Au Ra
The curved horns and beautifully patterned
scales that characterize the Au Ra often
give rise to speculation that this Hyur-like
race native to the Far Eastern continent
of Othard are, in fact, the progeny of dragons.
This has long been disputed, with scholars
citing several distinct differences as evidence
of decidedly dissimilar roots—the foremost
being the enhanced hearing and spatial
recognition granted by an Au Ra's cranial
projections (traits not attributed to draconian
horns), and the second being the gross
disproportion of body mass between Auri
males and females (again, a trait widely
unseen in dragons).
RaenAuri creation myth tells of a Dawn Father and a Dusk Mother from whom all Au Ra are descended. The Raen believe their veins to run thick with the blood of the former—their brilliant white scales and iron wills serving as proof of this divine lineage. Unlike their sister clan, the Xaela, who bloody the land with their endless tribal conflict, the Raen have embraced a life of tranquility and solitude, long abandoning the nomadic lifestyle of their ancestors to settle the deep valleys of Othard's mountainous eastern reaches. Only on rare occasions will one emerge from the valley mists to seek adventure in realms afar.
XaelaAuri creation myth tells of a Dawn Father (Azim) and a Dusk Mother (Nhaama) from whom all Au Ra are descended. The Xaela believe their veins to run thick with the blood of the latter—their lustrous black scales and fiery wills serving as proof of this divine lineage. Unlike their sister clan, the Raen, who lead solitary lives hidden behind the savage peaks of Othard's eastern reaches, the Xaela are free spirits who roam the vast western steppe (Azim Steppe) in close-knit tribes hunting, gathering, and warring as their ancestors have for countless generations.
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VieraThe Viera is a leporine race of people commonly
found in Southern Othard. While the majority of
their population resides closed-off from the rest of
Hydaelyn in the Golmore Jungle, in recent times
more have decided to leave the safety of the forest
to explore the world. As such, it is estimated that the
Kingdom of Dalmasca is comprised of around 5%
of Viera. The Viera in Golmore Jungle live under
a strict code, the "Green Word" (also known as the
Word of the Wood),[1] that forbid them from
interacting with the outside world unless strictly
necessary. Those who leave to discover the world
are forever banished, never to return. Viera tribes
are a matriarchal society that is ruled by, and mostly
comprised of, women. Viera men are rare and remain
deeply solitary, except when they return to their
village of birth every three to five years to mate.
While the men are the primary defenders, Viera
women still defend the forest but they also
devote time to responsibilities such as clearing
undergrowth, removing fallen trees, planting
seeds and eradicating vermin among other tasks.
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HrothgarThe Hrothgar are separated into two clans, the
warm-colored Helion and the winter-furred
Lost.
Helions In ages past, the Helions of southern Ilsabard served under a singular matriarchal rule, their lives revolving around their queen
LostBy contrast, the Lost are a nomadic clan known to undertake many trade professions, from peddlers to mercenaries. They're hesitant to take up occupations that restrict their traveling. Their cold fur is said to be a symbol of their independent nature, driving them away from the warm embrace of their queen.
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Mamool JaTheir name translated from their native tongue as
"Brethren of the Shining Scale", the Mamool Ja
hold dominion over the Mamool Ja Savagelands
under a republic ruled over by four overlords from
each class: The maroon Mamool Ja who specialize
in combat or Blue Magic and the blue Mamool
Ja who use magic. There are also Mamool
Ja Knight that make use of Wivres as mounts.
They also have a naming system where each
individual Mamool Ja's name ends with "Ja",
"Ja Ja" in the case of those born with multiple heads.
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GarifThe garif are a humanoid race who
live in tribes scattered over the
Bancour Region of Ivalice. The
only tribe ever known is located
in the village of Jahara. Even if
all garif met are male, the The
garif sexes live separated (like the viera),
and thus only the male side of the tribe is
ever met, although High-Chief Zayalu
makes a mention of 'mothers and daughters',
hinting at the existence of the female
half of the tribe. The garif are a muscular
race covered in thick brown hair. Abhorring
machinery and material goods such as money,
they live off the land, adorning themselves
in simple, natural materials, such as leather,
grass, wood and stone, and building their
houses from the same materials.
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Amalj'aaThe Amalj'aa are tall with a muscular physique,
and have a martial culture. Fitting their worship
of Ifrit, Amalj'aa specialize in fire-based skills,
such as Enfire. They possess general knowledge
of metalworking, and have been known to
tame fire drakes. As the primary focus of the
race is the summoning and empowerment
of their patron primal, they often come into
conflict with the other races of Eorzea, and
are long standing enemies of the city state
of Ul'dah. They frequently attack travelers
and trading caravans, both to steal the large
amount of crystals needed for their rituals,
as well as to gain captives for Ifrit to "temper,"
permanently making them loyal servants to
Ifrit and the Amalj'aa. These rituals are
conducted at the Bowl of Embers.
In the First, the Amalj'aa are known as the Zun.
Originally a nomadic race, they were forced to
settle in the Crystarium due to their home being
wiped out by the Flood of Light. The Zun are
valued in the Crystarium's society for their skill
in raising livestock and domestication of amaro
and chocobos. Unlike the Amalj'aa who wear
steel into battle, they wear the bones and hide
of amaro that passed on.
Brotherhood of AshSeparate from the main Amalj'aa force is a
small splinter group known as the Brotherhood
of Ash. Unlike the rest of their race, the Brotherhood
is a society of honorable warriors. Their leader,
Hamujj Gah, claims that all of Amalj'aa society
was originally like theirs, before the reliance on
Ifrit worship (or, more specifically, Ifrit's relentless
tempering of his adherents) corrupted the rest of the race.
The Brotherhood considers the main Amalj'aa
forces to be their sworn enemies. Unlike their kin,
the Brotherhood are relatively friendly, if
somewhat distant, towards members of other
Eorzean races, and have been known to ally
with them against their common foe. Recently,
they have also developed relations with the
friendly factions of Ixal, Sahagin, Sylph, and
Kobold, creating what they refer to as "The
Beastman Alliance."
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IxaliIxal are a race of bird-like Beastmen who worship
the primal Garuda. Though they are mostly found
in the highlands of Coerthas and the unseen
Xelphatol, their frequent excursions into the northern
Black Shroud has drawn them into conflict with Gridania.
The Ixal are lithe in stature, and feature horns and a
toothed beak. For reasons unknown, after their exile
from the Black Shroud, new generations of Ixal have
lacked pinion feathers. Having lost their ability to fly,
they use balloons for transporting cargo throughout
mountain passes. Their main stronghold is Natalan,
located east of Camp Dragonhead in the Coerthas
Highlands. As befitting their reverence for the Lady
of Vortexes, the Ixal have an affinity to using wind
magic, and her blessings power the airstones that
guide their airships. They frequently make excursions
into the Black Shroud to obtain timber, both for practical
use and as religious service to Garuda. These
activities have earned the ire of the elementals,
and by extension the city-state of Gridania, leading
to frequent clashes. In contrast, their encroachment into
Coerthas has been generally dismissed as a
secondary concern by the Holy See of Ishgard,
who are too preoccupied with the holy war against
the Dravanian Horde to deal with Natalan. The lack
of overt aggression by Ixal against the Holy See
has supported their view.
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GarleanThough their heritage traces back to the
Ivalician city of Goug, their ancestors were
ultimately forced to the coldest northern reaches
of Ilsabard due to their inability to wield magic.
There, they founded the small nation of Garlemald.
Roughly fifty years ago, the Garlean Empire was
founded by Solus zos Galvus, whose magitek
armies placed the whole of Ilsabard and
Othard under Garlean control. All pureblooded
Garleans are distinguished by the chitinous third
eye at the center of their forehead, which can vary
in size, shape, and color. The third eye grants them
enhanced spatial perception, which helps them
aim using ranged weaponry and makes them
well-suited to piloting airships. Garlean headgear
is typically built to not obstruct the third eye as well.
Garlean purebloods vary widely in size, ranging
from roughly the height of Midlander Hyur to the
height of Elezen, or even taller. They appear to
age at the same rate as most other races, as
Emperor Solus was confined to his deathbed
by age eighty-eight.
PadjalAmong certain Hyuran families of Gridania are born the Padjal, a race of horned seers who can understand the voices of the elementals. They remain youthful in appearance for their whole lives, only showing their age as their hair turns white, but living upwards of two centuries long. Because of their gifts, they are largely bound to the Black Shroud, where they often serve as mediators between man and elemental.
AscianThe Ascians are an enigmatic race of immortals characterized by the masks they wear over their faces and their black cloaks. Their name comes from their appearances in legends, where they are said to lack shadows. Called Paragons by the beast tribes, whom they manipulate by teaching the art of summoning primals, these malevolent bringers of chaos seek to cause calamities on Hydaelyn.