© Square Enix, Final Fantasy XIV
Physical Description: The viera have leporine features, pointed feet, long ears and limbs. They generally wear stilettos, due to the shape of their feet. Their trademark long ears grant them exceptionally good hearing, although they are said to have excellent senses overall. The viera race is predominantly female, with one out of every ten viera being male. All Viera are sensitive to Mist - a dense fog of ancient magicks that can arise from planar travel, rituals, or from ancient outsiders and primal beings. If a Viera is caught in a dense fog of mist for too long, they can go into a frenzy. Charging straight toward the source in order to destroy it, attacking all in their way. This has been theorized to be some sort of fight or flight mechanism or ancestral disposition; mostly due to an event early in the species’ evolutionary cycle,
Society: The Viera are often a reclusive race, belonging to villages and secluded hamlets in dense forests far from modern civilization. The Viera are often spiritually in tune with the natural essence of their place of birth; often making the leaders of villages and clans being adept shamans and salve-makers. There does exist a warrior class among their number, though their names differ based on the home region: Such as Woodwailers in forests, Striders in deserts, and Bracers in more stormy, coastal areas. Most Viera are reluctant to change their way of life. Many never leave their village, opting for the stability of the old ways. Younger viera have more malleable thinking. They journey to the outside world for sate their curiosity and participate in the world at large.
Relations: Although the Viera are largely reclusive by nature, a few villages can reach an agreement with neighboring baronies and even cities from time to time. Normally, such agreements allow a finite number of merchants to sell their wares either directly or indirectly to their home. The warrior class of the region often escorts the merchants or delegates to the village in the least direct way possible: In order to be wary of their neighbors and mindful of possible invasions. Of the races that the viera deal with the most, they are as follows: The Bangaa (often sailors or bodyguards that follow merchants into their villages), Humes (being as social as the Lalafells and command just as many empires), Seeq (they oddly find their way into their hamlet either by sheer accident or sheer determination), the Garif (considered their more male centric neighbors as their tribes are often located in the same region but in a different ecosystems) and Moogles (Viera have a strange affinity for the small, pom bearing, snout-faced buggers. No idea why). The races they are often most wary are Humes (due to their curiosity and occasional agendas), Hrothgar (This more mountainous race are indifferent to the viera and both are often blustering the ancient pride of their people), Mithra (Their cat-like and mischievous nature makes the viera assume that they are the lesser, more trouble making cousins of the Hrothgar), and Lalafells (their knack for magicks and conjuring Mist - be it by accident or reckless advancement, makes them distrustful of them.).
Table: Starting Adulthood Ranges
| Adulthood | Intuitive | Self-Taught | Trained |
| 25 Years | +1d4 years (26 - 29 Years) | +2d4 years (27 - 33 Years) | +3d4 years (28 - 37 Years) |
Max Age - 360
Table: Random Height and Weight
| Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
| Male | 5ft9 | +1d6 in. (5ft10 - 6ft3) | 150lbs | +2d10 lbs (154 - 190) |
| Female | 5ft9 | +1d6 in. (5ft10 - 6ft3) | 135lbs | +2d10 lbs (139 - 175) |
Standard Racial Traits
Ability Score Modifier: Viera are agile and friendly, but lack an ability to retain information in favour of relying on their instinctual nature. They gain +2 Dexterity, +2 Charisma, and –2 Intelligence.
Size: Viera are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Viera are Humanoid creatures.
Base Speed: Viera have a base speed of 30 feet.
Languages: Viera begin play speaking Common and Vieran. Viera with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Defense Racial Traits
Vieran Willpower: A Viera’s high willpower makes them immune to spells and effects that cause magical sleep. They also gain a +2 racial bonus to saves against mind-affecting effects.
Instinctive Reflex: Viera gain a +1 bonus to AC during surprise rounds.
Feat and Skill Racial Traits
Keen Senses: Viera receive a +2 racial bonus on Perception checks. This bonus increases to +4 for checks involving sound.
Hunter: Due to their instinctive nature, Viera gain Stealth and Survival as class skills.
Magic of the Forest: Viera grow up in the magic of the forest and learn all they can of its ways. Due to this Viera gain a +2 racial bonus on Knowledge (nature) and Survival checks made in a forest environment.
Magical Racial Traits
Connected Summons: At creation a Viera chooses one of the following elemental subtypes — earth, fire, ice, lightning, water, wind. When summoning a creature with the chosen subtype with a summon spell, increase the duration of that spell by 2 rounds. This can only be changed with retraining.
Magic Within: Viera gain a +2 bonus on caster level checks made against spell resistance. They also receive a +2 racial bonus on Spellcraft checks made to identify magic items.
Offensive Racial Traits
Weapon Familiarity: Viera are proficient with shortbows (including composite shortbows), longbows and rapiers.
Fencer Heritage: Viera may use an estoc one-handed as a martial weapon, rather than as an exotic weapon. (Viera must still be proficient with martial weapons in order to use this ability.)
Senses Racial Traits
Low-Light Vision: Viera can see twice as far as humes in conditions of dim light.
Alternate Racial Traits
Fast Paced: Viera are known for their lithe and dexterous nature, however, some spend more time training their bodies than they spend training with their weapon. Viera with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces weapon familiarity.
Magical Insight: Some viera are very attuned to the magic of nature within the forest. Viera with this racial trait can use one of the following spells as an activated spell-like ability. Pick one and the character level is classed as the effective caster level: detect magic or detect undead. This racial trait replaces Magic Within.
Mana-veiled Mind: Some viera aren't interested in channeling magic outward, and instead have learned to use their innate magical prowess as a protective veil upon their mind. These viera gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enfeebling school. In addition, if a viera fails such a save, it receives another save 1 round later to prematurely end the effect if it has a duration longer than 1 round. The Viera loses the +2 bonus on this second attempt. If the viera has a similar ability from another source, it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails. This racial trait replaces connected summons.
Whisperwood Step: Viera are well known for their ability to be quiet and stealthy. If this racial trait is chosen the Viera can stealth while running, although they take a -20 penalty. They reduce the -10 penalty to stealthing while moving to a -5 penalty. This racial trait replaces Vieran Will Power.
Waterbound: Some viera opt to live closer to the water's edge than the forests. If a Viera choses this racial trait, they can always take 10 when swimming, they gain a +4 racial bonus when making swim checks and they also gain Aquan as a language. They become more familiar with tridents, longspears and nets given their proximity to water. This racial trait replaces magic of the forest and weapon familiarity.
Subraces
Feol
Feols are descendants of Feolthanos who favour technology and the world rather than the Green Word.
Ability Score Increase: Feols gain +2 Dexterity, +2 Intelligence and -2 Wisdom
Feol: Those viera who are descendants of Feolthanos left behind the quest for the Green Word to join the modernizing world. Viera with this racial trait gain a +2 racial bonus on Knowledge (local) and Knowledge (engineering). This trait replaces magic of the forest.
Weapon Flexibility: Feol can choose one exotic weapon and count it as a martial weapon instead. This trait replaces Fencer’s Heritage
Saint Ivalicians
Saint Ivalicians are Viera who primarilly come from the nation of Jylland where, rather than keeping to their isolationist ways, have integrated into the social order, often joining hunter clans or becoming solo hunters, where they usually find themselves in magical professions.
Ability Score Increase: Saint Ivalicians gain +2 Dexterity, -2 Strength and gain a +2 bonus to their choice of Charisma, Intelligence or Wisdom.
Arcane Prowess: Saint Ivalicians gain Wild Talent as a bonus feat. This racial trait replaces Magic of the Forest.
Red Training: Saint Ivalicians are renowned Red Mages. If a spell cast by the Saint Ivalician appears on the Red Mage Spell list (Even if they are not actually a red mage), the spell’s DC is increased by 1. This replaces Connected Summons
Outcast
Some Viera are forced from their clans and left to roam the world without a home. In the past, any viera who left their woodland homes were outcast, but in more modern times, where remaining in isolation is no longer viable, outcasts are those who have been cut off from their clans completely, or their clans no longer exist.
Ability Score Increase: Outcast gain +2 Constitution, +2 Wisdom and -2 Charisma
Travelled Knowledge: Outcasts gain a +2 bonus to Knowledge (Geography) and Survival. This trait replaces People of the wood
World-Weary: Outcasts gain a +2 bonus to Fortitude Saves. This replaces Vieran Will Power.
Favoured Class Bonuses
Beastmaster: Add +1/2 to handle animal checks against animals or magical beasts native to forests.
Mystic Knight: Add +1/3 to the maximum amount of damage lingering pain can deal.
Ranger: Add +1/4 to the ranger’s favoured terrain bonuses while in forest terrain. This has no effect if the ranger does not currently have forest as one of her favoured terrains.
Red Mage: Reduce the amount of rest a mystic knight needs to recover MP by 10 minutes. MP spent within eight hours of recovering MP still counts against the MP he can recover.
Thief: Choose forest, or urban. Add +1/2 to Acrobatics and Stealth checks while in the chosen terrain. The terrain type is chosen when this bonus is first taken and cannot be changed.
Warrior: Add +1/4 to the warrior’s effective level to determine their chosen weapon bonus. This bonus only applies when using light or one-handed weapons of their chosen weapon group.
White Mage: Reduce the amount of rest a white mage needs to recover MP by 10 minutes. MP spent within eight hours of recovering MP still counts against the MP he can recover.
Racial Archetypes
None
Racial Feats
None






