesfolk formed the jeweled city-state of Ul'dah in the deserts of Thanalan. Meanwhile the lighter-skinned Planesfolk settled and farmed the lands of Vylbrand, a large island off the mainland of Eorzea.

Miqo'te

The Miqo'te are a feline humanoids who traveled to Eorzea across a frozen sea long ago. This proud people revel 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.

Roegadyn

The Roegadyn are large, boisterous 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.

Viera

The Viera are race of rabbit humanoids who live in dense forests as protectors. Their more secluded nature means they generally avoid the outside world, staying largely to their domains in the Southeast. The dark-skinned Rava belong to the Golmore Jungles, while the lighter Veena occupy the Skatay Range.

Au Ra

I give you the Azim Steppe. Though I should say that this is but one small portion of it. Despite the close proximity, Domans rarely venture this far north. Most find these lands and their people strange and foreign…

— Yugiri Mistwalker

The au ra are a misunderstood people due to their physical appearance. Historically, 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. Due to their violent history, the Au Ra value their families beyond all else.

Variable Size

Au ra are characterized by their curved horns and intricate patterning of scales across their bodies, with sleek and powerful tails extending behind. 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. They take great pride in the majestic horns that protrude from the sides of their head, which also serve to enhance their hearing and sense of spatial perception.

Divided By Blood

The auri creation myth tells the tale of two beings: the Dawn Father and the Dusk Mother, and both clans 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, and, likewise, the light-scaled Raen consider themselves children of the Dawn Father.

On the Azim Steppe, the traditional garb of the Xaela varies widely between their many tribes. Each tribe has a special way to adorn themselves, rife with deeper meaning. When living outside of their tribal homelands, auri tend to blend into the fashion style of the region in which they live.

    The Xaela view themselves as a free-spirited folk, who roam the lands hunting, gathering, and battling against other roaming tribes for the honor 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 cultures they've adapted to.

Peaks, Valleys and Plains

The auri homeland is known as Othard, a region to the far east. A majority of their homeland is dominated by the sprawling plains known as the Azim Steppe. 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 Raen live in cosmopolitan society or hidden villages allowing them to live peaceful lives.

For my family

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.

Au Ra Names

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. Although 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.

Raen Family Names. Yuzuka, Obinata, Yuzuka, Yatsurugi, Rokuyari, Godo, Tabito, Yumishi, Musa

Male Xaela Names. Arslang, Agasiletai, Chaghagan, Chuacenur, Bayan, Luvsan, Bujeg, Khalja, Charakha, Khaishan, Chigu, Jebke, Qoyar, Narangerel, Ogul, Altan

Female Xaela Names. Boragchin, Narengawa, Cirina, Chotan, Khorchi, Ogul, Checheyigen, Altun, Eji, Baguchi, Odchigin, Khorghosun, Yesun, Ariunbold, Bayar.

Xaela Clan Names. Adarkim, Bolir, Dalamiq, Khatayin, Oronir, Malqir, Khatayin, Ura, Goro, Oroq

Au Ra Traits

Your au ra character has an assortment of inborn abilities, part and parcel of auri nature.

Ability Score Increase. Your 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 towards good nor evil, nor towards law nor chaos. The Xaela tend strongly toward the chaotic lives of nomads outside the laws of civilized city states, while the Raen enjoy the order provided by the law. Most of the time, however, an Au Ra is 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. Your base walking speed is 30 feet.

Tribal Trance. Au ra don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Scaled Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Languages. You can speak, read and write Common and Auri.

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. Select one of the two subraces of au ra.

Xaela

Growing up as a part of your nomadic tribe, life on the road has hardened you. 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. Your Strength score increases by 1.

Primal Battleshout. You gain proficiency in the Intimidation skill.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Xaela Tribes

An extended list and descriptions of the 51 Xaela Tribes have been provided in Appendix D.

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 and loyalty to their allies. They are largely looked upon favorably by the other races for their peaceful demeanor and respectable approach to life.

Ability Score Increase. Your Charisma score increases by 1.

Polite Society. You gain proficiency in the Persuasion skill.

Unwavering Loyalty. You have advantage on saves against being charmed.

Elezen

What brings you to Quarrymill, adventurer? Mayhap you heard that our pact with the elementals permits hunting in this area? Do not think that gives you leave to strip the forest bare. Such freedom is only granted to those who temper their actions with restraint. Any who would do harm to the Twelveswood… well, I’m sure you have heard tales of the consequences.

— Castellaint of the Wood Wailers

The elezen are a race divided within themselves, and their often arrogant attitudes keep the other races at an arm's reach. The Wildwood live off the lush forests, using their keen eyes to hunt and gather in the dense woods. Meanwhile, the Duskwights, due to prejudice, have a reputation for thievery and banditry in the Twelveswood. The Ishgardians have done away with the forest and founded an oligarchy and city state in Northern Eorzea.

Elegance and Pride

Long legs, slender bodies, pointed ears, and sharp features are all marks of an elezen. The only thing rivaling their otherworldly appearance is the poise with which they carry themselves. Their tall, thin frames only differ within the race by the color of their skin.

Difference of Opinion

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 believe they are the true rulers of the forests in which they live and hold dominion. Meanwhile, 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. Centuries ago, a population of Wildwood elezen broke away and founded their own, more regimented city-state in the North, forming Ishgard. Ishgardians have a totally unique culture of their own, closed off from the rest of the world.

The Woods and the North

The forest in which the Wildwood and Duskwight elezen live is the massive Black Shroud. It is brought to order by the Wildwood who protect the forest from poachers and other threats who dare encroach. Perhaps to spite their brethren, Duskwights disregard the need to protect the forest and hunt to their content. Looking to the Northern city state of Ishgard, one might see towering spires, palatial homes, and a grand cathedral hiding behind their enormous, forbidding gates.

Honor and Vengeance

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 honor and riches to support their family or to prove to the world they are more than just a thief.

Elezen Names

The Wildwood, Duskwight, and Ishgardian 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 have claimed surnames 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

Elezen Traits

Your elezen character has a variety of natural abilities, the result of thousands of years of elezen refinement.

Ability Score Increase. Your Wisdom 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 in their early twenties and live into their nineties.

Alignment. Wildwood elezen lean toward lawful alignments, be it their upbringing to protect the forest or life within the religious walls of Ishgard. Duskwights have embraced the wild way of living, leaning towards chaotic alignments and viewing laws as arbitrary rulings from a corrupt and unjust ruling body.

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 Awareness. You gain proficiency in the Perception skill.

Speed. Your base walking speed is 30ft.

Languages. You can speak, read, and write Common and Elezen.

Subrace. The elezen come from three different societies. Select one of the three subraces of Elezen.

Wildwood

The Wildwood elezen have become the protectors of the forest and masters of archery, and they have learned to live off land wherever they find themselves. They keep a tight hold on their homes, defending them aggressively from intruders and ne'er-do-wells. Years of rough life in the forests of the Black Shroud has imbued them with skills to survive in nature.

Ability Score Increase. Your Dexterity score increases by 1.

Fleet of Foot. Your base walking speed increases to 35 feet.

Natural Hunter. You gain proficiency in the Survival skill.

Duskwight

Duskwights' ancestors made their home in the cavernous systems of the Black Shroud, and have become natural cave explorers. Their light hair and dark skin sets them apart from the Wildwood and marks them to stand out. With Gridania's rampant xenophobia, it can be hard for Duskwights to get by with anything but banditry, but they're also clever and resourceful, finding ways to get around their limitations without drawing ire.

Ability Score Increase. Your Constitution score increases by 1.

Cave Dweller. You gain advantage when making Stealth checks in caves or dim and dark lighting conditions.

Darkvision. Due to life in the caverns your eyes have adapted to help you see in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

Ishgardian

The elezen of Ishgard left the Twelveswood altogether over a millennium ago to found the city state of Ishgard. Living conditions in Ishgard are rough: the poor go hungry in the lower levels of the city, while the wealthy live in luxury and look down on the less fortunate riffraff. Ishgardians by and large worship Halone, the Fury, and the city-state is heavily ruled by the religious teachings of the Holy See. Most unfortunately, they have found themselves embroiled in a thousand-year war with dragons, and live an uncompromising life balancing war with strict adherence to their laws.

Ability Score Increase. Your Strength score increases by 1.

Conscription. You gain proficiency with shortswords, shortbows and spears.

Halone's Scriptures. You gain proficiency in the Religion skill.

Garlean

Do you know the most reliable way to deal with those who stubbornly refuse to see reason? You conquer them─crush them under heel. Such was the trusted method of Allag, and one still favored by Garlemald. But conquest is the easy part. The true challenge begins once the dust has settled─quenching the glowing embers of animosity and maintaining a semblance of peace. This requires the conqueror to treat the conquered with dignity, and the conquered to let bygones be bygones. A difficult feat to achieve.

— Solus van Galvus, Emperor of the Garlean Empire

The Garleans are a people who suffered greatly before finding the means to fight back. In finding their strengths, they in turn became conquerers in their own right. Garleans value advancement and personal ability, while looking down on those who are happy to wallow in stagnation. It is this dogged dedication which has allowed them to build the strongest empire in all of Hydaelyn.

Physical Description

The Garleans are a hardy people whose life under imperial rule has provided them with strong bodies and agile minds. Their most striking feature is the pearl-like third eye which sits in the center of their forehead. This special third eye is said to provide Garleans with improved spatial recognition. Unfortunately, Garleans also have a damning disadvantage: an extreme difficulty when manipulating aether.

That said, there are a very rare few in Garlemald who can bend aether. Only those of the strongest minds and the hardest wills master the aetherial control necessary to accomplish this feat.

Displaced Conquerers

Once living in the southern, warm reaches of Ilsabard, the Garleans were forced north over time when they could not stand in the face of magic-wielding oppressors. Eventually they had to cross the treacherous, frigid peaks of Magna

Glacies, leading them to settle in lands with long, bitter winters and short growing periods. However, their misfortune would eventually lead to a great boon in the discovery of ceruleum, an aetherized fuel which they used to start a golden age of Imperial technology.

The Garleans and the Garlean Empire have incurred the disdain of many races across the land. Those within the Empire may have a great love for their empire and fellow citizens, but conquered citizens in Garlemald's annexed regions, or indeed the rest of Eorzea, don't feel so charitable. As such, most races who are not Garleans usually automatically start with a Hostile attitude toward the Empire and its citizens.

Advent of Magitek

Experimentation and innovation in the field of ceruleum-based engineering led to the glorious birth of magitek. Over the years, the Garlean Empire has invented countless machines and devices which could mimic magical effects and thus finally swung the pendulum in the Garleans' favor. Within 50 years of the rise of magitek, they've managed to fight back and expand from the small, frigid snowfield of Garlemald to a vast empire which now spans three-quarters of the Three Great Continents.

Freedom Through Technology

Garleans may adventure for a variety of reasons, but a Garlean PC must have fled the reaches of their empire. They may seek freedom from the chains of their society, or perhaps they were forced out for treachery against the Emperor Solus zos Galvus. Perhaps they've always admired Eorzea, or want to learn to use magic. Or maybe they're a half-breed, born of a Garlean soldier and an Eorzean civilian, finding acceptance in neither society. Garlemald's rigid hierarchy where social standing can only be achieved with military prowess can be difficult for some, so in the name of freedom and peace a Garlean here or there may break away from their homeland and chase their dreams.

Garlean Names

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. A proper list of all known positions and associated name in the Garlean Empire can be found in Appendix F at the end of this resource.

Garlean Surnames. Arvina, Asina, Baelsar, Brutus, Darnus, Gabranth, Galvus, Garlond, Hydrus, Junius, Lexentale, Messalla, Priscus, Scaeva

Optional Racial Trait

Magically Inert. You have a great deal of difficulty casting magic on your own power and require the aid of technology to do so.

On Hydaelyn, the Garleans by and large cannot manipulate aether under their own power. That said, it is not impossible for a Garlean to gain the ability to do so with hard work and dedication. Half-Garleans have no trouble at all thanks to their mixed blood.

When playing a casting class as a Garlean, consider flavoring their casting focus to account for this. For example, a Garlean Wizard might have a contraption which recharges aether over time which the wizard uses to cast his spells.

That said, just because a Garlean cannot manipulate aether doesn't mean they aren't made of it, just like everything else on this star. Any class that requires you to draw on your inner aether still works for Garleans -- they just may need a little help from their machines to do it.

Garlean Traits

Your Garlean heritage manifests in a variety of traits you share with other Garleans.

Ability Score Increase. Your Intelligence score increases by 2 and your Constitution 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 are 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. You gain proficiency in one skill of your choice and one set of artisan's tools of your choice.

Marksmanship. You gain proficiency in Firearms.

Legacy of Engineering. Whenever you make an Intelligence (History) check related to the origin of imperial engineering, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Conscription. You have advantage on Constitution saving throws against exhaustion from a forced march.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read and write Common, Garlean, and one extra language of your choice.


Hrothgar

During the Third Astral Era, Queen Gunnhildr
united the fragmented tribes of Hrothgar to rise up and
drove off the Allagans, eventually going on to found the nation of Bozja.

— Sunja, Hrothgari Priestess

When the Allagan Empire arose in the Third Astral Era, the hrothgar were only disparate, fragmented tribes. However, the Empire's swift march against their people led Queen Gunnhildr to unite the fierce, leonid people to fight against them. On victory, they founded their nation of Bozja, but realized how stark their isolation had been: they had no common tongue with the peoples of Eorzea. They were mistrusted and feared. However, as some hrothgar broke away from their native lifestyle to roam the world and learn more of their neighbors, their worldly reputation quickly improved as others found what friendly and loyal people they were. Though the common tongue is still difficult for many

hrothgar, those that make their living outside of native Bozja have a much easier time of it.

Claws, Fur and Fury

The hrothgar are a powerful people who boast broad frames, feline reflexes, and a fierce appearance punctuated by sharp claws and pointed fangs. However, their race suffers from the disparity in birthrates between genders: hrothgar are overwhelmingly more likely to be male than female. As a result, they adopted a matriarchy in their homeland. Though many supported this structure, many others chose to embrace an independent life instead.

A Question of Servitude

As their ways came into conflict, the Hrothgar split into two distinct groups of people: the Helions and the Lost. The Helions, who are easily identified by the warm colors of their fur, are found mainly in the southern parts of their homeland. In general, Helions' lives revolve around their queen: the many males are devout servants, while the rare females serve as the queen's priestesses.

The Lost, unbound from the whims of a queen, boast a free-spirited, nomadic lifestyle. As nomads, they often take up professions from mercenary to merchant. The Lost avoid anything that forces them to put roots down.

War Torn Homeland

The hrothgar hail from Bozja, a tropical region in Southern Ilsabard that was born of their flight from the Allagan Empire in the Third Astral Era. It wasn't until Queen Gunnhildr rose to leadership that the Allagans were held at bay. Ever since, Bozja has been led by one Queen Gunnhildr after another, a title bestowed upon the woman with the greatest aptitude for Future Sight. Due to a terrible accident that all but vaporized its central city, Bozja has become a warzone controlled by the Garlean Empire.

It's My Life

The hrothgar's philosophical split between servitude and freedom drives these people forward. A Helion may set out for adventure in the name of their queen, whether to protect their homeland or to fulfill her requests. For the Lost, however, adventure is already a mainstay in their day-to-day existence: after all, Hydaelyn's many threats make constant travel dangerous.

Hrothgar Names

There is no difference between Helion names and Lost names, aside from differing clan names. Helion clans begin with A and traditionally have three syllables; the Lost's clans always end in "-asch," meaning "of."

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

Hrothgar Traits

Your hrothgar has a number of traits in common with other hrothgar.

Ability Score Increase. Your Strength score increases by 2.

Age. Hrothgar tend to live about as long as most of their neighboring races. They reach physical maturity around age 18 and live to be around 90.

Alignment. With their fierce devotion to their queen and their rigid upbringings, Helions favor lawful alignments. The Lost, meanwhile, tend toward chaotic alignments as free-spirited wanderers. The Lost have embraced life on the road and lean towards a more chaotic alignment.

Size. Hrothgar are known to have tall, powerful frames marked by muscle and fur. At their tallest, the hrothgar stand at 7 feet while their lower average heights sit around six and a half feet tall. Your size is medium.

Powerful Build. You 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. Your sharp claws are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Keen Smell. You have advantage on Perception checks that rely on smell.

Speed. Your base walking speed is 30 fulms.

Languages. You can speak, read and write Common and Hrothgari.

Subrace. The Hrothgar come from two different clans. Select one of the two subraces of hrothgar.

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 color to their fur, reflective of the warm embrace from their queen.

Ability Score Increase. Your Wisdom score increases by 1.

Lionhearted. You have advantage on saving throws against being frightened.

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

The Lost

Scattered and worldly, the Lost struck out from their homeland to carve their own path in the world. Often times they take on the roles of traders and mercenaries, preferring seasonal jobs and lifestyles which prevent them from setting down roots. They collect trades and skills throughout their life, following whatever path their whims lead them down. Their cool-colored fur is said to reflect their choice to abandon their queen.

Ability Score Increase. Your Intelligence score increases by 1.

Contractor's Life. You gain proficiency in the Persuasion skill.

Unbending. You have advantage on saving throws against being charmed.

Hyur

Who do you take us for!? We’re Ala Mhigans, and Ala Mhigans never forsake one another, hardships be damned! Remember the oath we swore, godsdammit─the oath to reclaim our homeland! We’ll set foot on Ala Mhigan soil again─together─or not at all! Do you understand me!?

— Meffrid, Ala Mhigan revolutionary

Around a thousand years ago, the hyur spread across the land in a great migration from the North and made their homes wherever they could set their footing. Some took to the mountains, while others found a foothold in any city which would accept them. Today the hyur are one of the most populous races in the world.

Of Average Build

The hyur are a race of average sized humanoids who lack any distinguishing features like pointed ears, immense size, or third eyes. Over time, hyur have diverged into two distinct

groups: the Midlanders and the Highlanders. Midlanders are widespread across the land and come in all shapes and colors, becoming prevalent in all cities. Highlanders in comparison are taller than their Midlander counterparts, often boasting a more powerful, muscular build.

A Matter of Location

The differences between the Midlanders and Highlanders were born from their differing ancestral homes. The mountains for which Highlanders are named are a difficult place to make a home. These extreme living conditions led to them being a heartier, more physically powerful people. The Midlanders, meanwhile, generally lived at sea level and could be found anywhere across the world.

People of the World

Hyur as a whole make up a large percentage of the population in the world. Over a thousand years ago, the Midlander hyur immigrated in massive waves from their

homelands and made their homes wherever their feet hit the ground. Highlanders, however, are famed for their mountainous city of Ala Mhigo. In recent years, however, due to the iron fist of the Garlean Empire, the Ala Mighans too have been forced from their homes to immigrate across the world. Highlanders can now be found mixing into the cities the world over.

Glory and Prosperity

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 any number of motivations 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.

Hyur Names

The names of the hyur are in the common tongue of the land. Midlanders 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

Midlander Surnames. Taylor, Faulkner, Browne, Parker, Forrest, River, Miller, Draper, Fletcher, Hill, Thatcher

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

Highlander Surnames. Fury, Burne, Savage, Stronge. Strongaxe, Blood, Furor, Shatterfist, Strongblade, Ironwill

Hyur Traits

It's hard to make generalizations about hyur, but your hyur character has these traits.

Ability Score Increase. Three ability scores of your choice increase by 1.

Age. Hyur tend to live for approximately 75 years, reaching sexual maturity around age 18 and physical maturity around 20 years old.

Alignment. Overall the hyur are a highly variable race, so it stands to reason that they tend not to favor any particular alignment. 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 fulms to 6 and a half fulms tall, depending on their heritage. Midlanders struggle to pass 6 fulms while Highlanders easily pass it. Your size is medium.

Speed. Your base walking speed is 30 fulms.

Spread of Culture. You gain proficiency with a set of artisan's tools, gaming set or musical instrument of your choice.

Versatility. You gain proficiency in two skills of your choice.

Languages. You can speak, read and write Common and two other languages of your choice.

Subrace. The hyur have changed over time based on where they've lived over the past millennium. Select one of the two subraces of hyur.

Midlander

As a Midlander, you are a child of possibility. Midlanders can travel anywhere in the world and not seem out of place. Having often found comfortable lives wherever they've landed, they are highly adaptable and often well-educated.

Ability Score Increase. Your Charisma score increases by 1.

Variable Education. You are proficient in an additional set of artisan's tools of your choice.

Highlander

The warlike Highlanders see battle as the reason for life. Living in the mountains, they are no strangers to violence. They are a rugged people who thrive in conflict. Their tough conditions have hardened the Highlanders as a people, leading to naturally powerful builds.

Ability Score Increase. Your Strength score increases by 1.

Naturally Honed Body. You gain proficiency in the Athletics skill.

Lalafell

Most don't know it, but Ul'dah was once ours — the Lalafells'. Till the promise of gil brought in all the others, that is. Now I can't talk to half these leeches without looking up. Ruined my bloody neck, it has.

— Neymumu, Ul'dahn Citizen

Long ago, the lalafell lived as masters of agriculture and spread across the land along trade routes, selling their produce and becoming one of the most widespread races there is. In time, the Dunesfolk became so wealthy, they established their own desert city-state known as Ul'dah. Though generally cheery, these tiny folk are highly ambitious and are not afraid to take hold of opportunity when it appears before them.

Their singularly business-minded nature can lead to them being perceived as greedy and calculating, but few can find in their hearts to entirely dislike the lalafell, with their inherently bright and jovial nature. As such, examples of lalafell being persecuted by other races are few and far between.

Tiny Yet Mighty

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 lalafellin bodies are highly efficient, allowing them to travel long distances on their short legs.

According to outside races, lalafell lack any sexual dimorphism short of males sometimes sporting facial hair. It can be often hard to tell at a glance what gender a lalafell is, nor even their age.

Due to their general bodyshape (and their agricultural heritage), some crasser folk may — out of earshot, of course — disparagingly call them 'popotoes,' the word for potatoes in the Common tongue.

In regards to the lalafellin subraces themselves, the Plainsfolk have larger, pointed ears with greatly improved hearing, while the Dunesfolk developed a film which covers their eyes, protecting them from the sun and sand of the desert.

Products of the Land

When lalafell set out thousands of years ago from their homeland in the fertile isles of the South Seas, their landing places set the scene for two diverse peoples. The Plainsfolk started off as agriculturalists living their lives on their farms, eventually trading their goods across the land, as well as lalafellin children. The Dunesfolk began and remain as desert-dwelling folk, their bodies adapting to the harsh conditions. It is said that the Dunesfolk have long laced their teas with traces of venom, that they might better survive in a land rife with deadly snakes and scorpions.

Rolling Planes and Towering Dunes

The lalafell can trace their ancestry back to two key areas. The Plainsfolk began as farmers 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. Originally hailing from the fallen city of Mhach, the ancestors of the Dunesfolk sought a new homeland after its fall. Eventually, the Dunesfolk founded Ul'dah, a great city of wealth, where many of their kind live today.

Family and Fortune

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: ambition is rampant within the tiny lalafellin race. Their merchants traverse the most harrowing obstacles, their researchers seek knowledge in the most dangerous places, and their sellswords take on the hairiest tasks. Lalafells may be small, but they take on the world in a big way.

Lalafell Names

Lalafellin names are made up of a given name and a ‘courtesy name' bestowed upon reaching adulthood. The latter is not a family name, but rather unique to the individual. Lalafellin names trace their origins to songs and poems in the old tongue, and are ruled by rhyme, rhythm, and repetition.

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 set of naming rules, 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

Lalafell Traits

Your lalafell character has certain characteristics in common with all other lalafell.

Ability Score Increase. Your 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 shrewder businessmen may venture 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 fulms and 8 ilms to just over 3 fulms. Your size is small.

Speed. Your base walking speed is 25 fulms.

Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Lalafellin Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Languages. You can speak, read and write Common and Lalafellin.

Subrace. The lalafell come from two distinct groups of people. Select one of the two subraces of lalafell.

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. Your Dexterity score increases by 1.

Naturally Stealthy. You can attempt to hide even when when you are obscured only by a creature that is at least one size larger than you.

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. Your Intelligence score increases by 1.

Dustshield. Your eyes have developed a film to protect them from desert conditions. You have advantage on saving throws against being blinded.

Land of Merchants. You gain proficiency in the Deception skill.

Miqo'te

The Nunh that I once fought also believed that his strength would save him. He was wrong, and I am now Nunh. Many years ago I joined the Company of Heroes to hone my skills instead of challenging my predecessor before I was ready. Even when I was young I understood that victory goes to the patient, the cunning, the pragmatic.

— U'odh Nunh, leader of the Drake Tribe

The miqo'te are an aloof people who value their independence from the world. Centuries ago, the miqo'te migrated to Eorzea across a bridge of ice. Seekers spreading their sparse numbers across the country to all kinds of places, while Keepers kept to dense forests as their new home. Traditionally they have avoided 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 in isolation.

Lithe Hunters

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. Furthermore, the eyes of the Seekers has developed slitted pupils to help guard their eyes from the exposure of the sun, while the Keepers' pupils have become large and rounded.

Of Suns and Moons

The miqo'te are roughly divided into two clans: the diurnal Seekers of the Sun, and the nocturnal Keepers of the Moon. The former hunt during the light of day, while the latter prowl at night, and it is believed this stark difference in habit arose due to unique physical differences between the two. Furthermore, within each clan exist numerous tribes, each with their own unique culture, customs, and hunting methods - it can hardly be said that all miqo'te of the same clan share a common set of beliefs.

It is said, however, that their names are derived in part from the deities they worship: the Seekers worship the goddess of the sun, Azeyma, while the Keepers worship Menphina, goddess of the moon.

Arid Sands and Dense Woods

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. Their most famous tribes live within the desert of Southern Thanalan and the harsh mountainous climes of Gyr Abania.

Keepers of the Moon, meanwhile, have taken to the dense forests away from the heat of the sun. Their most famous tribes live within the Twelveswood alongside the Wildwood elezen, clashing over the Keepers' poaching.

Adventure Calls

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, and become the alpha of their group.

Keepers are guarded and brooding, which may stall them from setting out on a journey; however, when the need arises to protect family, friends, or their home, a Keeper will stop at nothing to protect that which they cherish.

Miqo'te Names

Male Seekers of the Sun do not take a family name, but instead are given the surname Tia at birth. A Tia may change their surname to Nunh by challenging the tribe's chief and defeating him in battle. A female Seeker's surname is the first name of the male who sired her.

In addition, a Seeker's first name is formally preceded by a letter which is associated with their tribe. The tribal prefix often gets dropped in casual conversation with close friends and family.

Seekers of the Sun Tribes

For a full list of the Seekers of the Sun's tribes, see Appendix C in the back of this resource.

    The female Keepers go 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.

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.

Miqo'te Traits

Your miqo'te character shares several traits in common with other miqo'te.

Ability Score Increase. Your Dexterity score increases by 2.

Age. Miqo'te tend to live secluded, healthy lives. They reach physical maturity around the age of 16, and live 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 not to lean toward any particular alignment.

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 fulms to 5 and a half fulms tall, while females range from 4'9" to 5'3". Your size is medium.

Speed. Your base walking speed is 30 fulms.

Darkvision. Your eyes have adapted to help you see in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Languages. You can speak, read and write Common and Huntspeak.

Subrace. The miqo'te are made up of two distinct clans. Select one of the two subraces of miqo'te.

Seekers of the Sun

As a Seeker of the Sun, you come from a race of renowned hunters who worship the sun and its goddess Azeyma. The Seekers are a strongly patriarchal society, and young males are raised to either strike out on their own or fight their Nunh for supremacy. Even their females are fierce, however. This background has given you the tools to become a fierce leader, standing up for your choices and backing them up with skill and speed.

Ability Score Increase. Your Charisma score increases by 1.

Natural Athleticism. You gain proficiency in the Athletics skill.

Graceful Speed. Your base walking speed increases to 35 fulms.

Keepers of the Moon

As a Keeper of the Moon, you come from a highly spiritual matriarchy. Your people worship and moon and the goddess of the greater moon, Menphina. To many Keepers, war paint helps channel Menphina's power to their bodies. They are renowned for their tenacity in battle when defending their homelands, often pushing beyond their limits when pressed.

Ability Score Increase. Your Wisdom score increases by 1.

Woodcraft. You have advantage on all ability checks for tracking, foraging, and preventing becoming lost.

Tenacity. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Roegadyn

From the angry seas of the Northern Empty to howling mountain peaks, the Roegadyn have historically made their home in rugged, inhospitable climes. Theirs is a culture
that exalts the strong and looks down upon the weak, both among their own kind and outsiders. This is by no means limited to feats of physical strength — even a wee Lalafell might win a Roegadyn’s respect with a display of mystical power or strength of will. Those who show no such qualities, however, will find it difficult to convince a Roegadyn to so much as give them the time of day without an exchange of coin.

— Encyclopedia Eorzea

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. Roegadyn are fearless explorers who long ago were the greatest pirates to sail the seas.

Size Matters

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.

Maritime Rovers, Volcanic Hermits

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 inland around the volcanic mountains of Abalathia. Here they guard the material plane from undead spirits trying to return home. It is clan tradition to enter the mercenary trade; thus the Hellsguard took to giving themselves easily remembered names made up of words in the common tongue.

The Great Seas and Abalathia

The roegadyn as an entire race hail from the Northern seas, their name translating to "people of the rain." These sea-faring people can be found living in coastal cities the world over 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.

In Their Nature

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.

Roegadyn Names

Despite appearances, Sea Wolves and Hellsguard follow only slightly different rules when it comes to naming conventions. All roegadyn derive their names by combining words. However, where Sea Wolves use words from their ancient roegadyn tongue, Hellsguard prefer the common tongue.

Women of the Hellsguard tend to use plant imagery in their names as well, but this is by no means universal. 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.

Roegadyn Traits

Your roegadyn character has a variety of natural abilities which all members of their race have.

Ability Score Increase. Your 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. Roegadyn are a massive people who grow much taller than their fellow races. Males grow as tall as 7 and a half fulms tall, while women can grow to be 7'3". Despite your powerful builds and great height, your size is medium.

Speed. Your base walking speed is 30 fulms.

Brave. You have advantage on saving throws against being frightened.

Powerful Build. You count as one size larger when you are determining your carrying capacity and also the weight you are able to push, drag or lift.

Languages. You can speak, read and write Common and roegadyn.

Subrace. The roegadyn have settled into two distinct lifestyles. Select a subrace based on where you come from.

Sea Wolf

Fearless explorers of the sea, the Sea Wolves have a storied history of being incredible sailors. In the past, no coastal cities were safe when the Sea Wolves came to town. This history of sailing and pirating — as well as the rowdy chutzpah pirating requires — has left an indelible mark on the abilities of the Sea Wolves.

Ability Score Increase. Your Charisma score increases by 1.

Knowing the Ropes. You gain a Climb speed of 20 feet.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Hellsguard

The elusive Hellsguard live around the 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. This intense spiritualism has, over time, granted them a resistance to magical control.

Ability Score Increase. Your Strength score increases by 1.

Magical Knowledge. You gain proficiency with the Arcana skill.

Spiritual Guardian. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Viera

The Viera may begin as part of the Wood, but it is not the only end that we may choose.

— Fran, Sky Pirate

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 are adorned with rabbit-like traits, and true to their likeness, they are a graceful people.

Separate Paths

Male and female viera rarely interact. Outside of necessary meetings to keep their race continuing onwards and relinquishing 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 outer wilderness of their homes to ensure no outsiders make it through. That isn't to say the women are defenseless though, as the female viera are as fierce and capable as the men, but as a whole, they turn their attention to defending their young and their homes.

People of the Wood

The word viera itself means "people of the wood" and true to their name, the two clans live in different forests of Dalmasca. Both the Rava and the Veena boast tall, lithe frames and the graceful gaits 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 contrast, the Veena have very light skin and fair hair help them blend in with the Skatay Range they call home.

Of Jungles and Forests

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 have grown to use as a secondary home. Both the Rava and Veena guard their homes violently against trespassers. Anyone who enters their forest homes may be privy to a hostile reception.

The Green Word

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.

Along with the many other restrictions they are subject to, some viera will eventually, undoubtedly, 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 and stark segregation often drive more individualistic viera away to seek adventure.

Viera Names

Viera adopt new names at different stages of their life. When a viera is born, their male or female characteristics are not yet present, and so they are typically given names culturally appropriate for any sex and gender. Once they reach adulthood, many adopt a new name. These are called "Forest Names."

Likewise, when striking out from their homes and going into the world, an adventuring viera will also adopt new "City Names" to mark their parting from the traditional viera way of life. These names are often inspired by the names of other races they encounter, or simply things that they like, such as "Cherry" or "Morning Glory."

Though in many cases viera will stick to names traditionally associated with their gender, there are myriad examples of viera who eschew these patterns by keeping or choosing names considered non-binary or associated with a different gender.

Forest Names. Ruuj, Shara, Rena, Rael, Bjonse, Arjm, Coeli, Ysera, Yurhee, Venase, Ukina, Sonja, Slejsa, Qestra, Petra

City Names. Fran, Cherry, Morning Glory, Rahan, Rowan, Yehu, Lilipo

Viera Traits

Your viera character has certain traits deriving from your forest ancestry.

Ability Score Increase. Your 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. True-blooded 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 a tall and lithe people who reach an average height just over 6 fulms tall, while the Veena are shorter, with an average height around 5 fulm 8 ilms tall. Your size is medium.

Speed. Your base walking speed is 35 feet.

Lapine Hop. When you make a running jump, your long jump increases by 10 feet and your high jump increases by 5 feet.

Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Woodland Adept. You gain proficiency in the Survival skill.

Languages. You can speak, read and write Common and Vieran.

Subrace. The viera's bloodline has split into two distinct groups: the dark-skinned Veena and the fair-skinned Rava.

Rava

Making their home in the Gelmore Jungle, the Rava are a tall, powerful race with an intimating presence about them. Their robust bodies and unrelenting tactics in the forest make the Rava powerful friends and even more dangerous foes.

Ability Score Increase. Your Wisdom score increases by 1.

Powerful Presence. You gain proficiency in the Intimidation skill.

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. With the rise of war near their homeland, many Veena left the Skatay Range, joining many pockets of civilization.

Ability Score Increase. Your Intelligence score increases by 1.

Approachable. You gain proficiency in the Persuasion skill.

Classes

Classes of A Realm Reborn
Class Description Hit Die SavingThrow Proficiencies Armor and Weapon Proficiencies
Artificer A tinkerer who uses firearms and devices to manipulate aether. d8 Constitution, Intelligence Light armor, medium armor, shields, simple weapons, firearms
Barbarian A fighter who uses blazing fury to overpower opponents. d12 Strength, Constitution Light and medium armor, shields, simple and martial weapons
Bard An archer who calls upon the songs of creation to empower their spells. d8 Dexterity, Charisma Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords
Cleric A supportive fighter who uses their indomitable conviction to control the battlefield. d8 Dexterity & Intelligence Light and medium armor, shields, simple and martial weapons
Druid A spellcaster who channels their aether to become one with nature. d8 Intelligence, Wisdom Light and medium armor (nonmetal), shields (nonmetal), clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Fighter A martial combatant who utilizes skill and mastery in battle. d10 Strength, Constitution All Armour, Shields, Simple and Martial Weapons, and Firearms
Paladin A knight who harnesses their unflinching determination to protect the weak. d10 Wisdom, Charisma All armor, shields, simple weapons and martial weapons
Ranger A hunter and tracker who specializes in particular quarry. d10 Strength, Dexterity Light and medium armor, shields, simple and martial weapons, firearms
Rogue A fighter who harnesses stealth to deal death from the shadows. d8 Dexterity, Intelligence Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords
Warlock A spellcaster who channels their magic from mysterious powers in the aetherial sea. d8 Wisdom, Charisma Light armor, simple weapons
Wizard A mage who harnesses their mastery of aetherial manipulation to shape the world. d6 Intelligence, Wisdom Daggers, darts, slings, quarterstaffs, light crossbows
  • While Sorcerers are indeed present in the world, they are extremely rare and represent a truly unique individual. They are not available as PCs at the present.
  • Monks are very much present in the world, but not common enough in Eorzea for this campaign.


Artificer

Negotiations have broken down and the goblins have drawn their blades. Before they can take a step towards her, the auri woman unleashes a lethal bullet from her gunblade, causing the goblins to squall and retreat from this unknown weaponry.

An exhausted machinist puts the finishing touches on their newest creation. They flip the switch and the small tower-shaped machine takes flight. It receives its commands and a tiny pistol lets loose a bullet, destroying the target. A smile spreads across the master tinkerer's face.

As the dragon draws in breath in preparation for a mighty spume of fire, a lalafell man throws wide his hand and sends his turret flying to his martial companion. With a few well-timed shots on their enemy, aether flickers into a shield just in time for the flame to wash harmlessly over them.

Artificers have spent many hours in the workshop to progress the art of war. From the creation of firearms, to the production of mechanical constructs for the battlefield, the artificer ensure the gears of war continue to turn ever efficiently.

Forefront of Innovation

An artificer is an incredibly skilled artisan who explores the boundaries of magic and technology. They build special firearms, armor, and machines to aid in defense of their home and country. Unfortunately, with magitek having been developed in Garlemald, few trust an Artificer's innovations — but those who befriend an Artificer will find them to be brilliant and passionate geniuses.

In the Name of Advancement

The first step of an artificer's path is developing an aetherconverter. This device draws out the latent magic energy within the artificer and uses it to power their devices. With their power source being intimately connected to their own aether signature, none but the Artificer themself can field test their own creations. As adventurers, this is often the drive of an artificer: to push their equipment and rework it on a long journey in the name of science and innovation.

Adjustments

The following adjustments have been made to artificers for this campaign.

Proficiencies

In addition to the base proficiencies provided in the Player's Handbook, artificers of Hydaelyn are proficient in Firearms.

Equipment

In addition to equipment provided in the Player's Handbook, artificers of Hydaelyn start with an aetherconverter. Though a typical artificer's artisan's tools usually function as their spellcasting focus, a Hydaelynian artificer uses their aetherconverter. It must be on your person when you're performing your tinkering magic.

Specialties

You may select from the following Specialties:

Specialty Source
Alchemist TCoE
Gunbreaker (Armorer) Homebrew/TCoE
Machinist (Artillerist) Homwbrew/TCoE
Sage Homebrew

Specialty Flavors

We suggest the following adjustments to the flavors of the existing Specialties to mesh better within the world of Hydaelyn.

Alchemist

Masters of Science and Nature, the devilish and the divine, alchemists transmogrify mundane materials into wondrous waters — from curative concoctions to potent potables.

The Eorzean school of alchemy is a highly selective group — that is to say, there are few who consider it a legitimate branch of alchemy. Rather, an Eorzean alchemist is more likely to be a mad scientist than a stuffy scholar. Especially with the way they mix aether into their concoctions! But none can argue that upon conducting their symphonies of commixing and combining, distilling and decocting, the impossible waxes possible, and miracles are born.

Gunbreaker

Renamed from Armorer

Gunbreaker artificers are enthusiastic battlers who design their entire kit, from armor to weapon. They wield gunblades, which combines a sword with a firing mechanism and emits a range of magical effects by utilizing aetherically imbued cartridges. Not only do their aetherically-charged bullets pack a wallop, but they can be fired into the blade to enhance their cutting power and the force of their strikes. Finally, they can use their gunpowder to fire a defensive barrier that can protect the wielder and their allies from harm.

The Guardian's special weapon is replaced with:

The Titanbronze. You have a gunblade with a large blade that transmits a crackling energy when it strikes a foe. It deals 1d8 lightning damage on a hit. A creature hit by the Titanbronze has disadvantage on attack rolls against targets other than you until the start of your next turn, as the blade emits a maddening zap when the creature attacks someone else.

The Infiltrator's special weapon is replaced with:

Manatrigger. You have a gunblade specialized in ranged attacks. It counts as a simple ranged weapon with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 force damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 force damage to that target.

Machinist

Renamed from Artillerist

Where all artificers are proficient in firearms, machinists specialize in using their firearms in conjunction with magic to incredible effect. Machinists works tirelessly on the development of advanced armaments and new and devastating weapons to bring to the fray. Armed with their signature firearms and a repertoire of technological marvels, machinists deploy their auto-turrets to deal massive damage on the field.

For your tool proficiency, gain proficiency with smith's tools instead of woodcarver's tools.

An machinist's Eldritch Cannon is flavored as an auto-turret rather than a cannon.

Their 5th level feature, Arcane Firearm is replaced with the following:

If you don't already have a firearm, you create one with your smith's tools. Your extensive knowledge of firearms allows you to juryrig any wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use smith's tools to affix the proper equipment onto a wand, staff, or rod and thereby turn it into your arcane firearm. You only have enough in your kit for one modification at a time. If you modify a different item, the previous item falls apart. The modification otherwise last indefinitely.

You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.

Sage

See next page for the full write-up of the Sage.

Artificer Specialty: Sage

A combat medic is an artificer who has developed mechanisms by which to support others in battle beyond their infusions or magic items, keeping their allies' vigor up and prolonging their usefulness in battle.

Tool Proficiency

3rd-level Sage feature

You gain proficiency with the herbalism kit. If you already have this proficiency, you gain proficiency with one type of artisan's tools of your choice.

Sage Spells

3rd-level Sage feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Sage Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Artificer Level Sage Spells
3rd healing word, shield of faith
5th healing spirit, warding bond
9th beacon of hope, life transference
13th aura of purity, death ward
17th circle of power, mass cure wounds

Aether Turret

3rd-level Sage feature

You have developed an aetherically-empowered turret that sits sheathed upon your back when not in use. You can mentally command it to float over your shoulder, requiring no action, or return it to your back in the same manner.

Your Aether Turret is a magical ranged weapon that you are proficient with. It deals 1d6 force damage, with a range of 30/120 feet. When attacking with your Aether Turret, you can use your Intelligence modifier, instead of your Dexterity modifier, for the attack and damage rolls.

The Aether Turret's damage increases by 1d6 when you reach 9th level (2d6), 13th level (3d6), and 17th level (4d6).

Dialysis

3rd-level Sage feature

You have learned to achieve an arcane connection with an ally, which lets you channel aether to them during combat to help keep them invigorated and fighting ready. As an action, you choose a willing creature you can see to give them your Dialysis. This link lasts until you give it to another creature, or you finish a long rest.

Whenever you deal damage with your Aether Turret, the creature with your Dialysis gains a number of temporary hit points equal to the damage you dealt.

Shielding Tesseract

5th-level Sage feature

When you cast an artificer spell of 1st level or higher, you may choose a number of creatures you can see within 30 feet of you, up to your Intelligence modifier (minimum of 1). Roll a d6. Each of those creatures earn that many temporary hit points.

Aetheric Charge

9th-level Sage feature

When the creature with your Dialysis loses all temporary hit points they have due to taking damage, you gain an Aetheric Charge. You may only ever have one Aetheric Charge at a time, and it dissipates when you finish a short or long rest.

You have two options for how to expend your Aetheric Charge:

  • Turret Overcharge. When you attack with your Aether Turret, you can expend your Aetheric Charge to increase its damage by 2d6.
  • Aether Bomb. As an action, you can expend your Aetheric Charge and choose a point within 30 feet of you. Each creature within a 20-foot-radius sphere centered on that point must make a Dexterity saving throw vs your spell save DC. A creature takes 5d6 force damage on a failed save, or half as much damage on a successful one. If you damage any creature with this ability, the creature with your Dialysis gains a number of temporary hit points equal to the number you rolled for damage.

Expedient Aid

15th-level Sage feature

You have learned to manage your efforts to provide assistance to your allies faster than ever. You can make a weapon attack, throw an Aether Bomb, or cast an artificer spell as a bonus action, rather than an action.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Barbarian

A roegadyn woman stands locked in combat with a hobgoblin. She meets each swing of his blade with ferocity and powerful blows. The woman feeds off the ecstasy of battle, receiving succor with each blow she lands.

A miqo'te man dashes into the heat of battle, his earth-shaking battle cry summoning spectral shades from the aether. Bright figures of light stream toward his enemies, adding their cries to his as their opponents are swiftly overwhelmed.

A lightly armored figure stands at his allies' sides. She can feel the draw of the Primal, bubbling just under her skin and threatening to break loose at the idea of a fight. As her fangs lengthen, she smiles.

These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.

For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

Indomitable Forces

Like a symbol crash in an orchestra, a barbarian is an explosive force which stands out in any situation. Their booming voice, raw strength and powerful strikes are their tools for victory. These fearless fighters are peerless in their control of a force which they call the inner beast. Barbarian bands once roamed unsettled lands as nomads, enjoying the boons which nature offers and defending the weak from those who would do them harm.

Unending Rage

Not unlike nature itself, a barbarian has the potential to become a relentless force of destruction. Like a raging forest fire, or an all-consuming tidal wave, a barbarian can unleash their inner beast to harness its fury. This state of being is known as Rage. While raging, barbarians continually chase foes and defend allies, using their bloodlust to keep themselves in the battle as a threat.

Adjustments

In addition to the base qualities of the class in the Player's Handbook, barbarians in Eorzea have the following adjustments.

Paths

You may select from the following paths:

Path Source
Path of the Ancestral Guardian XGtE
Path of the Beast TCoE
Path of the Berserker PHB
Path of the Totem Warrior PHB
Path of the Ancestral Guardian

The spirits of this path in Eorzea are not necessarily ancestors, nor even departed. Rather they seem to be echoes of living people in their own right. Scholars have studied the phenomenon, but the average barbarian would know little to nothing about it. All they know is that at times, the vision of unknown persons living will appear to them in aid.

Path of the Beast

A barbarian of this path has had some contact with a Primal, and the Primal's influence has lingered and allows him to take on their traits and features.

d4 Origin
1 Your mother was tempered while pregnant with you, and it's left residual influence in you.
2 You are descended from the high priest of one of the Primal cults.
3 An Ascian came to you when you were young and brought you to a summoning.
4 You were intended to be a mortal sacrifice to a Primal but you managed to escape.

Path of the Berserker

The Berserker is the quintessential barbarian in Eorzea. A berserker is the most powerful and enduring presence on the battlefield, and they often account for the most enemies defeated. Their role in combat is that of a steel whirlwind, dealing death and destruction without equal.

Path of the Totem Warrior

Barbarians of the Totem Warrior are those who can sense the dire creep of encroaching darkness. They are typically working in tandem with both the Elementals and animal spirits of the land, striving to bring Eorzea back into balance.

Eorzean totems are as follows:

PHB Totem Eorzean Totem
Bear Goobbue
Eagle Drake
Elk Antelope
Tiger Coeurl
Wolf Jackal

Bard

Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, an elezen in rugged leathers strums her harp in remembrance of the souls of the dead who reside there, and smiles as peace wells up from the crumbling land.

A stern roegadyn warrior stands before the assembly, tossing his careful notes to the floor. He speaks not from memory, but from passion, as his magic pours forth inspiration from the fire in his voice.

Laughing as she tunes her cittern, a lalafell weaves her subtle magic over the assembled nobles, ensuring that her companions' words will be well received.

Whether scholar, skald, or scoundrel, a bard weaves their aether through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds.

A Song of Creation

In the world of Hydaelyn, words and music are not just vibrations of air, but a way to weave aether into the very fabric of Eorzea. With song, speech, and spell, a bard can summon power from a deeper vein of the Aetherial Sea and weave a new pattern into the weft and warp of their everyday reality.

However, the path of a bard is one of soulful discovery. Though a fellow bard may learn the songs of eld, it is up to each bard to find a personal and powerful way to retell them. These songs can be taught to anyone through word of mouth, but each bard may understand them differently and in so doing, sing them slightly differently and give them newfound power. Without the work of the soul, old battlesongs may just be that - songs sung by an old bard, containing only his own power.

Slings and Arrows

When folks think of a bard, they conjure images of a minstrel wandering the realm, performing at banquets and in alehouses for the pleasure of king and commoner alike. But the bards of Eorzea are born from a battle-hardened archer — one who sings her songs in the heat of combat to inspire her comrades to ever greater feats of martial prowess. In addition to songs and magic, some Eorzean bards are masters of the bow, weaving the borrowed aether of her allies into an archer's storm that bombards the battlefield with the rain of a thousand arrows.

Revival of Song

Bards have not been a part of the fabric of Eorzean life for over a century: between wars, a soldier has no need for weapons, and so the tools of the mighty Song became merely instruments of entertainment.

That is, until the Calamity. Now with the realm interrupted and the old stories becoming relevant again, bards have begun to resurface into Eorzean culture once more.

The Downfall of Bards

Ask yourself this: what becomes of soldiers when conflict gives way to peacetime? Some have lives they might return to, aye, but most needs take up a new trade to make ends meet. Well, it so happened that many who had once bent the bow took to strumming the harp.

They wandered the realm, singing passionately and earnestly of the war as seen through their own eyes - of sweet victories and bitter defeats, of sacrifice and cowardice. Their songs so captured the imagination of the people, nary a day passed that a bard was not called to perform, be it in humble tavern or some great lord's hall.

Alas, their popularity proved their downfall. Intoxicated by the attention of the masses, the bards took to embellishing their songs in a bid to outdo one another. And over time, each song was shorn of verity, till the bard's repertoire contained not one shred of truth. By now you will know that such songs have no purchase upon men's hearts.

— Jehantel, Master Bard

Adjustments

In addition to the base qualities of the class in the Player's Handbook, bards in Eorzea have the following adjustments.

Equipment

In addition to the equipment provided in the Player's Handbook, bards of Hydaelyn start with a shortbow and 20 arrows.

Colleges

You may select from the following colleges:

College Source
College of Bows Homebrew
College of Glamour XGtE
College of Eloquence TCoE
College of the Skysinger Homebrew/FFXIV D&D

College Flavors

We suggest the following adjustments to the flavors of the existing Colleges to mesh better within the world of Hydaelyn.

College of Bows

See next page for the full write-up of College of Bows.

College of Glamour

The power of the Glamour Prism is a powerful one, and a rarity in Eorzea. Available only to the rich and powerful, Glamour Prisms allow you to alter the appearance of your clothing at will. Bards who have mastered the power of Glamour have learned how to utilize it to its fullest, using just the right combination of illusion and charm to gain the admiration of those around them.

Glamour Bards are regarded with a mixture of awe and fear. Their magic that allows them to both quell beasts and bend minds, planting suggestions through drama and flair. And all from the secrets unlocked from these tiny little prisms!

Glamour Prisms

For a writeup of Glamour Prisms, see Appendix B at the back of this resource.

College of Eloquence

The College of Eloquence has its home in Old Sharlayan, among the scholars, orators, and debaters in the academy. These bards focus not on musical performance but oratory performance, using their skills with words to convince their foes of their own inadequacy and their friends of their own supremacy. No one can match their skill with words!

College of the Skysinger

See page 55 for the full write-up of College of the Skysinger.

Bard Archetype: College of Bows

At 3rd level, you may select College of Bows as your Bardic College.

All bards come from a background of archery in Eorzea, but bow bards have specialized in the art of the bow to the point where their very combat is a performance. Bow Bards are trick shots, masters who use their bows and arrows to awe and amaze the crowd.

They've earned the nickname "Trick Shooters" due to the feats of precision and accuracy they perform, being able to shoot an arrow in the head of a distant foe, or a bird midflight, or even shooting many targets at once — all with a bullseye. Though a particularly flamboyant Trick Shooter can look like a circus act, don't underestimate their technique: each arrow loosed is even deadlier when coming from their bow.

Bonus Proficiencies

At 3rd level, you gain proficiency with martial weapons.

If you're proficient with a simple or martial weapon, you can use it as a spellcasting focus for your bard spells.

Bardic Shot

At 3rd level, if a ranged weapon attack that you make as part of the attack action hits a creature, you can use one of the following Bardic Shot options of your choice. You can use only one type of Bardic Shot option per turn. If there is a DC required for your Bardic Shot option the DC is the same as your spell save DC.

Disarming Shot. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. The creature must then succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

Forceful Shot. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. The creature must then succeed on a Strength saving throw or be pushed 15 feet away from you.

Menacing Shot. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Pinning Shot. You can expend one use of your Bardic Inspiration to pin the target, immobilizing it for a moment. You add the bardic inspiration die to the attack's damage
roll, and if the target is Large or smaller, its speed is reduced to 0. On its turn, the target can make a Strength check against your save DC to try and free itself, no action required.

Trip Shot. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. The creature must make a Strength saving throw or be knocked prone.

Extra Attack

At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Master's Shot

At 14th level, whenever you use a Bardic Shot option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.

Source

College of Bows by Jakef217.

Source

College of the Skysinger by /u/SilentSoren in the FFXIV D&D Classes & Races Compendium.

Bard Archetype: College of the Skysinger

At 3rd level, you may select College of the Skysinger as your Bardic College.

Members of the College of the Skysinger are adventurers who travel the world acting not only as entertainers but as agents of remembrance and soothsayers for souls who've not yet moved on.

Members of the college are tasked with the mission of traveling the world to record history through poetry and verse, ensuring the harsh truths of history are not swept away. At the same time these bards must help lost souls who've suffered the tragedies of the past find peace.

The college of the Skysinger was the dream of a famed archer who inadvertently caused the deaths of his comrades. To cope with his grief he turned to the poetic arts and traveled the world trying to atone for his sins by delivering restless spirits to a peaceful slumber.

Bonus Proficiencies

Beginning at 3rd level, you gain proficiency with long bows, the History skill, and one other skill of your choice.

Troubadour's Paean

Beginning at 3rd level, you learn to protect your allies with your songs. A creature that has a Bardic Inspiration die from you can roll that die to gain temporary hit points equal to the result when an attack or spell targets the creature. While those temporary hit points are protecting the creature, they have advantage on Intelligence, Wisdom and Charisma saving throws against magic.

Scars of History

Beginning at 6th level, you gain advantage on checks regarding the history of battles and tragedies.

You are able to channel your intuitive knowledge of tragedy into song. When you use a Bardic Inspiration die, select a creature within 60 feet of you that can hear you. Until the start of your next turn, if that creature targets you or any of your allies with an attack or a harmful spell, it must first make a Wisdom saving throw against your spell save DC. On a failed save, the creature must choose a new target or lose the attack or spell.

Wanderer's Ballad

Beginning at 14th level, when you cast a spell you may expend one Bardic Inspiration die to further inspire your allies. Select an allied creature within 60 feet of you that can hear you. Their critical hit range increases by 1 for a number of rounds equal to your Charisma modifier. If the creature is under another effect which increases their critical hit range, decrease the lower bound of their critical hit range by 1.

Cleric

Arms and eyes upraised toward the sun and a prayer on his lips to Azeyma, an elezen begins to glow with an inner light that spills out to heal his battle-worn companions.

Bleeding and weary, an au ra summons the power of the arcane and the divine together. With one mighty sweep, his companion's wounds knit together and the demon lord's hold on them is broken.

Chanting a song of glory, a roegadyn swings his axe in wide swaths to cut through the ranks of imperials arrayed against him, shouting praise to Rhalgr with every foe's fall.

Clerics are intermediaries between the mortal world and the Twelve. As varied as the gods they serve, clerics strive to embody the handiwork of the Twelve in the mortal realm. At times the Twelve work through them; others, the cleric manifests the will of their patron god through fervent prayer and iron belief.

Healers and Warriors

Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the Twelve on their side.

Divine Agents

Not every acolyte or officiant at a temple or shrine is a cleric. In fact, very very few can be said to have the strength of will and pure certainty that a Cleric needs to manifest the effects their god demands. When a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs.

Most adventuring clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a cleric's aid, or a high priest might be in a position to demand it.

Adjustments

In addition to the base qualities of the class in the Player's Handbook, Clerics in Eorzea have the following adjustments.

Domains

You may select from the following Cleric Domains:

Domain Source
Arcana SCAG
Forge XGtE
Knowledge PHB
Life PHB
Light PHB
Nature PHB
Domain Source
Order TCoE
Peace TCoE
Tempest PHB
Trickery PHB
Void (Death) DMG
War PHB

Domain Flavors

We suggest the following adjustments to the flavors of the existing Domains to mesh better within the world of Hydaelyn. Any Domains that are in the chart above but not listed below are essentially unchanged in their theming.

Arcana

A Cleric who serves the domain of Arcana is an expert in Aether. Under the guidance of the gods, they have learned to tap not only divine power, but that of arcanum too. They are experts at guiding their allies with both powers at hand.

Forge

A Cleric of the Forge is most likely to be a follower of Byregot, but a cleric can follow any god that calls to them. Forge clerics devote themselves to channeling their divine power to create relics and artifacts for all of Hydaelyn.

Like artificers, a Cleric of the Forge makes a good option for a magic-wielding Garlean (or any other race) who has learned to harness technology in service of the greater good.

Knowledge

By far the greatest concentration of Knowledge Clerics on Hydaelyn reside in Old Sharlayan. Sharlayans believe it is their task to observe — to chart the course of history, not to change it. Civilization shall not be advanced through petty conflict, but by the passing of recorded knowledge from generation to generation.

Life

A Life Cleric's power over life and healing stems from the Lifestream. Their domain tends to focus on healing and balancing vital aether in their targets. The purity of their healing and magic has lent a lot of weight to their title of White Mages.

Nature

Nature Clerics are usually based in the Twelveswood, and represent the Elementals. But though their magic comes from a more earthly source, it is no less White Magic than a Life Cleric's.

A Nature Cleric communes with the world around them, borrowing power from Elementals present throughout the world. They are by and large level-headed, respectful spell casters who are aware that overstepping one's bounds in the world of magic can lead to calamity, and seek to keep order within the magic world.

Order

A Cleric of Order is better even than most Clerics at marshaling belief. Their fervent and unyielding prayers tend to bring out the best in their allies, pushing them past their limits to extraordinary effect.

Void

Renamed from Death

Void Clerics, sometimes called Reapers, draw their power from a contract with their special voidsent ally, the Void Avatar. Using the gift of a personal macabre memento to channel dark magics, Reapers mix martial prowess with magic pulled from the void itself to bring destruction to evil doers.

Druid

Holding high a gnarled staff wreathed with holly, an elezen summons the power of the stars and summons bright, shooting stars from the heavens to smite the torch-carrying orcs who threaten her forest.

Crouching out of sight on a high tree branch in the form of a coeurl, a lalafell peers out of the jungle at the strange convocation of beastmen, keeping a close eye on the cultists' activities.

A quiet and well-groomed hyur waves his cane around himself, summoning his carbuncle to his side. Working together, the two of them kneel to heal the land of creeping rot.

Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature's resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature's indomitable will. The druid's goal in life is to safeguard the future by wielding the inherent magic hidden within the land.

Power of Nature

A druid's strength stems from an art they refer to as conjury. Conjury calls upon the elements and concentrates them to a potency through which spells can be weaved. Through practiced meditation on the essences of creation, conjurers draw forth and absorb magic from their immediate surroundings. Versed also in magicks that restore and strengthen, druids are also regarded as accomplished healers.

One With the Light

Druids find their roots in a society which once revered nature as an ally, borrowing the power of the land and Elementals to soothe wounds and protect from the wicked. However, the druids of the past abused this power, causing the
Elementals to lash out and clear the land with the
Great Flood. Alongside the damage wrought by the wizards of Mhach in the War of the Magi, Hydaelyn fell into a dark age. Today, druids are few and far between, practicing the forbidden art of White Magic to wield the powers of nature and light to drive off evil in protection of the world once more.

Adjustments

In addition to the base qualities of the class in the Player's Handbook, Druids in Eorzea have the following adjustments.

Druid Circles

You may select from the following Druid Circles:

Circle Source
Circle of the Land PHB
Circle of the Moon PHB
Circle of the Shepherd XGtE
Circle of Stars TCoE

Druid Circle Flavors

We suggest the following adjustments to the flavors of the existing Circles to mesh better within the world of Hydaelyn.

Circle of the Land

Druids who follow this Circle have been initiated into the secret, long-standing order of druids who once stood against the Black Mages of Mhach in the Sixth Umbral Era during the War of the Magi. Few are left, but the secrets of white magic live on in you and yours.

Circle of the Moon

Druids in this Circle are incredibly few and far between. Those who can take on the body of a beast are only legend in Eorzea, yet druids of the moon are not only in possession of this power, but masters of it. Are they such champions of Hydaelyn that they bear the very essence of the star in their aether? Or has something otherworldly and uncanny touched their essence and changed them for good?

Circle of the Shepherd

Shepherds are also colloquially called summoners in Eorzea. These druids are often deeply academic, using their knowledge of mathematics and arcanum to summon forth spiritual allies to aid them. The most typical summons are the Carbuncle, aetherial beings summoned forth and given form from a gemstone.

For their 2nd level ability Spirit Totem, the following changes are made, for flavor:

Spirit Totem Eorzean Equivalent
Bear Topaz Carbuncle
Hawk Ruby Carbuncle
Unicorn Emerald Carbuncle

Circle of Stars

You live and breathe the night sky up above. Many druids of this Circle are astromancers, scholars who study the stars and constellations and their influence on life in Eorzea. While astromancy has a somewhat dubious reputation among much of the land, there are pockets of society here and there that revere them and consider them truthtellers.

Fighter

A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.

An elezen stands before a ferocious beast, his blade lit with the fire of magic. As the beast charges, he whirls and slashes his weapon with panache — and the beast slumps, cleaved in twain.

A young lalafell stands before her party, all of them winded and beaten. She wipes the sweat and blood from her eyes and forces herself to stand tall. She speaks to her party from her heart, raising her sword in strength. Her party slowly straightens as well, heartened, ready to try again.

All of these heroes are fighters, perhaps the most diverse class of characters in Eorzea. Questing adventurers, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings — as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.

Well-Rounded Specialists

Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior
combatants on battlefields and in dungeons alike.

Trained for Danger

Not every member of the city watch, the village militia, or
the Grand Companies is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.

Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards — few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.

Adjustments

In addition to the base qualities of the class in the Player's Handbook, Fighters in Eorzea have the following adjustments.

Martial Archetypes

You may select from the following Martial Archetypes:

Archetype Source
Arcane Archer XGtE
Banneret SCAG
Battle Master PHB
Champion PHB
Eldritch Knight PHB

Archetype Flavors

We suggest the following adjustments to the flavors of the existing Archetypes to mesh better within the world of Hydaelyn. Any Archetypes that are in the chart above but not listed below are essentially unchanged in their theming.

Arcane Archer

Arcane Archers are an offshoot of bards, channeling aether through magic instead of music. They work closely with the bards in matters of war, and often aid the Gods' Quiver in the Twelveswood.

Banneret

Bannerets are few and far between, but there are
just some warriors out there who can inspire even
the most miserable wretch to greatness. It is by a
Banneret's enthusiasm and dedication that another can stay fighting in an otherwise hopeless slog — and still hope to find victory at the other end.

Eldritch Knight

Considered one of the disciplines of the Red Mage, Eldritch Knights have drawn on a multitude of techniques across the world, mixing black and white magic along with focused swordplay and style. All of these abilities have combined in this alluring mix of talent and flair, creating a hero worthy of legend. Unlike their Bladesinger counterparts in Wizardry or the Arcane Tricksters in more Roguish pursuits, knightly Red Mages have put extra focus on their martial prowess.

For their 3rd level ability Weapon Bond, the following changes are made, for flavor:

You have created from your aether an arcane accelerator. This takes the form of a floating crystal always within your space. By using your arcane accelerator, you are able to condense your personal aether into spells, and to empower your martial attacks with your Bonded Weapons.

Paladin

Clad in plate armor that gleams in the sunlight despite the dust and grime of long travel, a hyur lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance shines from her hands, the man's wounds knit closed, and his eyes open wide with amazement.

A roegadyn crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches a sahagin war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two fishbacks are dead before they even realize he is there.

Silver hair shining in a shaft of light that seems to illuminate only him, an auri laughs with exultation. His spear flashes like his eyes as he jabs again and again at a twisted giant, until at last his light overcomes its hideous darkness.

Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.

A free paladin has no master. Instead she travels all lands, and in every place takes up the cause of the unarmed and defenseless. She swears fealty not to a lord, but to herself ─ she is nobility amongst adventurers.

Adjustments

In addition to the base qualities of the class in the Player's Handbook, paladins in Eorzea have the following adjustments.

The Power of Oaths

Like the pure conviction that a cleric displays, a paladin must believe fervently in their oath. Scholars have studied the source of a cleric's or paladin's power, but little headway has been made into the mysteries of conviction.

Paladin Oaths

You may select from the following Paladin Oaths:

Oaths Source
Oath of Heroism UA
Oath of Redemption XGtE
Oath of Vengeance PHB

Oath Flavors

We suggest the following adjustments to the flavors of the existing Oaths to mesh better within the world of Hydaelyn.

Oath of Heroism

You are truly the champion of Hydaelyn. The Mothercrystal has called to you, spoken to you, and gifted you her blessing. Your blessing, however, is stronger than most, and you are ready to conquer the forces of darkness for the good of the star.

Oath of Redemption

An Eorzean redemption paladin is connected to the belief in the inherent goodness of all people. Rather than being flavored with the wilds, you channel the Light, and your inherent warmth and optimism. It is not always easy to maintain your rosy spectacles in this harsh and unforgiving world. But by the Twelve, you try!

Oath of Vengeance

A paladin with an oath of vengeance is a dangerous beast indeed: they are concerned not with what is lawful but what is ethical. It is due to their extralegal ambitions and their often dark and brooding nature that many call vengeance paladins "Dark Knights."

A Dark Knight is a knight who has taken up arms to serve the downtrodden. They serve no lords or institutions, believing no one is exempt from justice, no matter what their position in society. They protect the commonfolk from not only banditry and wild beasts, but from corrupt men who seek to oppress them.

Ranger

A hyur cloaked in scale mail spies the tell-tale plume of dark smoke in the distance, and he readies his bow, aiming at the Paragon with deadly accuracy.

A roegadyn woman runs and leaps high into the sky, landing on the back of the enormous serpent. She cleaves the creature's head from its body with a massive swing of her sword.

The vieran ranger rushes behind a rock, calling to her companions to join her: the Primal Garuda is summoning a great blast, and the ranger knows a safe place from her winds is an advantage.

These fearless warriors stand against monsters, Primals, Paragons, and any other threats who would raise a hand against the star. Roaming far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, through the dense-packed trees of trackless forests and across wide and empty plains, rangers continue their unending journey to keep Eorzea safe.

Deadly Hunters

Ceaselessly hunting their targets, rangers specialize in hunting the monsters that threaten the edges of civilization — be they terrible monsters, the scourge of Primals, or even those secretive cultists, the Paragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.

Thanks to their familiarity with the wilds, rangers
acquire the ability to cast spells that harness the
Elements' power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and
the hunt. A ranger's talents and abilities are honed with
deadly focus on the grim task of protecting the
borderlands.

Independent Adventurers

Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger's true calling is to defend the outskirts of civilization from the ravages of monstrous forces that press in from the shadows. Many rangers are independent almost to a fault, knowing that, when a dragon or the Lord of Levin attacks, a ranger might be the first — and possibly the last — line of defense. Still, anyone who fights in defense of the star will have to take every tool at their disposal, and for many rangers, that means working with a party, despite their stubborn streak.

Adjustments

In addition to the base qualities of the class in the Player's Handbook, rangers in Eorzea have the following adjustments.

Ranger Archetypes

You may select from the following Ranger Archetypes:

Archetype Source
Hunter PHB
Monster Slayer XGtE

Archetype Flavors

We suggest the following adjustments to the flavors of the existing Archetypes to mesh better within the world of Hydaelyn.

Hunter

You have devoted your existence to hunting and destroying Primals, the summoned monstrosities of the Beastman tribes. You know that the Primals represent a deadly force that, if unchecked, could obliterate civilization as you know it. Your abilities are honed for fighting either the enormous monsters themselves or for wading through their many zealous followers.

Monster Slayer

You are dedicated to the protection of the star from any threat, no matter whether it comes from rampaging dragons or an invading warlord. You roam the land looking for the next target to take down, and your skills are generalized to match any foe. You know the land has seen seven calamities: you are determined to keep it from becoming eight.

Rogue

Signaling for her companions to wait, a lalafell creeps forward through the pirates' hideout. She presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. Then she disappears into the shadows as her fighter friend moves forward to kick the door open.

A viera bends down to run his hand over the gouges on the table. As a ne'er-do-well himself, he knows better than any what a game of Five Finger Fillet looks like: that's what sets him apart from other detectives.

Suppressing a giggle, a miqo'te waggles her fingers and magically lifts the key ring from the guard's belt. In a moment, the keys are in her hand, the cell door is open, and she and her companions are free to make their escape.

Just as in any other setting, rogues of Eorzea rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.

Skill and Precision

Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them while adventuring such as climbing, finding and disarming traps, and opening locks.

When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.

Balanced on a Blade

Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves' guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where giant puddings and cancerous oozes haunt the sewers.

In Limsa Lominsa, however, there are rumors of a small group of rogues and cutthroats hidden within the Dutiful Sisters of the Edelweiss. Sometimes called the Upright Thieves, this group of good-hearted scoundrels enforce General Blofhyswyn's new pirate order — the Code. The Code is as follows: No crew would cheat another of its plunder, nor rob a fellow Lominsan, nor sell fellow men into slavery. And any cove who cross that line is like to meet the wrong end of a blade in an alleyway — or at least find themselves left trussed and humiliated, waiting for the Yellowjackets to clean up your mess.

Adjustments

In addition to the base qualities of the class in the Player's Handbook, rogues in Eorzea have the following adjustments.

Roguish Archetypes

You may select from the following Roguish Archetypes:

Archetype Source
Arcane Trickster PHB
Inspector (Inquisitive) PHB
Swashbuckler SCAG
Thief PHB

Archetype Flavors

We suggest the following adjustments to the flavors of the existing Archetypes to mesh better within the world of Hydaelyn. Any Archetypes that are in the chart above but not listed below are essentially unchanged in their theming.

Arcane Trickster

Rounding out the fighter and wizard Red Mage triad, an Arcane Trickster knows more than anything that they need to keep their forbidden magic a secret. They are quick, sneaky, and light on their feet. The only way to accomplish your goals is to stay alive to fight another day!

Inspector

Renamed from Inquisitive

You are a crack detective — an inspector extraordinaire. If ever there was a crime to be solved, you would surely be there to crack the case. You have both a sharp eye for detail and a good read on the people around you. You excel at taking down creatures that hide among ordinary folk. Unfortunately, due to the antics of...a certain other party...in your profession, others look on Inspectors with scorn. But you can turn their underestimation into your greatest tool yet!

Swashbuckler

While they were partying, you were studying the art of the blade. ... But also partying, because let's be real: what's the point of being a great swordsman if you can't dole out the witty quips and banter at the same time? You excel at turning your charm and personality into a weapon as deft as your sword. Swarms of snippers and gads of bad guys aren't really your cup of tea: you are most at home going toe-to-toe in single combat and breaking your foe down one laughing insult at a time.

Warlock

A lalafell stands before a horde of kobolds who dash towards him with blood-thirsty screams. With a few skillful waves of his staff, a large fireball erupts from the gem inlaid at the end of the staff, causing a massive fiery explosion and leaving nothing but ash.

A miqo'te wearing dark robes grins as she waves her wand before a guard refusing her entry. With a few choice words and a spell, the guard happily steps aside, unlocking the passage bowing to her as she passes.

An elezen laughs as he unleashes a fireball empowered by dark magics upon his foes, its umbral hue at once dazzling and unsettling.

A warlock is a powerful ally who wields incredible magic granted to them by a mysterious and otherworldly patron. Drawing on the ancient knowledge of their patrons, they piece together the arcane secrets that bolster their incredible power.

Sworn & Beholden

A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not of the Twelve gods you know. More often, though, the arrangement is similar to that between a master and an apprentice: the warlock learns and grows in power, at the cost of occasional services performed on the patron's behalf.

The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock's being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.

Delvers into Secrets

Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well. Warlocks of Eorzea are few and far between, for it seems the supernatural forces of the world are very picky about whom they champion. But you are one of the oh-so-lucky few, and you are often visited by the vision of your patron in your dreams.

Once a pact is made, a warlock's thirst for knowledge and power can't be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn't intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.

Adjustments

In addition to the base qualities of the class in the Player's Handbook, warlocks in Eorzea have the following adjustments.

Warlock Patrons

You may select from the following Warlock Patrons:

Archetype Source
The Emissary Homebrew
The Mothercrystal Homebrew
The Negotiator Homebrew

The Emissary

You have made your pact with the Emissary: a mysterious man clad in white who is gentle and quiet, but radiates power. He aids those whom He deems capable of rising up in defense of the Light, in order to restore balance to the star.

Expanded Spell List

The Emissary lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st bane, shield
2nd blindness/deafness, blur
3rd crusader's mantle, elemental weapon
4th aura of purity, staggering smite
5th dispel evil and good, holy weapon

Warrior's Challenge

Starting at 1st level, you gain the ability to issue a challenge to your opponents. As a bonus action, choose one creature you can see within 30 feet of you. The target is challenged to combat for 1 minute. The challenge ends early if the target dies, you die, or you are incapacitated. Until the challenge ends, you gain the following benefits:

  • You gain your proficiency bonus to damage rolls against the challenged target.
  • Any attack roll you make against the challenged creature is a critical hit on a roll of 19 or 20 on the d20.
  • If the challenged creature attacks a creature other than you, it must first succeed on a Wisdom saving throw against your spell save DC or else make the attack roll with disadvantage.

You can't use this feature again until you finish a short or long rest.

Sources

Illustration by Silverling. Patron concept by /u/trouvant

Crusader of Balance

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

If you have the eldritch blast cantrip, you can choose at the start of your action when casting it to change its damage type to radiant.

Blade of Light

At 6th level, your patron grants you the power to imbue your blade with spells, uniting your melee prowess and spellcasting ability in combat. If you are channeling your will through a melee weapon using the Crusader of Balance feature, you can enchant the weapon with a spell as a bonus action instead of casting it, though it uses the same components. The spell must be a harmful spell which requires one or more targets other than yourself and which requires a saving throw from each. Your weapon can be imbued with no more than one spell at a time.

The enchantment has a number of charges equal to the number of targets allowed by the spell, and its duration, equal to that of the spell, begins when it is placed upon the weapon. When you hit a creature with a weapon attack, you can expend one charge of the enchantment to make them the target of the spell, against which they make their initial saving throw with disadvantage. When the duration of the enchantment has elapsed, the effects of the spell ends on each target, and unused charges are removed from the weapon.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Armor of Darkness

At 10th level, you have come to understand the necessity of balance. Your resolve and reflexes have been fortified with shadow, making you a more imposing challenger. If the target of your Warrior's Challenge hits you with an attack, roll a d6. On a 4 or higher, the shadows of Hydaelyn envelope you, causing the attack to miss.

Champion of the Emissary

Starting at 14th level, you can pass your Warrior's Challenge from a slain foe to one who still stands. When the target of your Warrior's Challenge dies, you can apply the challenge to a different creature you can see within 30 feet of you, provided you aren't incapacitated.

The Mothercrystal

Your patron is the great aether crystal and mother goddess of Hydaelyn, the mothercrystal Herself. At Her aetherial command, you have bound yourself to her Light and sworn to do Her bidding in exchange for the awe-inspiring touch of Her power.

Being connected so strongly to such a power can cause changes to your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the Aetherial Sea, to lay down your ever-increasing burden and become one with Her Light. But you know your mission is among the living for now, and your pact binds you to bring Her light to the dark places of the world.

Expanded Spell List

The Mothercrystal lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st cure wounds, guiding bolt
2nd lesser restoration, spiritual weapon
3rd daylight, revivify
4th aura of life, guardian of faith
5th dawn, greater restoration

Bonus Cantrips

At 1st level, you learn the light and sacred flame cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.

Healing Light

At 1st level, you gain the ability to channel the light of the Crystal to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

Radiant Soul

Starting at 6th level, your link to the Mothercrystal allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.

Crystalline Resistance

Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.

Searing Vengeance

Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and is blinded until the end of the current turn.

Once you use this feature, you can't use it again until you finish a long rest.

The Negotiator

You have made a pact with a being whose existence is shrouded in mystery to you. Though He has never come to you Himself, He sends his messages and requests through others around you, be they your allies, random strangers, or even your foes. Often the tasks He sets you to are strange or confusing, yet harmless: to leave a parcel here, or pass along news there. You might wonder about His motivations, but you know He is a man of His word, and He has always kept His side of the pact.

Expanded Spell List

The Negotiator lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st command, disguise self
2nd blindness/deafness, detect thoughts
3rd melf's minute meteors, slow
4th confusion, evard's black tentacles
5th dominate person, seeming

Negotiator's Blessing

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

Broker Your Luck

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. Once you use this feature, you can't use it again until you finish a short or long rest.

Defy Fate

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

Mind of the Void

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the Void. The creature disappears and hurtles through a nightmare landscape. At the end of the next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend (voidsent), it takes 10d10 psychic damage as it reels from its horrific experience. Once you use this feature, you can't use it again until you finish a long rest.

Wizard

With a hefty earmarked tome in hand, an elezen closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.

A quiet miqo'te woman carefully scratches notes into her research tome. After a long times passes, she wipes the sweat from her brow as a shining avian figure bursts forth from another plane, ready to heed her every command.

Crouching on the floor in the beastmen's lair, a lalafell tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.

Wizards, largely referred to as Mages or sometimes Arcanists, are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the flow of aether that permeates the cosmos, as well as the mathematical weave of the universe, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or powers incredible machines. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.

Magic Through Research

Wild and enigmatic, varied in form and function, the power of aether draws students who seek to master its mysteries. Only through deep understanding of formulas and geometrical figures can they produce magical effects. Their tomes and grimoires are filled with fascinating formulas and diagrams which burst forth into powerful spells when fed aether from their own body. Ever thirsty for greater power, a wizard seeks knowledge and then puts it to the test.

Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures that are steeped in magic.

The Lure of Knowledge

Wizards' lives are seldom mundane. The closest a wizard is likely to come to an ordinary life is working as a sage or lecturer in a library or university. Other wizards sell their services as diviners, serve in military forces, or pursue lives of crime or domination.

But the lure of knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts in ancient Allag or Mach or Amdapor knew secrets of aether that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age.

Adjustments

In addition to the base qualities of the class in the Player's Handbook, wizards in Eorzea have the following adjustments.

Necromancy

Although there are dark and forbidden arts that are used to raise the undead, they are not used by any right-thinking, civilized people. For, in truth, when you raise the undead, you do not raise a semi-living corpse. Instead, you summon a voidsent — a demon — from the Void, and allow it to inhabit the corpse on this plane.

The School of Necromancy is not available to PCs.

Schools of Magic

You may select from the following Schools of Magic:

School Source
Abjuration PHB
Bladesinging TCoE
Conjuration PHB
Divination PHB
Enchantment PHB
School Source
Evocation PHB
Illusion PHB
Invention UA
Order of Scribes TCoE
Transmutation PHB

School Flavors

We suggest the following adjustments to the flavors of the existing Schools to mesh better within the world of Hydaelyn. Any Schools that are in the chart above but not listed below are essentially unchanged in their theming.

School of the Bladesinger

Originally founded in the 6th Umbral Era by the survivors of the War of the Magi, Red Mages are a secretive group who blend white magic, black magic, and the art of the weapon with an intricate and showy performance. Of the various disciplines that make up the red mage school of magic, bladesingers are the most devoted to mastery of magic instead of martial prowess or the dexterous dance.

Order of Scribes

Wizards hailing from Sharlayan, the scholarchy city-state to the northwest, by and large favor the Order of Scribes, which elevates their spellbook to a new level. Why bother writing your thesis when you can magically awaken your book and work on it together?

School of Invention

Wizards of this school are on the bleeding edge of aetherology and magitek engineering. While both are important fields of study on their own, these mages believe that magic can only truly be furthered by the extensive (and sometimes explosive) marriage of both. Many Eorzeans disdain this approach, as magitek has been innately tainted by its invention by the Garlean Empire.

Though most wizards are scholars who have mastered their craft through careful study and rigorous practice, these wizards would rather throw spells together, add some engineering magic, and see what happens.


For their 2nd level ability Arcanomechanical Armor, the following changes are made:

Magitek Armor

Innovation is a dangerous practice, at least as far as members of this school practice it. As a shield against this risk, you have developed a suit of arcane magitek armor.

Starting at 2nd level, you gain the ability to create a suit of magitek armor. To do so, you must modify a suit of light armor over the course of a short rest. In addition to the normal AC modification provided by this armor, as well as any magical properties it might have, it grants you resistance to force damage while you are wearing it. You do not need light armor proficiency to wear this armor.

When you first gain access to this feature, you gain a suit of magitek armor made out of studded leather armor. Whenever you create a new suit of magitek armor, the old suit loses this feature and reverts back to its normal form.


For their 2nd level ability Reckless Casting, the following changes are made:

Reckless Casting

Any spell cast via Reckless Casting that normally requires concentration no longer does, and lasts its full duration, similar to a Sorcerer's Wild Magic surge.

If a player casts a touch spell via Reckless Casting but there are no valid targets in                    range, they can use their movement to move                        towards a target and then apply the spell.

Backgrounds

Backgrounds of A Realm Reborn
Background Description Proficiencies Feature
Adventurer's Guild Veteran An adventurer who's already done a few jobs for the locals. Persuasion, Athletics or Acrobatics or Arcana, one language, two tools of your choice Guild Kickbacks
Archaeologist A scholar and enthusiast of ancient civilizations. History, Survival, cartographer's tools or navigator's tools, one language Historical Knowledge
Child of Celebrity You live in the shadow of your famous adventurer parent. Perception, Performance, Disguise kit, two languages of your choice Name Dropping
Commoner A salt-of-the-earth citizen looking to make a change. Animal Handling, Survival, one type of artisan's tools, vehicles (land) Rustic Hospitality
Disciple of the Hand An skilled artisan belonging to an artisan's guild. Insight, Persuasion, one type of artisan's tools, one language Guild Membership
Ex-Pirate You gave up the pirating life. But did the pirating life give up on you? Athletics, Stealth, Navigator's tools, vehicles (water) Bad Reputation
Investigator A detective, a private eye, a gumshoe, y'see. Choose 2: Insight or Investigation or Perception; disguise kit, thieve's tools Official Inquiry
Maelstrom Officer (Yellowjacket) An officer in Limsa Lominsa's vast military. Athletics, Intimidation, one type of gaming set, vehicles (land) Military Rank (Watcher)
Sharlayan Scholar (Archon) A scholar seeking to apply their thesis to the greater world. Investigation, Arcana or Nature or History or Religion, One language, one set of artisan's tools or one musical instrument Library Access (Sage's Mark)

Adventurers' Guild Veteran

You are a mainstay at the local adventurers' guild. Sure, you haven't made your name yet, but you've killed some ship rats and rescued some wolf pups. You even picked up an old elezen lady's shopping! Maybe you're still small-time, but you're a step ahead of the greenhorns and you've got an idea of how the system works. And anyway, who says doing things for the little guy is a bad thing? Their smile when you returned their missing coeurl kitten was worth all the gil in the world.

The Drowning Wench

Your local adventurer's guild proprietor is Baderon Tenfingers at the Drowning Wench, a midlander man of forty-eight winters. A skilled mercenary in his youth, he has since retired and opened a tavern in Limsa Lominsa's Upper Decks. He acts as something of a teacher, always looking to help the younger generation find its feet.

He knows you, if not by reputation then at least by sight. You're in his good graces...or not his bad ones.


  • Skill Proficiencies: Persuasion, and choose one from Athletics, Acrobatics, or Arcana
  • Tool Proficiencies: Two of your choice
  • Languages: One common language of your choice
  • Equipment: A set of traveler's clothes, stamped leveplates from past levequests, letters of appreciation, a sigil of the guild's crest, and a pouch containing 10 gp.

Feature: Guild Kickbacks

As long as you remain a member of the guild and maintain a friendly relationship with your local proprietor, you may enjoy complimentary meals and board at no charge to you or your party members. Additionally, your status as a veteran affords you a small following of local fans and admirers.

This feature extends to the other locations by establishing a friendly relationship with their respective proprietors.

Suggested Characteristics

Adventurers come from a myriad of backgrounds, and with them, their own dreams and motivations. Anyone, whether they be a helpful commoner or a seasoned fighter, can become an adventurer if they have the drive to take on the world.

The Adventurers' Guild

The Adventurers' Guild is a supranational organization employing able-bodied people from all walks of life, acting as an intermediary by receiving varied requests for aid from townsfolk. Quests are listed on the adventuring board with accompanying "quest plates" which are then stamped when completed. Adventurers throughout the realm can be found working not just as hired swords, but as tradesmen and gatherers as well.

d8 Personality Trait
1 I'm a fighter, so no way am I going to take quests for picking flowers or knitting socks for the poor.
2 I'm as tough as those little ship rats outside of Limsa! Look out, I mean business!
3 For my own peace of mind, I always establish official roles and responsibilities when working in a party.
4 I like to collect and display all the different quest plates I've earned. Everyone will be so jealous!
5 When returning to the tavern, I throw wide the doors to announce my presence.
6 I maintain strictly professional with those I work with.
7 During tense situations, I usually crack a joke.
8 I love those quests for picking flowers and knitting socks for the poor!
d6 Ideal
1 Threats. After I help someone, I insist they return the favor when I end up needing something myself. (Evil)
2 Money. 'Tis a dangerous job, but it pays well. (Neutral)
3 Process. I cannot accept polite requests for help. I only pursue official quests. (Lawful)
4 Virtue. Like the saints depicted on the quest plates, I will stand for those ideals that help others in need. (Good)
5 Travel. As an adventurer, I get to see, explore, and experience all of Hydaelyn's beauty. (Any)
6 Apathy. So long as it gets done, I get to choose how. (Chaotic)
d6 Bond
1 I don't like authority, so I freelance to help the realm.
2 I took this job to bring some excitement to my dull life.
3 I was there and first in line when the guild had its grand opening.
4 This sigil carries meaning, to me and everyone here.
5 My family will be proud of the work I do.
6 I had a hard life, but I can make it easier for others.
d6 Flaw
1 My party would be lost, confused, or even dead if I weren't here to babysit them.
2 No tip? Then they can solve their own damn problems.
3 I've grown dependent on the validation of the common folk.
4 I take advantage of the tavern's hospitality to the fullest.
5 The more I do this job, the less I find myself caring about the plights of others.
6 As the veteran, it is my responsibility, and mine alone, to divide up the loot and rewards.

Archaelogist

An archaeologist learns about the rich tapestry of Eorzea's past by studying the remains of her many fallen civilizations – their bones, their ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of Hydaelyn to root through ancient technological ruins from Allag or more arcane civilizations like the ancient cities of Mhach and Amdapor, digging in search of artifacts that might tell the truer, deeper stories of the calamities.


  • Skill Proficiencies: History, Survival
  • Tool Proficiencies: Cartographer's tools or navigator's tools
  • Languages: One of your choice
  • Equipment: A wooden case containing a map to a ruin or dungeon, a bullseye lantern, a miner's pick, a set of traveler's clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch containing 25gp.

Signature Item

Prior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you. Roll on the Signature Item table to see what you have, or choose an item from the table.

d8 Signature Item
1 10-foot pole, carved with mysterious symbols
2 Medallion, etched with an ancient civilization's seal
3 Crowbar. It's just useful!
4 Lucky shovel, used when you struck on an important discovery
5 Crumbly hat of dubious aesthetic in the modern age
6 Tinkerer's sledgehammer, fueled by ancient technology
7 Hooded lantern wrought in curious designs
8 Whip, which you're still getting the hang of...

Feature: Historical Knowledge

When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were elezen, lalafellin, hrothgari, or even ancient Allagan. In addition, you can determine the monetary value of art objects more than a century old.

Suggested Characteristics

Few archaeologists can resist the lure of an unexplored ruin or dungeon, particularly if such a site is the source of legends or is rumored to contain the treasures and relics of mages, warlords, or royalty. Some archaeologists plunder for wealth or fame, while others consider it their calling to illuminate the past or keep the world's greatest treasures from falling into the wrong hands. Whatever their motivations, archaeologists combine the qualities of a scrappy historian with the self-made heroism of a treasure-hunting scoundrel.

d8 Personality Trait
1 I can't put down a good puzzle or mystery.
2 I'm a pack rat who never throws anything away.
3 Fame is more important to me than money.
4 I only started all this to impress someone.
5 I was born in the wrong era: I'm more at home in the relics of the past than modern society.
6 When given the choice of going left or right, I always go left.
7 I might fail, but I will never give up.
8 You might think I'm a scholar, but I love a good brawl. These fists were made for punching.
d6 Ideal
1 Respect. The treasures of yesteryear should be honored and respected. (Lawful)
2 Pragmatism. I could use this stuff more than the dead who possess it. (Neutral)
3 Excitement. Life is short. Have fun while you can and enjoy your finds. (Chaotic)
4 Dignity. The dead deserve to be remembered in a world full of so much loss. (Good)
d6 Ideal
5 Resurrectionist. All my exploring is part of a plan to unearth the lost secrets of knowledge long forgotten. (Any)
6 Danger. With every great discovery comes grave danger. The two walk hand in hand. (Any)
d6 Bond
1 Ever since I was a child, I've heard stories about the lost civilization of Allag. I aim to uncover its secrets and earn my place in the history books.
2 I want to find my mentor, who disappeared on an expedition some time ago.
3 I will never part with my signature item, a relic from my first expedition that keeps me grounded.
4 I won't sell an art object or other treasure that has historical significance or is one of a kind.
5 I've got my trusty shovel, and that's all I need. With it, the next find is always just a matter of when and where.
6 I hope to bring prestige to a library, a museum, or a university.
d6 Flaw
1 I have a secret fear, like darkness or spiders, that I have to constantly conquer in order to explore ancient ruins.
2 When asked a question about my civilization of expertise, I will not be able to stop talking for some time.
3 When I'm not exploring dungeons or ruins, I'm thinking about them.
4 I have no patience for people who don't understand my passion.
5 I am better at dealing with skeletons than living people.
6 I was secretly excited about the Calamity because of the technology Dalamud unearthed.

Child of Celebrity

Your family name strikes fear and/or admiration in the hearts of the common folk — but that's got nothing to do with you. Your parent is famous as one of the incredible Company of Heroes: an elite group of adventurers who once slew Titan himself. Songs and stories celebrating the adventuring exploits of your famous parent are widely known. Kids across the realm grew up wishing they were you...but being the child of a famous adventurer wasn't all hugs and kisses.

You seldom saw your celebrity-adventurer parent, and when they were around, it was all about them and tales of slaying this demon or vanquishing that dragon. All too often, you'd be woken out of a sound sleep by someone standing outside your home screaming about the latest threat to the town, the region, or the world.

In the end, all you have to show for your lineage is your name. Most of the family's money was spent on consumables, from potions of healing and spell scrolls to copious amounts of dwarven ale. And everyone expects you to swing a sword or sling spells like your famous forebear, making it doubly hard for you to prove yourself.


  • Skill Proficiences: Perception, Performance
  • Tool Proficiencies: Disguise kit
  • Languages: Two of your choice
  • Equipment: A disguise kit, a set of fine clothes, and a belt pouch containing 30 gp.

Feature: Name Dropping

You know and have met any number of powerful people across the land — and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep.

Suggested Characteristics

Children of Celebrity adventurers must deal with fame that's not theirs, wealth they didn't earn. and expectations they can never hope to meet. These hardships can have adverse effects, but those who cope with them can arrive at a decent attitude and a grounded worldview. Those who fail become bitter — or worse.

d8 Personality Trait
1 I will never get out of my famous parent's shadow, and no one else will ever understand this burden.
2 I've seen enough of the adventuring life to have realistic expectations and empathy for my adventuring peers.
3 Living up to my legacy will be difficult, but I'm going to do it.
4 I'm used to the very best in life, and that's a hard habit to break.
5 My parent taught me a sense of duty. I strive to uphold it, even when the odds are against me.
6 No one can fake a smile, a handshake, or a stoic nod like I can.
7 I've been a part of the adventuring life since I was old enough to walk. Let me explain a few things to you.
8 My parent defeated Titan? HAH! I'll defeat Titan twice, while blindfolded with one hand tied behind my back!
d6 Ideal
1 Power. By their example, I've learned the only way to get ahead in this world is to attain power and hold onto it with all your might. (Neutral)
2 Peace. Those who can find or make peace on this chaotic world have everything. (Lawful)
3 Fame. I've seen what fame can bring. And I'll do anything to get that all for myself. (Neutral)
4 Training. I want to reach my own fame through hard work, sacrifice, and training, not anothers' coattails. (Any)
5 Anonymity. I want to be successful. And alone. With lots of guards and wards between me and everyone else in the world. (Any)
6 Wisdom. Material wealth is an illusion. Wisdom is the real treasure. (Good)
d6 Bond
1 While my parent was out adventuring, a servant raised me, and I care about that person more than anyone.
2 I consider every member of the Company of Heroes to be family.
3 Despite their absences, my famous parent was kind and generous. I love them and want to make them proud.
4 My parent once brought a magic crystal home. It is my obsession.
5 My childhood home was destroyed in the Calamity, and restoring it to its former glory is my primary concern.
6 Growing up, I had an imaginary friend I could always count on. That friend still says hi from time to time!
d6 Flaw
1 You don't know what I'm going through. You never can.
2 You. Fetch my cloak. And maybe rub my feet for a while.
3 My comrades are brave, but I must defeat this threat alone to prove my worth.
4 Oh yeah, that spell? Named after my parent's best friend. Let me tell you about them.
5 My best days are behind me. Ahead lies only toil, pain, and death.
6 You have to look out for yourself. No one else will.

Commoner

You come from a humble social rank, but you are casting off your old life to rise up as an adventurer: a much riskier, but much more rewarding, profession. A part of you is certain that you are destined for so much more than the life you left. There are monsters and bandits and Twelve know what out there, threatening good rustic folk like those you grew up around. Someone's gotta take care of 'em.

  • Skill Proficiencies: Animal Handling, Survival
  • Tool Proficiencies: One type of artisan's tools, vehicles (land)
  • Equipment: A set of artisan's tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp.

Defining Event:

You previously pursued a simple profession among the peasantry. But something happened that set you on a different path and marked you for greater things.

d8 Defining Event
1 I stood up to the Serpent Reavers, the nastiest pirating crew this side of the Rhotano.
2 I foresaw the damage wrought by the Calamity and managed to shield my community from harm.
3 I was the only one to successfully spend the night in the haunted lighthouse, Pharos Sirius.
4 I defeated a monster through sheer luck, and the stories told about me get wilder and more convoluted with each telling. It's gone on too long to correct them now.
5 I joined the Upright Thieves to protect the commonfolk against the pilferin' of no-good pirates.
6 People keep confusing me for a real local hero who hasn't been seen in ages. I can't seem to convince them otherwise, no matter how hard I try.
7 I was the only one unaffected by a recent plague and was able to get help for those stricken.
8 I was captured by Sahagin as a sacrificial thrall to their Primal, but I helped my fellow prisoners escape.

Feature: Rustic Hospitality

Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Suggested Characteristics

You are one of the common people, for better or for worse. Most commonfolk adventurers look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them.

d8 Personality Trait
1 I judge people by their actions, not their words.
2 If someone's in trouble, I'm always ready to lend help.
3 When I set my mind to something, I follow through no matter what gets in the way.
4 I'm not above flattering an enemy to get their guard down, but I'm probably going to punch it afterward.
5 I'm confident in my own abilities, and do what I can to instill confidence in others.
6 Thinking is for other people. I prefer action.
7 I make it a point to remember the names of people I interact with more than once.
8 You might call me a superstitious person. I would call me appropriately cautious.

d6 Ideal
1 Respect. People deserve to be treated with dignity and respect. (Good)
2 Protection. Stand between others and harm, especially when they cannot do it themselves. (Lawful)
3 Survival. The rest doesn't matter if you and those you love are dead. (Neutral)
4 Community. Everything I do is for my hometown and the people in it. (Neutral)
5 Sincerity. There's no good pretending to be something I'm not. (Any)
6 Destiny. There's nothing and no one that can steer me away from my higher calling. (Any)
d6 Bond
1 I have a family, but I have no idea where they are. One day, I hope to see them again.
2 I worked the land, I love the land, and I will protect the land.
3 My dog is waiting for me back home.
4 An elder taught me my many skills. I still feel like I owe their surviving family.
5 I have an older sibling who fought in the Calamity and never came back. I'm hoping to find out what happened to them.
6 My tools are symbols of my past life, and I carry them so I will never forget my roots.
d6 Flaw
1 I skim rather than read, and it can lead to interesting interpretations.
2 I judge people based on how well I think they'd survive in the country. Loudly.
3 I am extremely comfortable in one on one conversations with people outside my age group.
4 I'm pretty sure people using ten-gold words are just using them to try and make me feel stupid on purpose.
5 I have one of those faces that gets me into a lot of bar fights.
6 I'm convinced of the significance of my destiny and blind to my shortcomings and the risk of failure.

Disciple of the Hand

You are a member of the intranational artisans' guild, the Disciples of the Hand. You are skilled in a particular field, closely associated with other artisans, and well-established in the mercantile world. You learned your skills as an apprentice to a master artisan under the sponsorship of the Hand, and you can't wait until you can become a master in your own right. For now, you are a journeyman, and you are expected to, well, journey, and learn more skills from other craftsmen around Eorzea.

  • Skill Proficiencies: Insight, Persuasion
  • Tool Proficiencies: One type of artisan's tools
  • Languages: One of your choice
  • Equipment: A set of artisan's tools (one of your choice), a letter of introduction from your guild, a set of traveler's clothes, and a belt pouch containing 15 gp.

Guild Business

The Disciples of the Hand is a loose network of artisans who work all over Eorzea, and their talents range far and wide. You can select your guild business from the Guild Business table or roll randomly.

d10 Craft Description
1 Alchemist Brews mundane materials into wondrous potions and salves.
2 Blacksmith Constructs metallic weapons, tools, and armor.
3 Botanist Harvests and cultivates useful materials from plant life.
4 Carpenter Shapes wood into furniture, weapons, and tools.
5 Culinarian Prepares food and beverage to lift the spirits.
6 Fisher Captures the bounty of the sea, lakes, and rivers.
7 Goldsmith Crafts fine jewelry of precious metals and stones.
8 Leatherworker Refines hide, furs, and pelts into garments.
9 Miner Excavates and handles ore, fossils, and other stones.
10 Weaver Sews and stitches garments from fiber and cloth.

As a member of your guild, you know the skills needed to create finished items from raw materials (reflected in your proficiency with a certain kind of artisan's tools), as well as the principles of trade and good business practices. The question now is whether you take on the extra effort to weave adventuring and trade together.

Feature: Guild Membership

As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a Hand guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.

Suggested Characteristics

Guild artisans are among the most ordinary people in the world — until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness.

d8 Personality Trait
1 I believe that anything worth doing is worth doing right. I can't help it — I'm a perfectionist.
2 I'm a snob who looks down on those who can't appreciate fine art.
3 I always want to know how things work and what makes people tick.
4 I'm rude to people who lack my commitment to hard work and fair play.
5 I like to talk at length about my profession.
6 I don't part with my money easily and will haggle tirelessly to get the best deal possible.
7 I'm very supportive of those who are new to the craft. We all had to start somewhere!
8 I believe the highest form of humor to be puns about the work I do.
d6 Ideal
1 Craftsmanship. I try to do the best work I can, every time. (Neutral)
2 Originality. The worst thing you can say about my work is that it's derivative. (Chaotic)
3 Precision. Those instructions were written for a reason. (Lawful)
4 Security. Adventuring may be lucrative, but trade will keep me comfortable in my old age. (Lawful)
5 Learning. There's always something to learn. I'm a work in progress. (Any)
6 Generosity. My talents were bestowed on me to benefit all of Hydaelyn. (Good)
d6 Bond
1 I set out on adventure to seek inspiration for my magnum opus. I don't know what it will be, but I'm sure I'll know it when I see it.
2 I was inspired by a master of my craft when I was young, and I wish to follow in their footsteps.
3 I had a long-term arrangement with the Serpent Reavers before I left to adventure. They were not happy to see me go.
4 My former lover is also my professional rival.
5 I created my magnum opus for a client too unworthy to receive it. I'm still seeking the right person.
6 The workshop where I learned my trade is the most important place in the world to me.
d6 Flaw
1 Whenever I see something made beyond my skill level, it depresses me.
2 I will attempt to use my trade to solve every problem, even when doing so is absurd.
3 I'm easily discouraged in the face of criticism.
4 I have very strong opinions about art. That's because my opinions are Right.
5 I've destroyed more than one work in progress in fits of anger and frustration.
6 I tend to bite off more than I can chew in terms of work.

Ex-Pirate

You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new.

During your stay at sea, you spent a lot of time among other less-than-savory pirates and though you've cleaned up your act, you still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of La Noscea. Though you do your best to make a simple, honest living with your new life, sometimes your old life comes calling.

  • Skill Proficiencies: Athletics, Stealth
  • Tool Proficiencies: Navigator's tools, vehicles (water)
  • Equipment: A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table), a set of common clothes, and a belt pouch containing 10 gp.

Feature: Bad Reputation

Though in recent years, you've striven to live under the Admiral's Code, in your past life, you indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you've garnered a somewhat unsavory reputation in many a port town.

No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.

Suggested Characteristics

Ex-pirates might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. Life aboard a ship shaped their outlook, and life on land can fit as snug as a glove or as ill as a knife in the back.

d8 Personality Trait
1 I've got a sea superstition for every occasion, and they're as important to me as anything.
2 Tattoos make for an excellent travel keepsake.
3 To me, a tavern brawl is a nice way to get to know a new city.
4 My language is as foul as a malboro's mouth.
5 When in a new place, my first order of business is locating everything valuable — or at least their potential hiding places.
6 The best way to get me to do something is tell me I can't do it.
7 I keep trinkets from every ship we raided, and a story for every one.
8 No matter what the laypeople believe, at least my friends know they can rely on me.
d6 Ideal
1 Exploration. I want to know what's around the next bend. (Chaotic)
2 Survival. I'll live to fight another day. (Neutral)
3 Fairness. We all do the work, so we all share the rewards. (Lawful)
4 Loyalty. I'm loyal to my friends, not to any ideals. Everyone else can take an oar up the bum, for all I care. (Neutral)
5 Fate. As long as the sea favors me, I'll reach my destination. (Any)
6 Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good)
d6 Bond
1 There's an unflattering shanty about me and I always worry someone's recognized me when I hear it.
2 I carry a memento of a shipwreck I alone survived. I'm still unsure what caused it.
3 I'm guilty of a terrible crime. I hope I can redeem myself.
4 My old crew would kill me for abandoning them if they could.
5 I had a lover who betrayed me to save their own skin and I barely dodged going to jail over it.
6 There's a bigger fish that used to push me around and I've still got plans to get him back for it. Fuck you, Captain Morgan.
d6 Flaw
1 I'm not the sharpest knife in the back, but I don't know this.
2 I can't resist a gamble.
3 I have trouble cleaning up my language for polite company.
4 I am reluctant to do a job if I'm not paid upfront for it.
5 If it passes through my mind it comes out of my mouth, even if it's a terrible idea.
6 I'm not going to admit this out loud but I'm terrible at reading.

Investigator

You relentlessly seek the truth. Perhaps you're motivated by    belief in the law and a sense of universal justice, or maybe    that very law has failed you and you seek to make things     right. You could have witnessed something remarkable or terrible, and now you must know more about this hidden truth. Or maybe you're a detective for hire, uncovering secrets for well-paying clients. Whether the mysteries you're embroiled in are local crimes or realm-spanning conspiracies, you're driven by a personal need to hunt down even the most elusive clues and reveal what others would keep hidden in the shadows.

  • Skill Proficiencies: Choose two from among Insight, Investigation, or Perception
  • Tool Proficiencies: Disguise kit, thieves' tools
  • Equipment: A magnifying glass, evidence from a past case (choose one or roll for a trinket from the Horror Trinkets table) a set of common clothes, and 10gp.

Feature: Official Inquiry

  You're experienced at gaining access to people and places to    get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you're investigating. Those who     aren't involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own.

Path to Mystery

Your first case influenced the types of mysteries you're interested in. Why was this case so impactful, personal, or   traumatic? Whom did it affect besides you? Why and how did you get involved? Was it solved? How did it set you on the path to investigating other mysteries? Roll on or choose   details from the First Case table on the next page to develop the mystery that started your career as an investigator.

d8 Case
1 You helped locate a missing shipment of crystals that had been stolen by the fishbacks. You'll do anything to make sure the beast tribes don't summon their primals.
2 You tracked down an Imperial spy in the Garlond Ironworks who was leaking proprietary information to the Empire. Ever since, you've wanted to do more work for Garlond.
3 Your neighbors were abducted by the Empire. You managed to locate them and smuggle them free, earning their gratitude and Imperial ire.
4 You helped the Yellowjackets uncover a smuggling ring spanning all of La Noscea. They still have you on their docket as a good resource.
5 Communication between the Sylphs and Gridania broke down after the Sylvan ambassador's favorite lucky charm went missing. You aided the investigation and brought peace back to the Twelveswood.
d8 Case
6 You revealed that the voidsent terrorizing your home were summoned by a masked mage in black robes. The magic-user escaped, but you're sure you'll get them next time.
7 You were called upon by the Sharlayan Forum to find the Heart of Sabik. You've been on the trail ever since.
8 You were hired by an Ul'dahn merchant to gather evidence on her cheating husband. Instead, you uncovered his work as a shadowy assassin for the Monetarists.

Suggested Characteristics

The keen mind of an investigator thinks in ways most others don't. This can often lead to them having personality traits that, though can be subtle, make them uniquely memorable to those they work with. The job is very demanding and the loyalty needed forms ideals of strong work ethics and perseverance while creating strong bonds that shape the way they think, sometimes exacerbating a peculiar flaw.

d8 Personality Trait
1 While deep in thought I subconsciously make unusual noises that I don't notice, but others find quite irritating.
2 I am a creature of habit and have a routine for going about everything I do.
3 I find the smell and/or sight of a simple everyday item appalling.
4 I use alliterations to make strange comparisons of things that don't make sense to most.
5 I am an absolute germaphobe and refuse physical contact with others of any kind.
6 I have a real problem with remembering people's names. I constantly call people by names that are close but not quite right.
7 I eat constantly and extravagantly, and have no qualms with having a conversation while my mouth is full of food.
8 When confronted with a math problem, I am not satisfied with the answer until I have proven it multiple ways.
d6 Ideal
1 Professional. Your word is only as good as your results. If you say you'll get a job done, you get the job done. (Lawful)
2 Charity. Everyone needs a hand from time to time. Who am I to deny that help to a person in need? (Good)
3 Employment. I don't care what the job is, as long as it pays well. (Neutral)
4 Focused. If it doesn't have to do with me or my case, it's not my business. (Neutral)
5 Curiosity. I gave up detective work, but I can't help but get wrapped up in a good mystery when I hear one. (Any)
6 Ego. My talents as the best investigator in Eorzea would be wasted if I didn't use them. (Chaotic)
d6 Bond
1 Long ago, I experienced a strange phenomenon that I can't explain. I keep my eyes open for answers wherever I go.
2 A mistake I made on a job got a close partner of mine killed. I do everything now to try to make up for it.
3 Working a job keeps my mind off of other things, so of course I work all the time.
4 Once, I saved a little girl from a summoning. When her arms wrapped around me, I understood why I did the work I did.
5 I let a suspect get away, leaving me injured in the process. I swore I would have my revenge, and I'm still trying to find them.
6 My partner is my best friend and confidant. I don't know what I'd do without them.
d6 Flaw
1 Addicted to nicotine, I can't think straight without a cigarette in my hand.
2 Plagued by an unsolved cold case from the beginning of my career, I am obsessed with anything to do with Primals.
3 My past has left me jaded and incapable of fully trusting anyone.
4 I constantly play with things and fidget, and find it impossible to sit still.
5 While on a job, I was trapped inside a burning building. Now fire scares me, and the smell of smoke makes me uncomfortable and anxious.
6 My mind spins off on connections constantly. Sometimes I leave people behind in a conversation.

Maelstrom Officer

War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, and learned basic survival techniques, including how to stay alive on the battlefield. You were a part of Limsa Lominsa's Maelstrom, a regiment of the Knights of the Barracuda, who serve under the Admiral and protect the land of Vylbrand and, when called upon, the entire nation of Eorzea with the other two Grand Companies. You've fought Imperials, witnessed the Calamity, and bled for your nation, and in return, you've earned a rank in the Company you're proud of.

  • Skill Proficiencies: Athletics, Intimidation
  • Tool Proficiencies: One type of gaming set, vehicles (land)
  • Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, a Sahagin tooth, a broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a belt pouch containing 10 gp

Specialty

During your time as a soldier, you had a specific role to play in your unit. Roll a d8 or choose from the options in the table below to determine your role:

d8 Specialty
1 Officer
2 Scout
3 Infantry
4 Cavalry
5 Healer
6 Quartermaster
7 Standard Bearer
8 Support Staff (Cook, Blacksmith, the like)

Feature: Military Rank

You have a military rank from your career as a soldier. Soldiers loyal to the Maelstrom still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Suggested Characteristics

The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.

d8 Personality Trait
1 I check corners whenever I enter a room — even when there's nothing dangerous going on.
2 I always have suggestions about how to best coordinate an attack.
3 I'm always polite and respectful.
4 In my travels I've collected a lot of information on how other cultures do things.
5 I'll always be the first to volunteer to stand watch so others can rest.
6 It takes me a long time to speak, but when I do it's always important.
7 I can stare down a sahagin warband without flinching.
8 I've lost too many friends, and I'm slow to make new ones.
d6 Ideal
1 Camaraderie. I'll put my companions over anyone else, every time. (Any)
2 Greater Good. Our lot is to lay down our lives in defense of others. (Good)
3 Protection. It doesn't matter what side you're on: if you can't defend yourself, then you have my shield. (Good)
4 Responsibility. I do what I must and obey just authority. (Lawful)
5 Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
6 Nation. My city, nation, or people are all that matter. (Any)
d6 Bond
1 I enlisted to escape the expectations of my family, years ago. Now, I adventure for the same reason.
2 I'm still accustomed to a verbal shorthand I worked out with my comrades.
3 I have a fondness for chocobos, which I worked with when I was in the service.
4 I fight for those who cannot fight for themselves.
5 A friend I made on the field of battle was tempered. I'm trying to fetch them back from there.
6 Those who fight beside me are those worth dying for.
d6 Flaw
1 I'm used to certain conduct on the field and my suggestions tend to come out as commands.
2 When strange and magical things start happening, this usually means something bad and I'm poised to fight because of it.
3 I have a good luck charm I refuse to fight without.
4 I've been conditioned to view the value of a life as relative and it is easy for me to dehumanize an opponent.
5 I obey the law, even if the law causes misery.
6 I'd rather eat my armor than admit when I'm wrong.

Variant: Yellowjacket

Where many who serve the Maelstrom do so as a part of the national military, you have served the Yellowjackets, standing as Vylbrand's first line of defense against crime. You both direct your gaze outward at possible encroaching enemies and help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe.

You might have been part of the force in Limsa Lominsa itself, protecting the common folk from honorless thieves and code-breaking rabble. Or you might have been one of the valiant defenders around Western La Noscea, guarding   against incursions of Sahagin invaders. You might even be      one of the force patroling outside Pharos Sirius, a         lighthouse that was struck down and destroyed in the            Calamity but which now runs amok with voidsent and                a dangeorus siren.

              Variant Feature: Watcher

                Your experience in enforcing the law, and dealing                         with lawbreakers, gives you a feel for local laws                               and criminals — especially pirates. You can                                   easily find the local outpost of                                   Yellowjackets or a similar organization,                                   and just as easily pick out the dens of                                criminal activity in a community, although                                you're more likely to be welcome in the                                former locations rather than the latter.

Source

Illustration by Wang ChienHan

Sharlayan Scholar

Old Sharlayan is a city-state located far to the northwest across the Bloodbrine Sea, and it prizes knowledge, learning, history, magic, and science above all.

After many years of study, you are one of the nation's many alumni, ready to venture across the seas and apply your knowledge for the betterment of all! Or, perhaps, to serve your own agenda.

  • Skill Proficiency: Investigation, plus one more from your choice below
  • Language: One of your choice.
  • Tool Proficiencies: One set of artisans' tools or one musical instrument of your choice.
  • Equipment: A set of work clothes or fine clothes, a thick book containing your years of accumulated knowledge, an ink and quill set, and a purse containing 5 gp.

Academic Major

d4 Study Major Proficiency
1 Aetherology Arcana
2 Anthropology Nature
3 Mythology History
4 Theology Religion

Feature: Library Access

Sharlayan may be quite a trip away, but you still have friends and colleagues in Sharlayan who are happy to help you. You can send letters or even call your buddies over your linkpearl to ask questions whose answers can be found in the Noumenon: Sharlayan's great library. However, the restricted section remains beyond your grasp, as it contains repositories of lore that are too valuable, magical, or secret to permit just anyone immediate access.

You have a working knowledge of Sharlayan's personnel and bureaucracy, and you know how to navigate those connections with some ease.

Additionally, you are likely to gain preferential treatment at other libraries across Hydaelyn, as professional courtesy shown to a fellow scholar.

Suggested Characteristics

Sharlayan scholars are a special breed of scholar, so devoted to knowledge and its preservation that they eschew all political ties. They are defined by their extensive studies, and their characteristics reflect this. Devoted to scholarly pursuits, scholars value knowledge highly — sometimes in its own right, sometimes as a means toward other ideals.

d8 Personality Trait
1 If something I know about comes up I just can't help launching into a treatise of facts about the thing.
2 There's something to be learned from everyone and I am going to try to learn it.
3 I'm hesitant to discuss my research as I've had it stolen before.
4 I have a lot of questions and trouble filtering how many come out at once.
5 My clothes are often wrinkled from sleeping in them after all night research, or covered in animal hair from my familiar (or someone else's).
6 No one else can find anything in my bags but I know where everything is. If you tried to clean them I would be lost.
7 I have a metaphor or anecdote touching back on my field of research for every situation.
8 I remain neutral at all times — even in as simple a situation as what to make for dinner.
d6 Ideal
1 Accumulation. I will add to the world's knowledge and push us further than we have ever been. (Any)
2 Innovation. The point of knowing more is to make life easier on other people. (Good)
3 Truth. One should be able to be flexible when new information comes out. Tradition does not truth make. (Good)
4 Learning. I should not be the smartest person in the room. It's impossible to improve this way. (Any)
5 No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
6 Teaching. Some people just want to watch the world learn. Information should be available to everyone freely. (Good)
d6 Bond
1 Someone I thought I was close to stole my research and ran with it. I plan to track them down and get it back.
2 I have a portion of a manuscript tattooed on my inner arm. I've been able to translate precious little of it.
3 I'm trying to recruit new students for Sharlayan's university.
4 My life's work is a series of tomes related to a specific field of lore.
5 I've been searching my whole life for the answer to a certain question.
6 Something I cared about was taken by a man robed in black who vanished right in front of me, and I seek a way to traverse the planes to get it back.
d6 Flaw
1 If I can't pick between books to take with me the answer is always both, and in the moment I tend to forget how heavy books can be.
2 I downright refuse to give an opinion on anything, no matter what.
3 I correct people's grammar and syntax and believe this is a virtue.
4 I have trouble sticking to one area of study and am easily distracted to another one.
5 I overlook obvious solutions in favor of complicated ones.
6 I am easily distracted by the promise of information.

Variant: Archon

Archon is a title given by Sharlayan to a person who has excelled in a specific field of study, gone above and beyond by contributing greatly to that field and have demonstrated their exceptional knowledge in their chosen subject. It is not enough to simply be wise or study if one wishes to become an Archon, and therefore the title is very rarely given, with as few as twelve Archons currently known.

Those who achieve the title of Archon are certified and are marked with an arcane tattoo, making them distinguishable from others at a mere glance.

Variant Feature: Sage's Mark

You bear the Mark of the Sages, an ornate tattoo signifying that Sharlayan scholarchs recognize your academic pursuits as particularly noteworthy. Any who identify the mark, friendly or unfriendly, will know you as an accomplished scholar and generally regard your words as truth or expert advice.

This Is Your Life

Discover Your Origins

Parents

You had parents, of course, even if they didn't raise you. To determine what you know about these people, use the Parents tables. Roll separately on the table for your mother and your father, then use the supplementary table for each parent to learn more about them.

Acquaintance
d100 Acquaintance
01-95 You know who your parent is or was.
96-00 You do not know who your parent is or was.
Parents
d100 Parent
01-04 A wanted criminal.
05-08 Part of a cult that worshipped Dalamud, the lesser moon.
09-12 Committed acts of terrorism on behalf of the beastmen.
13-16 A wealthy Ul'dahn merchant.
17-20 A scholarch of Sharlayan.
21-24 A pirate.
25-28 A Wood Wailer of the Twelveswood.
29-32 An officer of the Maelstrom.
33-36 A nobody.
37-40 The owner of a popular tavern.
41-44 Tempered by a Primal.
45-48 A Garlean loyal to the Empire.
49-52 A Garlean defector.
53-56 A Dancer at the Golden Saucer.
57-60 A gambling addict.
61-64 A researcher into Allagan technology.
65-68 An archaelogist studying dead civilizations.
69-72 Kidnapped you as a baby and raised you for their own.
73-76 A beekeeper in the Black Shroud.
77-80 A noble of an Ishgardian house.
81-84 An Ishgardian commoner.
85-88 An Ul'dahn refugee.
89-92 A Yellowjacket.
93-96 An adventurer.
97-100 A priest of the Mothercrystal.

Birthplace

After establishing your parentage, you can determine where you were born by u s ing the Birthplace table. (Modify the result or roll again if you get a result that's inconsistent with what you know about your parents.) Once you have a result, roll percentile dice. On a roll of 00, a strange event coincided with your birth: the moon briefly turning red, all the milk within a mile spoiling, the water in the area freezing solid in midsummer, or some other unusual event of your choice.

Birthplace
d100 Location
01-50 At Home.
51-55 Home of a family friend.
56-63 Home of a chirurgeon or healing mage.
64-65 Back of a chocobo carriage.
66-68 Barn, shed, or other outbuilding.
69-70 Near the Seagrot.
71-72 A field in Lower La Noscea.
73-74 Within the Twelveswood.
75-77 Within a temple to Llymlaen.
78 In the midst of a battle
79-80 The back alleys of Ul'dah
81-82 The Drowning Wench inn, tavern, and adventurers' guild
83-84 At Mikhetto's Amphitheater in New Gridania
85 In the Ul'dahn sewer system
86-88 In the Keeper miqo'te camp in the Black Shroud.
89-91 Aboard a ship, pirate or otherwise.
92-93 Among the frozen wilds of Coerthas.
94-95 In an alchemy lab.
96 On the doorstep of the Garlean Empire.
97 Among the Sylphs of Gridania.
98 In the kobold mines of O'Ghomoro.
99 In the Sahagin spawning grounds.
00 Found as a baby near a mark of the Twelve.

Siblings

You might be an only child or one of many children. Your siblings could be cherished friends or hated rivals. Roll on the Number of Siblings table to determine how many brothers or sisters you have. If you are an Elezen, subtract 2 from your roll. Then, roll on the Birth Order table for each sibling to determine that person's age relative to yours (older, younger, or born at the same time).

Number of Siblings
d10 Siblings
1-3 None.
4-6 1d4
7-9 1d6
10 1d6 + 2
Birth Order
2d6 Birth Order
2 Twin, triplet, or quadruplet
3-7 Older
8-12 Younger

Family and Friends

Who raised you, and what was life like for you when you were growing up? You might have been raised by your parents, by relatives, or on the streets of a Ul'dah with only your fellow runaways and orphans to keep you company.

Use the Family table to determine who raised you. If you know who your parents are but you get a result that does not mention one or both of them, use the Absent Parent table to determine what happened.

Family
d100 Family
01 None
02 The Sanctum of the Twelve
03 A Temple to one of the Twelve
04-05 Menphina's Arms Orphanage
06-07 Legal, but not related, Guardian
08-15 Paternal or maternal aunt, uncle, or both; or extended family such as a tribe or clan
16-25 Paternal or maternal grandparent(s)
26-35 Adoptive family (same or different race)
36-55 Single father or stepfather
56-75 Single mother or stepmother
76-00 Mother and father
Absent Parent
d8 Fate
1 Your parent(s) died (roll on Cause of Death).
2 Your parent(s) were imprisoned or sold by slavers.
3 Your parent(s) were Tempered by a Primal.
4 Your parent(s) abandoned you.
5 You left your parent(s).
6 You were taken from your parent(s).
7 Your parent(s) sold or gave you away.
8 Your parent(s) vanished without a trace.

Lifestyle and Memories

Next, refer to the Family Lifestyle table to determine the general circumstances of your upbringing. The result on that table includes a number that is applied to your roll on the Childhood Home table, which tells you where you spent your early years. Wrap up this section by using the Childhood Memories table, which tells you how you were treated by other youngsters as you were growing up.

Family Lifestyle
3d6 Lifestyle*
3 Wretched (-40)
4-5 Squalid (-20)
6-8 Poor (-10)
9-12 Modest (0)
13-15 Comfortable (+10)
16-17 Wealth (+20)
18 Aristocratic (+40)

*Use the number in this result as a modifier to your roll on the Childhood Home table.

Childhood Home
d100* Home
0 or lower On the streets
1-20 Rundown shack
21-30 No permanent residence
31-40 Encampment or village in the wilderness
41-50 Apartment in a rundown neighborhood
51-70 Small house
71-90 Large house
91-110 Mansion
111 or higher Palace or castle

*Remember to add the modifier from Family Lifestyle.

Childhood Friends
3d6 + Cha mod Friends
3 or lower I'm still haunted by my childhood, when I was treated badly by my peers.
4-5 I spent most of my childhood alone, with no close friends.
6-8 Others saw me as being different or strange, and so I had few companions.
9-12 I had a few close friends and lived an ordinary childhood.
13-15 I had several friends and my childhood was generally a happy one.
16-17 I always found it easy to make friends, and I loved being around people.
18 or higher Everyone knew who I was, and I had friends everywhere I went

Personal Decisions

Your character's life takes a particular course depending on the choices you make for the character's background and class.

Background

Roll on the appropriate table in this section as soon as you decide your background, or at any later time if you choose. If a background includes a special decision point, such as a commoner's defining event or the specialty of a Disciple of the Hand, it's best to make that determination before using the pertinent table below.

Adventurers' Guild Veteran
d6 I became an adventurers' guild veteran because...
1 The Yellowjackets may protect the peace, but adventurers get to do the cool jobs.
2 After my family fell from grace, I've striven to repair the damage done to our name. Adventuring is one of the best (if most dangerous) ways to do that.
3 I took up arms to protect those who need protecting, wherever they are.
4 I come from a long line of adventurers. I must keep the family tradition alive.
5 When a relative or close friend of mine was murdered by beastmen, I took up arms to become stronger. I swore no one else would feel my pain again.
6 The easiest way to get money is by adventuring. That's simply it.
Archaeologist
d6 I became an archaeologist because...
1 I never liked the people I called my friends. I'd rather engross myself in friends of ages past.
2 When I was young, I found a valuable relic from a time long gone. Its mystery has intrigued me ever since.
3 I spent a lot of time out in the wilderness as a child, and the discoveries I made while digging in the dirt have always been a fond memory.
4 The ancient civilizations around us hold secrets that would be dangerous in the wrong hands. It's up to me to find them and keep them safe from ne'erdowells.
5 My hometown was destroyed in the Calamity. The wreckage of Dalamud was such an incredible mystery that I found myself itching to explore it.
6 When I reached the limits of what existing knowledge could tell me about an ancient era, I became determined to find the answers on my own. Knowledge belongs to everyone.
Child of Celebrity
d6 As a child of celebrity, I became an adventurer because...
1 It falls to me to maintain the reputation of the family now.
2 My adventurer parent was disgraced, and it's up to me to clear our name.
3 I hope to increase my wealth and influence.
4 I fell in love with a fellow adventurer and yearned to follow in their footsteps.
5 My family is filled with remarkable people, and I hope to live up to their example.
6 As famous as my parent was, I aim to be three times as famous!
Commoner
d6 As a commoner, I became an adventurer because...
1 I was always enamored by tales of heroes and the warriors of light, and I wished I could be something more than ordinary.
2 I hated my mundane life, so when it was time for someone to step up and do the right thing, I took my chance.
3 A parent or relative was an adventurer, and I was inspired by their courage.
4 I have always stood up for those weaker than I am.
5 A friend or family member was slain in battle. I've trained to one day avenge them.
6 I ran away from home to find a higher calling than scratching out a living in the fields.
Disciple of the Hand
d6 I became a disciple of the hand because...
1 I was apprenticed to a master who taught me a craft.
2 I wanted to make a difference, but I didn't care much for the fame. My work spoke for itself.
3 One of my family members who belonged to the guild made a place for me.
4 After the death of a loved one, I've been striving to find the secrets to true resurrection. I'm certain there's a way to craft a cure for Death itself.
5 I helped a guild artisan keep a secret or complete a task, and in return I was taken on as an apprentice.
6 I've always dreamed of bringing magitek to the masses, and what better way to marry technology and magic than by learning the ins and outs of a craft?
Ex-Pirate
d6 I became an ex-pirate because...
1 I did some terrible things as a pirate. I've come to regret what I've done and decided that working on behalf of the people was the best path to redemption.
2 When my mentor went clean, I had a crisis of conscience. I eventually followed their example.
3 I took up being a pirate because I was poor. I put down piracy when I became rich.
4 The Galadion Accord forced my crew to disband, but I miss the life of high adventure on the seas.
5 I thought I had something to gain by working with one of the most infamous pirate crews. Instead, I found I had something to lose: my life.
6 My parent or relative taught me everything about pirating; but now I need to find my own way.
Investigator
d6 I became an investigator because...
1 I was once in dire straits and an investigator saved me from a worse fate. I've wanted to follow in their footsteps ever since.
2 I learned early on that the law does not protect everyone. I need to take the law into my own hands to get anything solved.
3 After my family was fleeced, I pursued the culprit and learned tips and tricks along the way.
4 I do the dirty work so others can sleep peacefully. I get dirty and the world stays clean.
5 Adventurers fight monsters. I do too; just a different kind.
6 My parents or family member disappeared, and I've been hunting for them ever since.
Maelstrom Officer
d6 I became a Maelstrom officer because...
1 I followed a childhood friend, a respected acquaintance, or someone I love into service.
2 I grew up with the war with Garlemald. Fighting is the only life I've ever known.
3 I joined a local militia to fight off a band of fishbacks. Our victory was so sweet that I never put down my sword again.
4 I wanted to redeem my family's legacy. The last soldiers in my family fought for the Empire.
5 I'd heard stories about the Maelstrom all my life. I wanted nothing more than to be just like them.
6 I had a dream one night that Rhalgr urged me to take up arms and fight. Who am I to deny a god?
Sharlayan Scholar
d6 I became a Sharlayan scholar because...
1 An impassioned lecture struck a chord deep in my soul and moved me to take up the mantle of learning.
2 I was always an avid reader. Now I'm an avid reader with a purpose.
3 I snuck into the Great Goobal Library and pored over the texts I found there. That experience awakened in me a hunger for more knowledge.
4 A visiting Sharlayan told my family I was wasting my talents, and that I should study in Sharlayan for the good of all.
5 I once met a being of incomprehensible power. I've devoted my life to understanding what it was that I saw.
6 One of my parents gave me a basic education that whetted my appetite, and I left home to build on what I had learned.

Class Training

Once you've selected your class, roll a d6 and find the number you rolled on the appropriate table in this section, which describes how you came to be a member of that class.

Artificer
d6 I became an artificer because...
1 When Dalamud exploded, I found a morbid fascination with the marriage of magic and technology that had been used to imprison a primal. I've been searching for answers ever since.
2 When I was a child, I loved mixing "potions" with random ingredients from around the house. It seems that urge to tinker has never left me.
d6 I became an artificer because...
3 During the war with Garlemald, I decided we can save so many more people if we take the best parts of technology and aether and use them together.
4 I trained in swords and spellbooks, but failed miserably at both. Turns out I'm a lot better at shooting guns.
5 After taking apart my father's armor and putting it back together with "improvements," my family felt I should pursue this career as far as I can take it.
6 Doesn't matter who it is: they may not be weak to fire damage, but I bet they're weak to GUN!
Barbarian
d6 I became a barbarian because...
1 I lost control in battle as the beast inside me forced my body to kill every foe it could reach.
2 My anger needed to be channeled into battle, or I risked becoming an indiscriminate killer.
3 I went on a spiritual journey to find myself, and instead walked with the Elementals and the animal spirits on a new path.
4 I have always been guided by the strange echoes and spirits of people I have never met.
5 I once had contact with a Primal, and I strive to bring its influence under control before I turn into something terrible and cruel.
6 I have to keep a tight hold on my fluctuating aether, but my hold falters in battle.
Bard
d6 I became a bard because...
1 I lost someone dear to me, and the song of remembrance helps me keep their memory alive.
2 I awakened my bardic abilities through trial and error.
3 I attended college in Old Sharlayan, and became gifted in the oratory arts.
4 I picked up a musical instrument one day and found I could already play it.
5 I experimented with glamour prisms and found they had many more uses than I'd believed.
6 I've been practicing the art of the bow for so long that turning it into a performance became a natural next step.
Cleric
d6 I became a cleric because...
1 A supernatural being in service to the Twelve called me to become a divine agent in the world.
2 I saw the injustice and horror in the world and felt moved to take a stand against them.
d6 I became a cleric because...
3 My god gave me an unmistakable sign. I dropped everything serve the divine.
4 Although I was always devout, it wasn't until I visited all Marks of the Twelve that I knew my true calling.
5 After the Calamity, I found a calling to work amongst the people to bring messages of hope to the darkest corners of the land.
6 I realize that the Twelve work through me, and I do as commanded, even though I don't know why I was chosen to serve.
Druid
d6 I became a druid because...
1 I saw the devastation of the Calamity in the wild places and swore to bring balance and rejuvenation back.
2 The Elementals speak through me, and I translate their will on behalf of the natural world.
3 During the Calamity, I fled into the wild and took shelter with a group of druids. Ever since then, I've found my place.
4 I felt the pull of the stars, guiding me on a solid yet unknown path.
5 After studying the depths of mathematics, I found the formulas and rhythms that define the very fabric of our reality. I decided to use them on behalf of the world.
6 I can feel the very wounds of Hydaelyn wrought by Primals, and I've made it my mission to staunch them.
Fighter
d6 I became a fighter because...
1 I was conscripted during the war with Garlemald.
2 I squired for a champion who taught me to fight and conduct myself with honor. I decided to take up that path for myself.
3 I grew up fighting and I refined my talents by defending myself against people who crossed me.
4 My town was destroyed in the Calamity. I took up arms to destroy those who brought it upon us.
5 There are constant incursions from the beastmen, and I've made it my mission to defend the weak from their wily claws.
6 I have a natural knack with weapons. Might as well use it.
Paladin
d6 I became a paladin because...
1 I wished to serve in the Sultansworn to protect the Sultana of Ul'dah. So I trained hard and joined their ranks as an esteemed knight.
2 I see the marks of Chaos everywhere and I know its perpetrators are out there, sowing discontent. I must stamp it out for the good of all.
3 Evil must be opposed on all fronts. I feel compelled to seek out wickedness and purge it from the world.
4 My unwavering conviction has manifested in divine power. Becoming a paladin naturally followed suit.
5 A fantastical being appeared before me and called on me to undertake a holy quest.
6 The Calamity brought darkness and ruin on Eorzea. I decided to serve as a beacon of light shining out against the gathering shadows.
Ranger
d6 I became a ranger because...
1 I suffer from terrible wanderlust, so being a ranger gave me a reason not to remain in one place for too long.
2 I've seen what happens when the monsters emerge from the dark. I took it upon myself to become the first line of defense against the evils that threaten my world.
3 After a Primal destroyed your town, you swore to learn their secrets and weaknesses so that they'd never threaten another again.
4 You have studied the history of the star and know that a calamity seems to always be just around the corner. You refuse to let another happen again.
5 You saw an Ishgardian dragoon leap astride a flying dragon and bring it down from midair. You've trained ever since to be able to do the same.
6 You don't know how these rifts to the Void keep opening and spilling Voidsent into the world, but you damn sure know you're going to stop it.
Rogue
d6 I became a rogue because...
1 I've always been nimble and quick of wit, so I decided to use those talents to make my way in the world.
2 I took up with the Upright Thieves, who showed me how to get what I want through sneakiness rather than direct confrontation.
3 I'm a sucker for a shiny bauble or a sack of gil, as long as I can get my hands on it without risking life and limb.
d6 I became a rogue because...
4 I've found that a stinging retort and laughter in the face of danger has a greater effect on my foes than simply trying to look intimidating.
5 I have been confronted with many a mystery and I'm dying to solve them all.
6 An old sea dog saw potential in me and taught me several useful tricks.
Warlock
d6 I became a warlock because...
1 While wandering around in a forbidden place, I encountered an otherworldly being that offered to enter into a pact with me.
2 My future patron visited me in my dreams and begged for my help. In exchange, they offered me the power to right the wrongs of the world.
3 One of my ancestors had a pact with my patron, so that entity was determined to bind me to the same agreement.
4 I never really agreed to a pact, but my patron never stops dropping in on me anyway, using me to their own ends.
5 As Dalamud exploded, I found myself floating in a starry void. My patron saved my life, and for that I will serve them forever.
6 My patron has decided to test me to see if I am worthy of carrying the full extent of their power. I'm determined to prove my worth.
Wizard
d6 I became a wizard because...
1 I was a prodigy who demonstrated the mastery of the arcane arts at an early age. When I became old enough to set out on my own, I did so to learn more magic and expand my power.
2 I've been brought up in a secret sect of wizardry, passed down through the generations until it's come to me. I hope to do my ancestors proud.
3 I have a knack for the innate workings of magic and aether, and I've found I can throw together spells and magic with ease...much to the consternation of my teacher.
4 Master Matoya is my great-aunt and I've always wanted to follow in her footsteps. She gifted me a spellbook when I came of age: now I want to learn how to use it!
5 I've always wanted to be a wizard. When I was young I would "enchant" my books to be my new spellbook — and imaginary friend!
6 The Primals bring great magic to bear. What better way to fight them than with even greater magic?

Life Events

The life of a citizen of Hydaelyn is too uncertain, and too full of the strange, the wondrous, and the tragic for only age to determine the number of life events your character has experienced. Instead, roll on this table as many times as you see fit.

Many of the results will direct you to one of the secondary tables that follow. Once you have determined all of your character's life events, feel free to arrange them in any chronological order that makes sense to you.

Work with the DM to flesh out any additional people or events that come up from the roll. Use the supplementary tables as necessary.

d100 Life Events
1-10 You suffered a tragedy. Roll on the Tragedies table.
11-20 You gained a bit of good fortune. Roll on the Boons table.
21-30 You fell in love or got married. If you get this result multiple times, you can choose to have a child instead.
31-40 You made an enemy of an adventurer. Roll a d6. An odd number indicates you were to blame for the rift, and an even number indicates you are blameless.
41-50 You befriended an adventurer.
51-70 You spent time working in a job related to your background. Start the game with an extra 2d6 gp.
71-75 You met someone important. Use the supplemental tables to determine this character's identity and how they feel about you.
76-70 You went on an adventure. Roll on the Adventures table to see what happened to you.
81-85 You had a supernatural experience. Roll on the Supernatural Events table to find out what it was.
86-90 You fought in a battle. Roll on the War table to learn what happened to you.
91-95 You committed a crime or were wrongly accused of doing so. Roll on the Crime table to determine the nature of the offense, and on the Punishment table to see what became of you.
96-99 You encountered something magical. Roll on the Arcane Matters table.
00 Something truly strange happened to you. Roll on the Weird Stuff table.

Secondary Tables

These tables add detail to many of the results on the Life Events table. The tables are in alphabetical order.

Adventures
d100 Outcome
01-10 You nearly died. You have nasty scars on your body, and you are missing an ear, 1d3 fingers, or 1d4 toes.
11-20 You suffered a grievous injury. Although the wound healed, it still pains you from time to time.
21-30 You were wounded, but in time you fully recovered.
31-40 You were terribly frightened by something you encountered and ran away, abandoning your companions to their fate.
41-50 You found a dying adventurer and saved his or her life.
55-60 You valiantly slew a creature and attracted the attention of a masked man in black robes.
61-70 You completed a contract for Baderon Tenfingers, and now he knows you and respects you.
71-80 You encountered a warband of Sahagin, but escaped before they noticed you.
91-99 You were captured by beastmen who attempted to sacrifice you to summon their Primal, but you escaped or were saved.
00 You came across a common magic item (of the DM's choice).
Arcane Matters
d10 Magical Event
1 You were charmed or frightened by a spell.
2 You were injured by the effect of a spell.
3 You witnessed a powerful spell being cast by a mage.
4 You drank a potion (of the DM's choice).
5 You found a spell scroll (of the DM's choice) and succeeded in casting the spell it contained..
6 You witnessed a creature being conjured by magic.
7 You thought you'd found sanctuary or an oasis, only for it to be hallucinatory terrain.
8 You saved the life of an animal, who revealed himself or herself to actually be a druid.
9 A powerful being granted you a wish but you wasted it on something frivolous.
10 Your fortune was read by a diviner. Roll twice on the Life Events table, but don't apply the results. Instead the DM picks one event as a portent of your future (which may or may not come true).
Crime
d10 Crime
1 Murder
2 Theft
3 Burglary
4 Assault
5 Smuggling
6 Kidnapping
7 Extortion
8 Counterfeiting
9 Enchanting a person
10 Espionage
Punishment
d10 Punishment
1-2 You did not commit the crime and were exonerated after being accused.
3-4 You committed the crime or helped do so, but nonetheless the authorities found you not guilty.
5-6 You were nearly caught in the act. You had to flee and are wanted in the community where the crime occurred.
7-8 You were caught and convicted. You spent time in jail, chained to an oar, or performing hard labor. You served a sentence of 1d4 years or succeeded in escaping after that much time.
9-10 You did not commit the crime but were nonetheless convicted. You spent time in jail, chained to an oar, or performing hard labor. You served a sentence of 1d4 years or succeeded in escaping after that much time.
Supernatural Events
d100 Event
01-05 You saw a voidsent and ran away before it could do anything to you.
06-10 You were tempted by a masked man in a black robe. Make a DC 10 Wisdom saving throw. On a failed save, you have promised to carry out a future task for him, and you start the game with an additional 1d20 + 50 gp.
11-15 You woke up one morning miles from your home, with no idea how you got there.
16-20 You visited a mark of the Twelve and felt the presence of the divine there.
21-25 You escaped certain death and believe it was the intervention of Hydaelyn Herself that saved you.
26-30 You were briefly possessed. Roll 1d4 to determine what type of creature possessed you: 1, a god; 2, a voidsent; 3, an elemental; 4, a Paragon.
d100 Event
31-35 Leviathan destroyed the ship you were on and you were the sole survivor.
36-40 You witnessed a minor miracle.
91-99 You witnessed an apocalyptic star shower, a brief vision of the greater moon turning red and plummeting from the sky, or some other bizarre happening. You are certain it's an omen of some sort.
00 You found a mammet which seems to be more alive than most. Every once in a while you spot it following you from a distance.
Tragedies
d12 Tragedies
1 You set out to prevent a terrible fate, but failed miserably. Something truly heartbreaking occurred in your hometown, or to someone you love.
2 A friendship ended bitterly, and the other person is now hostile to you. The cause might have been a misunderstanding, or something your or the former friend did.
3 For a reason you were never told, you were exiled from your community.
4 You were scammed by someone you idolized.
5 You lost your life's work in an unfortunate accident.
6 You lost a loved one or beloved friend to Tempering.
7 A lover disappeared without a trace. You've been looking for them ever since.
8 A ship you were on was attacked by pirates and sank. You were the sole survivor.
d12 Tragedies
9 In the aftermath of the Calamity, your home community's crops failed and many starved. You lost a sibling or some other family member.
10 Imperials raided your home community. You hid and survived, but live with the guilt of letting your loved ones be taken.
11 A romantic relationship ended. Roll a d6. An odd number means it ended with bad feelings, while an even number means it ended amicably.
12 A current or prospective romantic partner of yours died. Roll on the Cause of Death supplemental table to find out how. If the result is murder, roll a d12. On a 1, you were responsible, whether directly or indirectly.
War
d20 War Outcome
1 You were knocked out and left for dead. You woke up hours later with no recollection of the battle.
2 You were badly injured in the fight, and you still bear the awful scars of those wounds.
3 You ran away from the battle to save your life, but you feel shame for your cowardice.
4 You suffered only minor injuries, and the wounds all healed without leaving scars.
5 You survived the battle, but you suffer from terrible nightmares in which you relive the experience.
6 You escaped the battle unscathed, though many of your friends were injured or lost.
7 You acquitted yourself in battle and are remembered as a hero.

d20 War Outcome
8 You disobeyed a direct order because you felt it was wrong.
9 You accidentally killed civilians.
10 You used civilians as leverage against the enemy.
11 You were victorious on the battlefield and took trophies home.
12 You had to mercy kill someone who was beyond saving.
13 You saved an orphaned child after his or her parents were killed in the battle.
14 You were captured by the enemy and became a prisoner of war for 1d6 years.
15 You were used as a test subject for a new weapon.
16 A mage charmed you and forced you to attack your teammates.
17 One of your allies turned out to be working for the enemy.
18 You weren't fighting in the war, you were just caught in the crossfire.
19 You gave a bad order and got some of your soldiers killed.
20 You were able to end a conflict diplomatically before violence broke out.
Weird Stuff
d12 What Happened
1 You were turned into a toad and remained in that form for 1d4 weeks.
2 You were petrified and remained a stone statue for a time until someone freed you.
3 You were enslaved by the Siren of Phirius Sirus and lived in her thrall for 1d4 years.
4 A dragon held you prisoner for 1d4 months until adventurers killed it.
5 You were taken captive by the Lambs of Dalamud and kept captive in the Tam-Tara Deepcroft until you escaped.
6 You served a powerful adventurer as a hireling. You have only recently left that service. Use the supplemental tables and work with your DM to determine the basic details about your former employer.
7 You went insane for 1d6 years and recently regained your sanity. A tic or some other bit of odd behavior might linger.
8 A lover of yours was secretly a dragon. They had to flee from Ishgardian threat.
d12 What Happened
9 You were captured by a strange masked man in black robes. You managed to escape when he was distracted dealing with another like him, but you fear he will find you again.
10 You met a Primal or a god, and lived to tell the tale.
11 You were swallowed by a giant sandfish called the Helicoprion and spent a month in its gullet before you escaped.
12 A powerful being granted you a wish, but you squandered it on something frivolous.

Supplemental Tables

The supplemental tables below give you a way to randomly determine characteristics and other facts about individuals who are part of your character's life.

Alignment
3d6 Alignment
3 Chaotic evil or chaotic neutral
4-5 Lawful evil
6-8 Neutral evil
9-12 Neutral
13-15 Neutral good
16-17 Lawful good or lawful neutral
18 Chaotic good or chaotic neutral
Cause of Death
d12 Cause of Death
1 Unknown
2 Murdered
3 Killed in battle
4 Accident related to class or occupation
5 Accident unrelated to class or occupation
6-7 Natural causes, such as disease or old age
8 Apparent suicide
9 Torn apart in the Calamity
10 Consumed by a monster
11 Executed for a crime or tortured to death
12 Sacrificed by the beastmen to their primal
Class
d100 Class
01-07 Artificer
08-14 Barbarian
15-29 Bard
30-36 Cleric
37-43 Druid
43-55 Fighter
56-61 Monk
62-67 Paladin
67-72 Ranger
72-85 Rogue
86 Sorcerer
87-90 Warlock
91-00 Wizard
Occupation
d100 Occupation
1-4 Academic
5-8 Adventurer (roll on the Class table)
9-12 Aristocrat or Noble
13-16 Disciple of the Hand
17-20 Criminal
21-24 Exile or Refugee
25-28 Exotic Entertainer
29-32 Explorer or wanderer
33-36 Farmer or herder
37-40 Hunter or trapper
41-44 Laborer
45-48 Archaeologist
49-52 Politician or bureaucrat
53-56 Priest
57-60 Royalty
61-64 Sailor or Pirate
65-68 Soldier or guard
69-72 Student
d100 Occupation
73-76 Teacher
77-80 Scholarch
81-84 Waiter/Waitress
85-88 Prison warden
89-92 Master fisherman
93-96 Writer
97-100 Aetherologist
Race
d100 Race
01-14 Hyur
15-29 Elezen
30-44 Lalafell
45-59 Mi'qote
60-74 Roegadyn
75-81 Au Ra
82-88 Viera
89-94 Hrothgar
95 Hyurlezen
96-00 DM's Choice
Relationship
3d4 Attitude
3-4 Hostile
5-10 Friendly
11-12 Indifferent
Status
3d6 Status
3 Dead (roll on the Cause of Death table)
4-5 Missing or unknown
6-8 Alive, but doing poorly
9-12 Alive and well
13-15 Alive and quite successful
16-17 Alive and infamous
18 Alive and famous

Appendices

Appendix A: House Rules

Advancement

Characters will level on a milestone system.

Feats

Feats are not available in this campaign as part of character creation or advancement. They are instead given by the DM at narratively appropriate points. If there's a feat that interests you, let the DM know! You may not get it, but it's good to know what excites you for your character.

Character Creation

You will start with level 2 characters, using the Standard Array of 15, 14, 13, 12, 10, 8. You must decide at the start of the game if you will be rolling for your hit points at each level up, or taking the average.

All approved race, class, and background content is listed in this Player Handbook supplement. Further details can be found in the official books or on our private wiki.

Cantrips

All full-casters get their flavor cantrip for free.

Class Cantrip
Artificer mending
Bard minor illustion
Cleric thaumaturgy
Druid druidcraft
Warlock death working
Wizard prestidigitation

Packs

Instead of choosing an Equipment Pack, you can instead decide to pick up an Adventurer's Pack. The Adventurer's Pack weighs 30 lbs, and costs 25 gp. When you get an Equipment Pack from your class or background, you can exchange it for an Adventurer's Pack at no extra cost. For more information about Adventurer's Packs, see Appendix B.

Streamlined Skills

We will be experimenting with a streamlined skillset with a greater emphasis on rolling with a different ability score modifiers for different tasks. Please see the new list of skills in the next column, as well as the table for converting your skill proficiencies from your background, class, and race.

For the Knowledge: (Location) skill, as there is no specific conversion from existing skills, please feel free to trade one of your skill proficiencies for this, with the DM's approval. You may select from any of the Eorzean city-states, Sharlayan (Old & New), or Garlemald for your location.

New Skill List
Skill Covers...
Animal Handling Same
Arcana Same
Athletics Feats of fitness
Knowledge: (Specific Location) Knowledge of particular places
Lore Knowledge Mundane
Medicine Knowledge Medical
Perception Awareness, Search
Religion Same
Speechcraft Feats of persuasion and speech
Stealth Feats of stealth
Survival Same
Convert Your Skill List
Old Skill New Skill
Acrobatics Athletics
Animal Handling Same
Arcana Same
Athletics Same
Deception Speechcraft
History Lore
Insight Perception
Intimidation Speechcraft
Investigation Perception
Medicine Same
Nature Lore
Perception Same
Performance Speechcraft
Persuasion Speechcraft
Religion Same
Sleight of Hand Stealth
Stealth Same
Survival Same

Required House Rules

There are a couple of house rules that will be commonly used in the structure of this game, and I recommend familiarizing yourself with them!

Team Morale ("Limit Breaks")

In this game, there is a shared stat called Team Morale, which is a single score that applies to the whole group of PCs at the table. Team Morale begins at zero. Each time one of the heroes uses the Help action in combat, and whenever one of the players rolls a 20 on the d20 for an attack, ability check, or save, your shared Team Morale score goes up by 1. Once the Team Morale score equals the number of player characters at the table, they can decide together when to spend them to use a Limit Break.

A Limit Break is a free action that all characters take together, but the catch is this: you all must use this free action to come together to combine your powers and abilities! Each player must describe how they combine their attack or power with one or more other character(s) into a combined or collaborative effect. For example, you could do a spirit bomb, like in Dragonball Z; or form an adventurer Voltron; or simply weave your powers together for greater effect. The idea is not to adhere too closely to mechanics in these moments. Rather, Limit Breaks are a great opportunity for some one-round narrative heroics, and your DM knows to let these moments really shine.

For now, though, the Team Morale stat begins at zero, so get ready to help your allies frequently!

Group-Based Initiative

In the spirit of collaborative combat, you will be able to freely coordinate within a single party initiative, changing order and working together. However, the first round of combat can be a little funky to wrap your head around until you've played through it in real life a few times.

At the start of combat, all players will roll initiative as usual, and the DM will roll a single initiative for the enemies.

During the first round, players who go before the enemies may freely coordinate their turns. Then the enemies go. After the enemies go, the party's initiative effectively squishes together into one group. You may work together, coordinate, and do tactics freely. Beware: your enemies will be doing the same!

Group Skill Checks

When the party is asked to make a check as a group (such as when Stealthing), all participants roll as normal. Then the group as a whole takes an average roll.

There are some exceptions to this rule:

  • Checks where there is no way for the participants to help each other.
  • Strength-based checks. Instead, the PC leading the check rolls normally and adds up the collective STR modifiers of participants. If one of the participants has a negative strength modifier, their enthusiasm to help grants them a modifier of 1.
  • Special circumstances otherwise noted.

Gaining Inspiration

You no longer gain Inspiration automatically at the start of a session. Instead you can gain Inspiration points in the following ways:

  • Any player who recaps the previous session by end of day Thursday in the week before game gets 1 point of Inspiration.
  • During the session, as a player, you may grant Inspiration once per session to another player. Once a player has received one point of Inspiration in a session in this way, they cannot gain any more.
  • The DM will grant inspiration at his or her discretion, often for clever play, good roleplaying, working together, and things that make them laugh!

Inspiration Pool

You now have a total of 2 points of Inspiration you can hold at one time. You can spend 1 Inspiration at a time on the following effects:

Gain Advantage. Before a die is rolled, you may gain Advantage.

Impose Disadvantage. Before the die is rolled, you may impose Disadvantage on a DM roll.

Reroll 1 Die. After the dice are rolled but before a result is read, you may choose to reroll 1 die.

Rule of Cool. You may bend the rules to flex your heroism and do something really cool.

I Know A Guy. When stuck or otherwise in need, you may inform the DM that you "know a guy." Describe who the "guy" is and how you know them, and make an argument for why the "guy" would be helpful to you in the current situation.

Optional House Rules

These house rules are in effect to make the game easier and more fun to play. However, it's not a big issue if you forget these or play as normal! I'll do my best to help remind you.

Powerful Criticals

Ordinarily on a critical hit, you would roll your damage twice and then add the appropriate modifiers. However, it's not nearly as fun to roll a critical hit and only get a 1 on each die!

With the Powerful Critical, one of the damage dice is automatically taken at max value. Say you had a longsword, and your typical damage was 1d8 + 3. Usually, you would roll 2d8 + 3 for a critical hit, but with Powerful Critical, you'd get 8 + 1d8 + 3 instead! That way, if you roll poorly, you still get a substantial damage bonus.

But watch out — your enemies get this too!

Drinking Healing Potions

Drinking a healing potion in combat by RAW requires a full action and for you to roll the amount of healing it gives you. In this campaign, you get a little bit of flexibility with potions:

  • You may use a bonus action to drink a potion. If you do so, you roll for the amount of healing as normal.
  • You may use an action to drink a potion. If you do so, you are healed for the maximum amount.
  • You may use an action to feed a potion to someone else. If you do so, they are healed for the maximum amount.

This swifter potion drinking does not apply to non-healing potions.

Reactions

The following Reactions can also be taken during combat:

  • Dive For Cover. When targeted by a ranged attack, before the attack is rolled, go Prone in your space.
  • Cover Ally. When an ally within 5 feet of you is targeted by an attack, before the attack is rolled, you can use your reaction to put yourself between them and their attacker. The attack switches targets and gains Advantage. You share the same space, and your ally must move out of that space in their next turn.
  • Human Shield. If you're grappling or are grappled by a creature and are targeted by an attack by a different creature, you can use your reaction to make an Athletics check to use them as a shield. On a successful check, you gain half cover for that attack. A grappled creature makes their check with Disadvantage.

Touch Spells

When you cast a spell with a range of Touch, instead of touching a creature you may "hold" the charge in your hand. While the spell is held in your hand, it does not count as being cast. You can then cast the spell by touching another creature or yourself. If the creature is unwilling, you must spend an action and succeed on a melee spell attack to touch them.

If you do not touch a creature before the end of your next turn, the spell dissipates and is lost.

Spell Scrolls

Anyone who can read and speak can use a spell scroll. If the spell is not on their spell list or is of a higher level than they can normally cast, they must make an Intelligence (Arcana) check with a DC of 10 + the spell level of the scroll. If they succeed, they cast the spell as normal. If not, they fail and the scroll becomes inert.

When a Wizard scribes a spell scroll, if they fail the roll to do so, neither the scroll nor the cost of the ink is lost.

New Spells

Death Working

Necromancy cantrip for Bard, Sorcerer, Warlock, Wizard


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Up to 1 minute

This spell is a minor magical trick that novice necromancers use for practice. You create one of the following magical effects within range.

  • You reanimate the corpse of a tiny beast of challenge rating 0 within range for duration. You have no control over the creature and its creature type becomes undead.
  • You animate the joints in a corpse to cause a simple effect such as turning a head or opening a hand.
  • You cause the ambient temperature within range to drop 5 degrees.
  • You extinguish light sources no larger than a candle. Larger light sources flicker for the duration.
  • Your voice takes on an echoing quality, as if multiple voices speak through you.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Appendix B: Additional Equipment

Firearms

Firearms
Name Cost Damage Weight Properties
Arquebus 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Handgonne 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Musketoon 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
Revolver 25 gp 1d6 piercing 2 lb. Ammunition (range 30/120)

Arquebus

Essentially a portable cannon, the recoil generated by a single firing of an arquebus can oft prove as fatal as the shot itself. To offset this, most arquebuses feature lugs on the bottom of their barrels which can be hooked to ship railing or battlements, steadying the weapon and improving accuracy.

Handgonne

Also known as the hand cannon, the handgonne is presumably one of the realm’s first firearms. Whereas early models consisted solely of single metal barrels tapered into crude handles, modern handgonnes come equipped with stocks and triggers, rendering their appearance similar to other firearm types.

Musketoon

By significantly reducing barrel length from that of a handgonne, gunmakers were finally able to create a weapon that, while lacking in force, could be aimed and fired with a single hand, leaving the off hand free to carry a shield, grasp rigging, or even fire a second musketoon. Their compact size and ease of use made them popular amongst sailors who did not require the power or range of a long rifle when confined to the deck of a ship.

Revolver

For many years, the use of firearms in battle was limited, the reloading of a weapon too time-consuming to see it fired more than once or twice before armies finally clashed. The invention of the revolver and its mechanically indexing cylinder by the Garlean Republic changed all this, allowing for a swift, continuous barrage of lead without the burden of constant reloading.

Adventuring Gear

Crystals

Crystals are physical manifestations of aether that have been aspected with a particular element. By holding the crystal in your hand and spending 1 bonus action to take on the aether contained within, you can absorb its effects. Once used, the crystal disintegrates.

Crystal of Darkness. Rare. When absorbed, a creature gains 5 temporary HP that last for 10 minutes as well as the effects of the bless spell (no concentration required) for the same duration.

Crystal of Earth. Uncommon. A crystal that when absorbed, grants a creature resistance to one type of damage for 10 minutes. The DM chooses the damage type.

Crystal of Fire. Uncommon. When absorbed, a creature can use its bonus action to exhale fire at a target within 30 feet. The target must take 2d6 fire damage or succeed on a DC 13 Dexterity saving throw to halve the damage. The effect ends after exhaling fire once, or after 1 hour.

Crystal of Ice. Uncommon. Upon absorption, a medium or smaller creature is covered in a thin sheen of ice; 10 minutes to let it fully cover you. Creature gains the effect of a freedom of movement spell for 1 hour. The crystal can also be shattered on the ground, covering a 10-foot square, creating the grease spell effect for 1 hour.

Crystal of Light. Common. When absorbed, a creature regains 1d4+1 HP.

Crystal of Lightning. Very Rare. When absorbed, a creature gains the effect of the haste spell for 1 round (no concentration required).

Crystal of Water. Uncommon. When absorbed, a creature can breathe underwater for 30 minutes.

Crystal of Wind. Very Rare. When absorbed, a creature gains a flying speed equal to half its walking speed for 1 hour.

Packs

Common

Instead of choosing an Equipment Pack, you can instead decide to pick up an Adventurer's Pack. The Adventurer's Pack weighs 30 lbs, and costs 25 gp. When you get an Equipment Pack from your class or background, you can exchange it for an Adventurer's Pack at no extra cost.

Each Adventurer's Pack has 5 uses and a Theme. You can expend a use to pull any non-magical item with a value of up to 10 gp that adheres to the Theme. The items pulled out are permanent (add them to your inventory list) and can include any item in the Adventuring Gear section, or whatever you can come up with, subject to DM discretion.

Different Themes will allow different possible items, like the Entertainer theme can contain a disguise kit but an Explorer theme will not.

Each time you expend a use of your Adventurer's Pack, its weight is reduced by 5 lbs. Once you've pulled five items out of your Adventurer's Pack, it is fully expended and just counts as an empty backpack.

Magic Items

Glamour Prism

Wonderous item, common

A glamour prism is a crystalline prism that has been enchanted to project the image of one thing onto another. For example, a glamour prism can be used to make a set of leather armor look like anything from a summer dress to a set of magitek armor.

You can use an action to glamour the image of an item in your possession onto another item in your possession, consuming the glamour prism in the process. The items must be similar in nature and shape to one another. A shirt can be made to look like armor, and an arcane book can made to look like a cookbook, but a shirt could not be made to look like a book. The objects cannot be more than 6 feet in any dimension.

The changes wrought by this item fail to hold up to physical inspection. If someone attempts to touch the glamored object, their hand will go through the illusion and feel the item underneath. Once glamored, the illusion can be removed by using another glamour prism or by casting Dispel Magic on the object.

Item Rarity Cost Weight
Adventuring Pack Common 25 gp 25 lbs*
Crystal of Darkness Rare 120 gp 1/3 lb
Crystal of Earth Uncommon 200 gp 1/3 lb
Crystal of Fire Uncommon 100 gp 1/3 lb
Crystal of Ice Common 320 gp 1/3 lb
Crystal of Light Common 30 gp 1/3 lb
Crystal of Lightning Very Rare 135 gp 1/3 lb
Crystal of Water Uncommon 120 gp 1/3 lb
Crystal of Wind Very Rare 300 gp 1/3 lb
Glamour Prism Common 50 gp
  • Adventuring pack has special weight rules.

Appendix C: Seekers of the Sun Tribes & Names

There are 26 tribes within the Seeker's of the Sun. Here is a list to help you decide what tribe your Miqo'te came from.

Seekers of the Sun use a simple naming convention. First names are one or two syllables. The extra h's we see in these names, such as M'Nahgo, represent a slight hissing or 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 h's end up going silent when read.

Male Seekers do not take a family name, but instead are given the surname Tia at birth. A Tia may change their surname to Nunh by challenging the tribe's chief 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 their surname is the first name of the breeding male who sired her.

Seekers of the Sun Tribes
Tribe Letter Associated Creature
A' Antelope
B' Boar
C' Coeurl
D' Dodo
E' Eft
F' Bear
G' Gryphon
H' Gigantoad
I' Buffalo
J' Jackal
K' Hipparion
L' Viper
M' Marmot
Tribe Letter Associated Creature
N' Aldgoat
O' Mole
P' Basilisk
Q' Puk
R' Raptor
S' Zu
T' Condor
U' Drake
V' Vulture
W' Wolf
X' Lynx
Y' Jaguar
Z' Ziz

Appendix D: Xaela Tribes

A Xaela's last name is the name of their tribe, rather than having a formal family name. They wear this name as a badge of honor and fight to protect their families. Each tribe has its own cultural ideas.

The Azim Steppe is a large region of land where 51 known tribes are said to wander. It is not impossible for new tribes to form or disappear as people leave tribes to form their own or are assimilated into other groups.

Xaela Tribes
Tribe Distinguishing Information
Adarkim The largest of the Xaela tribes. While not the most skilled at battle, they overwhelm with numbers, taking losses in stride, knowing that a future victory over a weaker tribe will replenish their ranks.
Angura A small tribe which keeps mainly to the mountainous region of northeastern Othard. The glare reflected by the everlasting glaciers upon which they travel has rendered this tribe's skin color a deep rusty tone.
Arulaq A tribe thought lost 200 years ago, only recently discovered once again living in a secluded valley in the mountainous north.
Avagnar Though defeated and absorbed by the Adarkim, several of the proud tribe's members still secretly use its ancestral name, knowing that it could mean death if they are discovered.
Bairon A middle-sized tribe of the southern deserts and masters of survival in the driest of climes, the Bairon are all trained from a very young age to collect and drink their own bodily fluids, allowing them the ability to venture deep into places no other tribe will.
Xaela Tribes
Tribe Distinguishing Information
Bayaqud A tribe of the steppe’s western edges. Women from the Bayaqud tribe will traditionally take several husbands, as did the tribe's founding matron 2000 years ago.
Bolir A small tribe that earns its living by collecting the dung of the beastkin herds which roam the steppes. The dung is dried, turned into charcoal in temporary kilns, and sold to other tribes.
Borlaaq A tribe of all women. While breeding with men from other tribes is allowed, if a male is born into the tribe, he is given up within a year of birth.
Buduga An all-male tribe which only increases its ranks through battle and kidnapping.
Dalamiq One of only a few Xaela tribes which has abandoned the nomadic lifestyle and built a small village on an islet in the middle of a two-malm-wide span of the great inner river. It is said they once worshipped the now-fallen lesser moon.
Dataq The Dataq cover quite possibly the most area in their migrations, for they rarely stop in one area for longer than a few bells. Sleeping is all done in the saddle, and tents are only used when the rains are heavy and unbearable.
Dazkar Household duties such as cooking, cleaning, and childrearing are handled by the males of the Dazkar who, other than when on the move, rarely ever leave their family's yurts. Female Dazkar are tasked with hunting, and are known across the steppe as being some of the most accurate archers in the realm.
Dhoro An elusive tribe that avoids contact with most other tribes. Lookouts are posted all about their camps with orders to flee given the moment an outsider is spotted.
Dotharl An extremely violent tribe with members who revel in massacre and are taught from a young age not to fear death. While they are quick to attack other tribes, mortality rates are high, ensuring that their numbers never grow too high.
Ejinn A river tribe that chooses to swim from place to place rather than walk or take boats. It is said that members of the Ejinn can hold their breaths for up to a quarter bell, and will often migrate while almost completely submerged in order to avoid contact with hostile tribes.
Geneq In addition to the standard language used by most of the Xaela in cross-tribe communication, the Geneq employ a complex system of whistles and clicks which resemble the cloud- and wavekin of the steppe.
Xaela Tribes
Tribe Distinguishing Information
Gesi The Gesi are masters of the slingspear, a mid-sized javelin carved from mammoth bone which, instead of being thrown by hand, is flung with a leather sling to improve range, speed, and killing power.
Goro The Goro believe horses to be perfect beings, and each male and female, upon their coming of age, is married to a horse of the opposite sex. Reproductive mates are chosen by lots.
Gharl Before each migration, the Gharl will fill a sacred urn with the soil of the place they just camped. This soil is then dumped upon arriving at the next location. This tradition has been carried out for thousands of years, leading people to believe that most the steppe is now all of one soil.
Haragin The legends of this coastal tribe tell of a group of their ancestors who crafted a giant ship and sailed out across the endless eastern ocean. The explorers are said to have returned with tales of a terrible island covered in massive grey monoliths and inhabited by fire-breathing steel demons.
Himaa For reasons unknown, one out of every three pregnancies amongst the Himaa result in twins. As a result, over half the tribe's members have a doppelganger. This can prove an advantage during attacks, as it confuses the enemy into believing the dead have risen.
Horo To those who live the meager lifestyles of the steppedwellers, being overweight is a symbol of affluence and power. To appear heavier than one in their station, the members of Horo will drink copious amounts of water to bloat their bellies.
Hotgo A tribe recently massacred by the Dotharl. The only members surviving are those who left the tribe to travel on their own and were not present during the killing. The Hotgo were known for their vibrant face paints which members would constantly change depending on their current mood.
Iriq A tribe that follows the Borlaaq, taking on any male children given up by the female warriors and raising them as their own.
Jhungid The second largest Xaela tribe. Mortal enemies with the Kharlu, the Jungid will spend the greater part of the year subjugating smaller tribes to swell their own ranks in preparation for an annual battle with the Kharlu--the winner gaining control over a large part of the eastern coastlands.
Xaela Tribes
Tribe Distinguishing Information
Kagon The Kagon are a nocturnal desert tribe who worship Nhaama, goddess of the moon and mortal enemy of Azim, god of the sun. Instructed by their goddess that to step into the sun is to succumb to the evil of Azim, they spend the daylight hours in their tents, only emerging to hunt and migrate at night. The result is an uncharacteristically pale skin for a group of people living in an almost eternally fair-weather locale.
Kahkol A tribe made up of orphans and refugees from tribes defeated or destroyed. Many choose to combine the name of their old tribe with Kahkol.
Kha Unlike most of the Xaela, the Kha live on the fringes of the Xaela lands, actively seeking contact with non Auri peoples, introducing many aspects of those cultures into their own.
Kharlu The third largest Xaela tribe. Mortal enemies with the Jungid, the Kharlu will spend the greater part of the year subjugating smaller tribes to swell their own ranks in preparation for an annual battle with the Jungid--the winner gaining control over a large part of the eastern coastlands.
Khatayin A tribe which largely remains unseen, hunting goats in the mountains for nine moons of the year. The remaining three are spent at the foot of the great north range, where they survive off the dried meat they stocked.
Malaguld One of the only tribes that accepts people of the Raen--those that have been exiled, or those who have fled persecution--into their circle.
Malqir A western steppe tribe characterized by its unique leader-choosing ritual which, instead of the usual test of brawn, is a game of Kharaqiq--a chess-like game played on a circular board divided into three rings.
Mankhad A costal tribe which fights with blow-darts made from bones dipped in the poison of the pufferfish. So practiced with the pipes are the tribe, that they can disable a target from 200 paces.
Mierqid A desert tribe which, over the course of a year, travels between over a hundred secret buried caches of supplies restocked with each annual visit.
Moks A tribe invisible for the fact that its members are spread out across many different tribes (unbeknownst to those tribes). Communication between its members is done on the rare occasion when two tribes meet, through an ancient set of hand signals only recognizable by those who know what they are looking for.
Xaela Tribes
Tribe Distinguishing Information
Mol A small tribe of devout worshippers of the elder gods, the Mol will consult with their deities (via a shaman conduit) before making any tribe-related decisions, from the direction of their next migration, to the beasts they will hunt each day for food.
Noykin Master trainers of the wild horses which populate the majority of steppe. It is said that the horsewives of the Noykin can break any beast if given but a week.
Olkund Selective breeding has seen the average height of the central steppe-dwelling Olkund tribe males reach over two and a half yalms. The females, for whatever reason, remain of an average height.
Orben A tribe that rides up and down the great inner river on boats woven from reeds and reinforced with scales from their own skin.
Oronir All members of the Oronir tribe believe themselves to be direct descendants of Azim, the tribe's god of the sun.
Oroq The Oroq create sleds made of reeds dipped in horse fat to help move their possessions and young children about the inner grasslands.
Sagahl A tribe which sees all beastkin as equals with man, therefore refuses to eat or use them as beasts of burden. As a result, the diet of the Sagahl mainly consists of steppe shrubs and vilekin.
Qalli Also known as the songbirds of the steppe, the Qalli communicate through song, attaching a melody to their words to further add emotion to the meaning.
Qerel The warriors of this tribe all wear complete suits of armor crafted from the bones of steppe tigers which they kill with their own hands upon their coming of age.
Qestir This tribe refuses to speak, believing that all words are lies, and that a man's actions are the purest form of communication.
Torgud This desert tribe does not wear any clothes, choosing instead to cover their bodies almost entirely in a white paint created from mud, lime, and bone meal. The paint helps to reflect the relentless desert sun.
Tumet The children of the Tumet, upon seeing their tenth summer, are tied to a sacred tree while the remainder of the tribe packs up and moves to their next location. Those children who manage to break free from their bonds and catch up with the tribe at that next location, are given a name and allowed into the tribe.
Xaela Tribes
Tribe Distinguishing Information
Ugund When members of this tribe die, their heads are removed from their bodies and placed in a jar of fermented goat milk. Once the liquid has been drunk by the head (in other words, evaporated), the head is then buried under an anthill so that the tiny workers can carry the spirit to the afterlife. The journey is thought to be a terrible one, the road filled with ghosts of the damned, so ensuring the spirit is drunk helps ease the journey.
Ura This mountain-dwelling tribe is one of the few which instead of hunting, mine the precious ores of the peaks and trade them with the steppe tribes for food.
Urumet This desert tribe has the queer custom of travelling with their elders carried upon their shoulders. It is believed that in the flat desert, this gives the tribe the advantage of being able to see farther.
Uyagir One of a handful of Xaela tribes which have given up the nomadic lifestyle. The Uyagir reside in a system of limestone caves on the northern edge of the southern deserts which are believed to have been dug by a race of giant oliphant-like beetles which were placed on the land by the gods to punish the elder tribes that had grown too greedy.

Appendix E: Roegadyn Words

The Roegadyn name themselves by pairing up two words from their language, usually a descriptor and then a noun. A noun is turned into a descriptive word by adding a I to the end of the noun. Here is a list of known Roegadyn Words to help you select a name. This is an incomplete list.

Roegadyn Translations
Roegadyn Common
Abar Lone/Alone
Abyl Rage
Aent Duck
Aerg Ambitious
Aerm Poor
Aerst First
Agat Amber
Agynn Beginning
Ahct River
Ahl Eel
Ahld Old
Roegadyn Common
Ahr Eagle
Ahrm Arm
Aht Eight
Ahtyn Judge
Ahtza Eighty
Ais Ice
Alyr Alder
Anka Anchor
Ansa Scythe
Aren Harvest
Ask Ash
Awyr Absent
Baen Bone
Bara Bare/Naked
Benn Leg
Bera Berry
Berk Mountain
Bhald Bold/Brave
Bhaln Plague
Bhar Bear
Bhir Ale
Bhrat Meat
Blaet Blood
Blan Darkness/Dark
Blau Lead
Blei Pale
Bloe Blue
Bluom Flower
Blyn Blind
Blyss Blossom
Borg Castle
Born Boar
Braen Break
Brem Bramble
Broda Brother
Broen Brown
Broes Chest
Brot Bread
Bryda Bride
Bryn Spring
Roegadyn Common
Brytt Bridle
Byld Make
Bylda Maker
Byrg (Byrgin) Protect
Bylg Fertile
Byrm Tree
Byrt Axe
Caepf Slate
Caer (Careig) Sad
Ceig Sail
Ceil Rope
Cwaen Pine
Cwin Wine
Daeg Soldier
Dani Narrow
Denkyr Thinking
Denn Thin
Dhem Dusk
Doen Thunder
Doer Dry
Does Two
Dornn Thorn
Dorpf Village
Draeg Carry
Draga Carrier
Drys Three
Dyn People
Dyrf Farm
Dyrst Thirsty/Thirst
Eidin Oath
Eifa Bitter
Elak Elk
Elil Exiled/Foreign
Ent End
Erna Earnest
Ewan Even
Eyha Oak
Eyhil Acorn
Eyn One
Eynli Eleven
Roegadyn Common
Eyri Wandering
Edz Eat
Faeld Field
Faez Fat
Falk Falcon
Farr Bull
Fatyr Father
Fedar Feather
Fhet Fight
Fhil Yellow
Fhis (Fhisk) Fish
Fhruh Early
Fian Enemy
Firk Explore
Flaz Flat
Flekk Spotted
Floeg Fly
Floer Lead
Floh Flea
Foer Four
Foet Foot
Fohc Fox
Folg Bird
Frae Free
Froe(a) Lady
Frusk Frog
Frut Fruit
Fryd Peace/ful
Fryn Friend
Fyr Fire
Fyril Lost
Fyst Fist
Gaez Goat
Ganz Perfect
Gara Skin
Garr Choir
Geim Jewel
Geiss (Geyss) Ghost
Germa Conjurer
Gheb Give
Roegadyn Common
Ghim Modest
Glac Bell
Glaz Glass
Goht God
Gohta Goddess
Graeb Grave
Greh Calm
Grein Bronze
Grina Howl
Grym Cruel
Gryne Green
Guht Good
Guld Gold
Guol Glorious
Gybal Skull
Gybet Prayer
Gyft Sell
Hael Healthy
Haemr Hammer
Haer Grand
Haerz Heart
Hald Kind
Halp Side
Hana Hemp/Hempen
Hanth Hand
Harr Hair
Hart Hard
Hast (Hastal) Hazel
Helb Half
Herl Elder
Hezz Hot
Himal Sky
Hint Behind
Hirsk Agile
Holas Bald
Holl Hollow
Holsk Fast
Horsk (Horsam) Obedient
Hort Treasure
Hund (Hundr) Dog
Hwab Hawk
Roegadyn Common
Hwyz Know
Hyll Hell
Hylt Forest
Hym Heaven
Hyr Army
Hyrt Autumn
Ingil (Inghil) Angel
Isil Island
Itar Knight
Iyrn Iron
Jaeg Hunt
Jarr Year
Jho And
Jungh Young
Keim Violet/Purple
Kelt Cold
Kest Chestnut
Keten Chain(ed)
Khan Laugh
Khezl Kettle
Khra Crane
Khus Chaste
Kilb Calf
Kirz Candle
Klet Burdock
Klin (Klind) Child
Klyn Small
Klyng Brook
Kneh Near
Knod Knot/Knotty
Koel Coeurl
Koen King
Koena (Koenyb) Queen
Krepf Claw
Kroem Bent
Kryd Chalk
Kryst Crystal
Kupf Copper
Kympf Champion
Kynd Virgin
Kyrss Cherry
Roegadyn Common
Laent Land
Lago Lament
Lahz Salmon
Lamm Lame/Injured
Leita Bringer
Liht Light
Lleid Pain
Loef Leaf
Loet Loud
Loetr Pure
Loez Short
Loh Cloth/Clothes
Lon(a) Gatherer
Lora Laurel
Lorh Rabbit
Loug Leech
Lubb (Lubd) Poison
Lydir Leather
Lyna Linen
Lyng Long
Maeti Mighty
Maga Stomach
Mann Man
Marm Marble
Merl Sea
Mhar Horse
Mhas Scar
Mhol Salamander/Eft
Mhus Mouse
Moeg Able
Moen Moon
Moer Kill
Moht Mind
Murl Wall
Myna Love
Mynd Mouth
Myrgan Morning
Myst Mistletoe
Myte Middle
Nagl Nail
Nahct Night
Roegadyn Common
Nazz Damp/Wet
Nebb Fog
Nedyr Low
Niu New
Noez Walnut
Nort North
Nortyr Northern
Nyst Nest
Nyun Nine
Oebb Above
Oefyr Sacrifice
Oeya Eye
Ofan Clear
Opyl Apple
Orn Maple
Ost East
Ostyr Eastern
Oura Ear
Pfar Walking
Pfef Pepper
Pfrew Joy
Pfrym Plum
Pfym Five
Pfyn Finger
Phati Late
Rael Doe
Raen (Raeng) Circle
Raet Chariot
Ramm Ram
Rhen Clean
Rhet Law
Rheti Straight/Lawful
Rhit Right
Rhot Red
Rhyl Plentiful
Roegan (Roega) Rain
Roeh Rough
Ronth Run
Ronn Current
Rostn Rusty
Ruht Smoke
Roegadyn Common
Ryhhe Empire
Rymm Frost
Ryss Giant
Saelb (Sylbei) Sage
Saelz Salt
Saem Seed
Saes Six
Sald Luck
Sath Knife
Satz Dance
Seik Lake
Sfeik Lake
Skaen Beautiful
Skaet Shadow
Skal Servant
Skapf Sheep
Skarn Horrible
Skoef Poetry(Poet)
Skoen Shining
Skrat Goblin
Skrib Write
Skyf Ship
Skylt Shield
Slae Dull
Slaf Sleeping
Slett Plain
Smyd Smith
Snoe Snow
Some (Soemr) Summer
Solk Blessed
Spaer Sparrow
Spyr Spear
Stael Still
Sterr Strong
Sthal Steel
Sthan Stand
Stral Arrow
Stymm Voice
Styr (Styrn) Star
Styrm Storm
Sund South
Roegadyn Common
Sundyr Southern
Sunn Sun
Swaen Mushroom
Swar Black
Sweig Herd
Swerd Sword
Swoz Sweet
Swyg Silent
Swyn Round
Swyr Big
Swys (Swysta) Sister
Sygg Victory
Syhr Fearless
Syk Sick
Sylb Silver
Syn Son
Syng Song
Syngi Singing
Synt Sand
Syvin Seven
Syz Sit
Syzn Sitting
Thor Torn
Thosin Grey
Thota Daughter
Thuba Mage
Thubyr Magic
Thuv Dove
Toeg Secret
Toff Deep
Toum Dream
Trach Dragon
Trachyn Dragon
Tragg Slow
Trahg Lazy
Troe (Troeb) Confused
Troeg Monster
Tu Dew
Twyr Dwarf
Tyl Valley
Tymb Dumb
Roegadyn Common
Tyrb (Terbin) Cyclone
Tyrn Tower
Ubyl Evil
Ulm Elm
Und Wave
Unsyn Innocent
Unta Other
Urs Auroch
Usyn Ashen
Uwil Owl
Waeb Weave
Waek Battle
Waem Warm
Waen (Waent) Wind
Waht Guard
Wakk Awake/Woken
Wall Boil
Wann Empty
Ward Watch
Warg Truth
Wast Sharp
Webb Silk
Wein Woad
Weitz Wheat
Whas Wax
Whei Soft
Wilf Wolf
Wilt Wild
Winst Left
Wint Winter
Wist West
Wistyr Western
Woerd Word
Wolk Cloud
Woll Wool
Wunt Under
Wuot Berserk
Wurt (Wurth) Herb
Wyb Woman
Roegadyn Common
Wyda Willow
Wyn Daughter (used in last name only)
Wyrk Work
Wyrka Worker
Wyrn Snake
Wyss Wise
Wyta Water
Wyzn White
Ybolg Enraged
Zaen Ten
Zaes Right
Zahr Tear
Zant Tooth
Zedyr Cedar
Zent Send
Zirn Fury/Furious
Zoer Sour
Zwelf Twelve
Zwyn Twin

Appendix F: Garlean Hierarchy


The society of Garlemand is one of strict order where one's position is worn as a badge within their name. Below is listed the known Titles and their position's role within the Empire, from the Emperor down to their slaves.

Class Title Function
Royalty Zos Supreme leader of the Garlean Empire
Yae Any member of the royal family in line for the throne
Wir Any member of the royal family not in line for the throne
Military Van Commander of one or many legions
Tol Secondary Command within a legion
Sas Commander of a fort or base of operations
Rem Commander of one of a legion's cohorts
Quo Commander of a mid-sized unit of at least 100 soldiers
Pyr Watch Commander or Veteran soldier
Oen Regular Infantry
Specialists Nan Head of Magitek Research or an engineer specializing in Magitek
Mal High Commander of Field Engineers or Field Medics
Lux Commander of a unit of Medics or Field Engineers
Kir Veteran field medic or engineer
Jen Field Medic or Engineer
Public Officials Iyl Leader of the senate
Het Various Magistrates of High Standing
Goe Local Ruler of Imperial Territory or Commander of operatives
Fae Senators who work to elect Magistrates
Eir High level civil servants
Dus Low level civil servants
Citizens Cen Artisans and manufacturers
Bas Merchants and workers who gather raw materials
Non-Citizens Aan Slaves and the people of annexed territory

Appendix G: Glossary

A

Adder: (abrv.) (n.) someone who works within the Order of the Twin Adder.

Aether: (n) The essence that makes up all life in the universe, especially magic.

Aetheryte: (n) Crystalline devices that appear throughout the world of Hydaelyn, used for instantaneous, long-distance travel.

Ala Mhigo: (n)

Aldenard: (n) A continent in the region of Eorzea.

Allagan: (adj) Of or belonging to the empire of Allag, a technologically marvelous yet long destroyed civilization from the Third Era.

Amal'jaa: (n) A beastmen tribe of huge lizard people who live primarily in Thanalan. They worship Ifrit.

Au Ra: (n) A race of partly dragon people who hail from the Far East.

B

Bahamut: (n) The elder Primal who was imprisoned within Dalamud. Resembles an enormous dragon.

Beastmen: (n) Savage tribes of monster races across Hydaelyn who have set themselves against the good people of Eorzea.

Black Mage: (n) Any mage whose kit focuses on explosive power.

C

Carbuncle: (n) A summoned pet that is made from condensing aether around a gemstone. Looks a little like an eeveelution with a gem in its forehead.

Crystal: (n) Aether that has solidified into a crystalline, physical form.

Crystal, The: (n) Another name for the goddess Hydaelyn. (see: Hydaelyn)

D

Dalamud: (n) The lesser moon that, until five years ago, was in the sky alongside the greater moon, Menphina. Unfortunately, Dalamud turned out to be a prison for an elder primal, Bahamut. It exploded on Eorzea soil after Garlean intervention wrest it from the heavens.

Dark Knight: (n) a paladin who has taken up an oath of vengeance on behalf of the downtrodden, regardless of law.

E

Elezen: (n) A tall, elf-like race of Hydaelyn. Known for being a bit insular or pompous, but loyal.

Eorzea: A region in the world of Hydaelyn, which is comprised of the continent of Aldenard and its surrounding islands.

Flame: (abrv.) (n.) someone who works within the Immortal Flames.

F

Fishback: (n) Derogatory name for Sahagin. (see Sahagin)

Fulm: (n) Foot (unit of measurement).

G

Garlean: (adj) Having to do with the Garlean Empire. (n) A citizen of the Garlean empire.

Garlemald: (n) The home country of the Garlean Empire.

Garuda: (n) The wind-bird goddess of the Ixal.

Gil: (n) The standard currency. Gold pieces, silver pieces, copper pieces (etc) are different pieces of gil. Prices are in pieces, but money is referred to as gil in general.

Gridania: (n) A city-state in the Black Shroud region of Eorzea.

H

Hrothgar: (n) A race of beast-like cat humanoids who hail from the North. They're known for wandering and taking up mercenary work.

Hydaelyn: (n) The world this campaign takes place in. Also, a goddess by the same name, who is also referred to as The Crystal or The Mothercrystal.

Hyur: (n) A human-like race of Hydaelyn. Known for being adaptable and everywhere.

I

Ifrit: (n) The fire-lizard god of the Amal'jaa.

Ilm: (n) Inch.

Imperial: (adj) Relating to the Garlean Empire. (n) A Garlean soldier.

I, cont.

Ixal: (n) A beastman tribe of bird-like people who live predominantly in the Black Shroud. They worship Garuda.

K

Kobold: (n) A tribe of beastmen who work the mines primarily in La Noscea. They worship Titan.

L

Lalafell: (or Lala), (n) A small halfling-like race of Eorzea. Known for their ambition, greed, and good cheer.

Leve or Levequest: (n) A quest obtainable from your local Adventurers' Guild.

Leviathan: (n) The water serpent god of the Sahagin. Limsa Lominsa: (or Limsa) (n) A city-state of Eorzea that lies on the southern coast of Vylbrand, in the La Noscea region.

M

Magitek: (n) Any machinery that uses magic to function, or can manipulate magic. Developed by the Allagan Empire and improved upon by the Garlean Empire.

Mage: (n) Any person whose skills rely heavily on magic.

Malm: (n) Mile.

Merlwyb Bloefhiswyn: (n) ('Merrl-vibb Blow-fiss-vin') The admiral of La Noscea.

Mi'qote: (n) A race of cat-like humanoids who are known for being sly, stealthy, and excitable.

Mothercrystal, The: (n) Another name for the goddess Hydaelyn. (see: Hydaelyn)

N

Nanamo ul'Namo: (n) the sultana of Ul'dah.

P

Primal: (n) A god summoned by the beastmen tribes.

R

Red Mage: (n) Any mage whose kit focuses on both melee skill and magic skill.

Roegadyn: (n) A goliath-like race of Hydaelyn, known for being boisterous and intense.

S

Sahagin: (n) A beastman tribe of fish people, primarily located in La Noscea. They worship Leviathan.

Seedseer: (n) A small group of white mages in the Black Shroud who translate the will of the elementals to the rest of the peoples there.

Sprout: (n) A term for new or green adventurers.

Star: (n) Colloquial term for a planet.

T

Twelve, The: (n) The twelve gods and goddesses of Eorzea.

Titan: (n) The rock golem god of the kobolds.

U

Ul'dah: (n) A city-state in the Thanalan region of Eorzea.

V

Viera: (n) A race of rabbit-like humanoids who hail from the Southeast. They're mainly known for being very reclusive and keeping secrets.

W

White Mage: (n) Any mage whose kit focuses on healing.

Y

Yalm: (n) Yard (unit of measurement).

Walk in

the Light of

the Crystal!

As Eorzea picks up the pieces in the wake of the Calamity, three unassuming adventurers will take on the mantle of heroes and lead the way. Threatened by restless imperials, a shadowy cult of mages, and summoned gods, how will they bring Eorzea to victory?

This player's guide serves as an excessively thorough companion to the first campaign: A Realm Reborn, which will play through the story and events of Final Fantasy XIV's base game.

 

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