© Square Enix, Final Fantasy XIV
Physical Description: Hrothgar are a race of many-colored furred lion-like humanoids. Hrotthgar are humanoid in stature, standing above two meters in average height (with the males considerably larger and more muscular than the females, who possess a “faster”, more athletic body type). They are feline in appearance, possessing hands/claws and foot paws, they walk on (what would be for humes) the balls of their feet and possess dew-claws as well as foot pads. Possessing lion-like tails that roughly measure half of their body lengths. Possessing lion-like tails that roughly measure half of their body lengths, Hrothgar bodies are covered in an abundance of fur (whose color may vary based on the clan and climate the Hrothgar was raised in). Male Hrothgar seem to grow more fur than females, often forcing them to tie their hair back or style it to accommodate. In terms of facial features, Hrothgar differ from most humanoids as they are more feline than the mithra; possessing muzzles and fangs, resembling their lion-like nature. The main eye color for most Hrothgar is yellow, though this too, has varied based on clan and region.
Society: The Hrothgar are separated into two main clans, the warm-colored Helion and the winter-furred Lost. The Helions reside often in southern climates along the equator. Helion clan members serve under a singular matriarchal rule, their lives revolving around their queen.
By 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.
Relations: Depending on which type of Hrothgar are met, between a standard Hrothgar, a Helion, or the Lost, other races may develop a different societal opinion of them. The Helion, being a rigid matriarchal society are often seen as dedicated and structured. This let’s the Helion clans open up more relationships with Empires and City states (Such as societies led by Humes, Roegadyns, Lalafells, and Elvaan). The Lost are more nomadic with mainly a centralized council of Elders that retain their practices and teachings orally. They tend to have treaties and agreements with more Tribalistic cultures or Republics( Such as the Garif, Hypello, Humes, Bangaa, and Au ra). On a global scale, the hrothgar are seen as a people of a stalwart and proud nature. Negative prejudices of their less than friendly critics would label them as “arrogant, muscle-bound kittens.” To which, any Lost and/or Helion Clan member is more than happy to introduce them to their claws and fists. Races the Hrothgar have some difficulty connecting with are as follows: The Viera (who seen them as simply the bigger versions of their Mithran cousins), The Seeq (The Hrothgar largely assume them to be slovenly by nature with the Seeq being indifferent to them in general), The Mithra (the Hrothgar are often reluctant to see the more lean, mischievous feline as proper cousins as opposed to a distant relation at arms length), and on occasion The Au Ra( who often have yearly sparring tournaments with the muscular felines in semi-friendly competitions that sometimes devolve into street fights over who has the better tribal fighters).
Alignment and Religion: Hrothgar can be of any alignment. Their culture of strength and wisdom have many lean toward neutral good, in most cases.
Adventurers: Hrothgar may turn to the adventuring life for any number of reasons related to their clan: Helions may seek the adventuring life to spread the glory of their queen, accomplish missions for their clan, seek new challenges to test their warrior traditions, or use adventuring as a chance to break away from the rigid life of a Helion clansmen.. The Lost nomadic wisdom would serve them well as adventurers. Their knowledge of their home land could spur them to seek new horizons, answer the call of other kingdoms, or be used as a rite of passage for true adulthood.
Hrothgar Naming Conventions: Hrothgar forenames are similar to old Slavic names, though certain lexemes differ─most notably, the Hrothgar word for “glory” is “thgar” rather than “slav,” so the former proliferates where one might be used to seeing the latter in real-world names (e.g. “Vladithgar”).
Example names: Goythgar, Adis, Devyatko, Ivica, Zhdan, Zoran, Bojan, Frathopan, Svetozar, Yaropol, Zdravko, Vaclav, Kazek, Lutomis, and Milorad.
Helion Clan Surnames: Helions - Hrothgar surnames are traditionally based on the name of the clan’s female, or “queen.” If the queen is still living, as is the case when it comes to Helions, her name will be prefaced by “A,” meaning “on” in the sense of “in service to,” to form the male surname of her subjects.
Example Helion Surnames: Amira, Azora, Avesna, Azorya, Astana, Arodica, Amilan, Amirka, Asvana, Avira, Aredna, Azetina, Astolla, Amarya, Atolna, Atessa, Ayurya, Amov, Adeanna, and Ajolla.
Lost Clan Surnames: The Lost - The Lost are those Hrothgar who have found themselves bereft of their queen and─typically after a lengthy period of mourning─struck out on their own. (Like “lost” comets that can no longer be found following their previous orbital patterns, one might say.) Accordingly, their surnames are altered by removing the initial “A” and appending “sch,” meaning “lost,” to their erstwhile queen’s name.
Example Lost Surnames: Zlatasch, Liubasch, Brankasch, Tirasch, Ratyasch, Slanasch, Enyasch, Natasch, Svenach, Ditasch, Anatalyasch, Inivisch, Jovasch, Onasch, Petyasch, Linasch, Ulgasch, Maevsch, Lentyasch, andOvasch.
The naming information was found in the following Forum/Thread: https://forum.square-enix.com/ffxiv/threads/398566
Table: Starting Adulthood Ranges
| Adulthood | Intuitive | Self-Taught | Trained |
| After 17 Years | +1d3 years (18 - 20 Years) | +1d4 years (18 - 21 Years) | +2d4 years (19 - 25 Years) |
Table: Random Height and Weight
| Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
| Male | 6ft 3 inches | +2d4 in. (6ft 5in - 6ft 11in) | 148 | +2d12 lbs (150 - 174) |
| Female | 6ft 1Inch | +2d3 in. (6ft 3in - 6ft 7in) | 108 | +2d12 lbs (110 - 130) |
Standard Racial Traits
Ability Score Modifier: Hrothgar’s Ability Score Modifiers are based on their chosen clan. Hrothgar must choose a Subrace.
Size: Hrothgar are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Hrothgar are Humanoid creatures.
Base Speed: Hrothgar have a base speed of 30 feet
Languages: Hrothgar begin play speaking Common and Hrothgar. Hrothgar with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Fearless: Hrothgar receive a +2 racial bonus on saves against fear spells and effects.
Feat and Skill Racial Traits
Imposing Figure: Hrothgar are intimidating without trying. They gain a +2 racial bonus to Intimidate
Survivalist: Hrothgar are hunters and can hunt in the best and worst of weather conditions. They gain a +2 racial bonus on all Survival checks.
Offensive Racial Traits
Cornered Fury: Hrothgar that are reduced to half their hit points or fewer and have no conscious ally within 30 feet, they gain a +2 racial bonus on melee attack rolls and to Armor Class.
Senses Racial Traits
Low-Light Vision: Hrothgar have low-light vision allowing them to see twice as far as humes in dim light.
Alternate Racial Traits
Battle-Hardened: Incessant drills make defense second nature to some Hrothgar.. Hrothgar with this racial trait gain a +1 bonus to CMD. This racial trait replaces survivalist.
Ferocity: Once per day, when a Hrothgar is brought below 0 hit points but not killed, he can fight on for1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. This racial trait replaces cornered fury.
Lion’s Claws: Some Hrothgar have stronger and more developed claws than other members of their race, and can use them to make attacks. Hrothgar with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of slashing damage. This racial trait replaces arctic fur or save the queen depending on your chosen clan.
Stoic: Some hrothgar learn to suppress their strong emotions. They don’t usually gain morale bonuses,but instead gain a +2 racial bonus on saving throws against emotion and fear effects, and the DC to intimidate them increases by 2. They can choose to gain morale bonuses when they would normally be able to do so, but if they do, they lose the benefits from this racial trait for 24 hours. This racial trait replaces imposing figure.
Subraces
Helion
In ages past, the Helions of southern Ilsabard served under a singular matriarchal rule, their lives revolving around their queen.
Ability Score Increase: Helions gain +2 Strength, +2 Wisdom and -2 Dexterity.
Gunblade Training: Helions treat any form of gunblade as a martial weapon, instead of exotic.
Save The Queen: Helions gain Bodyguard as a bonus feat, without meeting the prerequisites
Lost
By 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.
Ability Score Increase: Lost gain +2 Dexterity, +2 Charisma and -2 Wisdom
Travelling Merchant: Lost gain a +2 racial bonus to Ride and Appraise checks, and count both as class skills.
Arctic Fur: Lost are immune to environmental damage from cold weather (below 40° F degrees). In conditions of extreme cold (below 0° F degrees), Lost suffer the normal conditions for cold weather, not the harsher conditions for extreme cold. In addition, Lost gain Ice Resistance 5.
Favoured Class Bonuses
Bard: Add 1 foot to the bard's base speed. In combat this has an effect only for every five increases to the bard's base speed. Only Lost hrothgar may choose this option.
Beastmaster: Add +1/2 to handle animal checks related to feline or leonine creatures.
Black Belt: Add 1/4 to the black belt's effective level to determine his unarmed strike damage. (2d10 increases to 3d8. This does not stack with the heavy handed talent.)
Dark Knight: Lose +1/3 fewer hit points when using darkside, to a minimum of 1 point per die rolled.
Knight: Add +1/4 DR /- when taking damage in place of an ally. Only Hellion hrothgar may choose this option.
Samurai: Gain a +1 to the samurai's CMD when he's resisting a disarm and sunder combat maneuver.
Warrior: Add +1/2 to the warrior's attack roll when performing a battle reading.
Racial Archetypes
None
Racial Feats
None






