This section will cover the races that are available for the character at creation. In total, there are 9 races available to the player at character creation.
Races
Each race has it's own set of stats, which will be listed in the "Base" section of your character sheet, which will be covered later. Do keep in mind that each race also has a skill that they are proficient at "Skill Bonus" and a skill they are not so good at "Skill Malus", so keep this in mind when choosing which race you want to use!
Humans live just about anywhere--they tend to prefer Imperial and Dweller livings but it's not uncommon to see them as part of Walker camps, though they rarely if ever are part of leadership in them. They're the most common race, as can be expected. Humans are extremely adaptable in social situations, but their tendency to ignore the past and focus on the future makes them a little unfocused in some race's eyes.
Bangaa are a lizard like race. They speak in a distinct, guttural voice. They're very stout and have good senses of hearing and smell, but their other senses are a little hazy. There's a few different sub-species of Bangaa, and they're fairly tight-knit amongst each other. Bangaa don't have a preference for living, but Walker Bangaa are a little too disorganized for their own good. Bangaa have a slight bonus to physical power, but their speed and evade aren't as good.
Viera have rabbit like features, including long ears and supple limbs. They are predominantly female--male viera exist, of course, but they create separate settlements and hardly ever come out. Viera have a lean towards being Walkers as they were originally guardians of the forest, and tend to be extremely xenophobic. Viera have a boost to speed and evasion, but are fragile and have less LP than other races. They're good at hands-on skills and are self-sufficient, but due to their aloofness aren't great at social skills.
Moogles are small creatures that resemble a cross between a rabbit, a cat and a bear. They come in all sorts of different colors. They're very smart, adept at trade and mechanics--in fact, a large part of Imperial economy is thanks to MogNet, a large guild of Moogle-only merchants. Some moogles do prefer nature though, as Moogles have a fey background--such Moogles tend to be a little harder to find as they completely shun magitek. Moogles have great magic and good Evade, but their strength suffers. They're really good with mechanics and crafting, but their small stature makes it hard for them to be athletic compared to the other races.
Nu Mou are strange creatures that resemble a cross between a dog and a donkey. They reach maturity very early and look old in their mid teens, but live for a very long time, so it's hard to tell how old a Nu Mou is. Nu Mou society is much different--children aren't named by their parents, but instead by their first teacher. They muchly prefer formal study--as such, they tend to heavily lean towards Imperial backgrounds and are hardly ever found as Walkers. Nu Mou are stouter than they look--they have great magic and vitality, but their strength is very bad, and their speed and movement are slower than normal. Their culture revolves around lore and knowledge but they're not built for moving quickly.
Varg are wolfish creatures that are highly pack oriented, and thus tend towards being Walkers or Dwellers than anything else--it's not uncommon to see them in Imperial cities, though. Varg have a very tight hierarchy in their society--if someone is seen as not contributing towards the community as a whole, they tend to get shunned or ejected. They have great speed and good strength, but aren't fantastic at magic and have slightly lower vitality than other races. Their senses are highly honed but they're not so great with technology.
Seeq are a pig-like race who come in a variety of colors and sizes. They tend to end up as lower-class citizens in both Imperial cities and Dwells, or as laborers in Walker camps; it's not uncommon to see Seeq in lives of manual labor or resort to a life of crime. Despite their size they're surprisingly deft with their hands and make excellent thieves.
Gria are a people with draconic features including tiny wings, a tail and horns. They tend to have a fierce, competitive spirit and as such thrive as adventurers, guards, entertainers and merchants. Not particularly skilled at magic, and not exactly subtle, a Gria in combat tends to be a vicious warrior with blade or bow.
Aegyl are short-lived people with a long memory. They form tightly-knit groups around families and pass down the knowledge of Geomancy from their ancestors. Insult to an Aegyl family or town can last for generations. Blessed with massive wings that allow them to fly, Aegyl tend to be stoic and deft with all manner of weapons and magic.
Choose wisely at creation, and have a nice, balanced group of characters ready for their first adventure!
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