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Floran

Floran are a people of leverage, their cultures defined by the need to survive in a world not built to their scale. Lacking the physicality of other species, they have instead become masters of indirect power. From the ruthless capital of the Lutin and the sprawling criminal networks of the Tonttu, to the guarded secrets of the Tengu and the deceptions of the Ellyllon, all Floran are united by a profound understanding of the world's hidden mechanics. They are the fulcrum and the lever, a people who have learned that true strength is not in the force you can apply, but in knowing precisely where to apply it.


Ellyllon

The Ellyllon are 2 to 4 feet tall with slight, wiry frames. Their skin tones are muted and earthy, ranging from bark-gray and moss-green to pale brown, sometimes with dappled patterns. Their eyes are large and dark, and their fine, dark hair is typically practical and unadorned.

Culture and History

To be an Ellyllon is to be born into a war you are losing. Your culture is one of secrecy and pragmatism, where the value of your life is measured by your utility to the settlement. You are taught from birth that sentiment is a luxury, as your people are being systematically exterminated by the industrial might of Ibunor.

This struggle for survival has resulted in a society defined by a rigid gendered caste system: the Mams who plan the wars and birth the next generation of soldiers, and the Tavs who are tasked with the duty of tending to the fading gods and foraging feeding the guerilla army. The division has left your people caught between the defiant hope of traditionalists and the cold logic of survivalists, forcing a constant, internal war over the soul of your culture as you face extinction.

Names

Masculine Names: Aeron, Cadogan, Emrys, Gareth, Gethin, Madoc, Rhys, Taliesin

Feminine Names: Angharad, Bronwen, Carys, Eira, Ffion, Gwen, Lowri, Rhiannon

Clan Names: Brynmawr, Coedan, Garthwyn, Gwyndyr, Hafgan, Llynglas, Meredith, Vaughan


Lutin

Lutin are 3 to 4 feet tall with a slender and nimble build. Their skin tones are varied, ranging from fair to olive and tanned. They have sharp facial features and slightly pointed ears. Their hair is typically dark, ranging from brown to black, and their eye colors include shades of green, gold, and violet.

Culture and History

To be a Lutin is to be a citizen of a prosperous nation, wherein your nation's wealth is lauded as the product of a superior culture, even if it is not shared to all. The rigid social hierarchy, where your own standing is secured by family name and adherence to strict codes of honor, is reinforced by the profits from colonial ventures and the slave trade. The wealthy buy the acceptance of the masses through grand architecture, public festivals, social welfare, and the use of slave-soldiers and mercenaries to keep violence far from your shores.

It is no secret that the social order you value is sustained by an underclass of debtors and slaves, and your worth is defined simply by not being one of them. Among the many festivals are the gladiatorial games, which act as a central civic ritual, where you watch chattel fight to the death for entertainment. The spectacle reinforces a core tenet of your society: the lives of outsiders are commodities. However, the distance between citizen and outsider is not so far when you see your own people in the games for failures and slights that your betters deemed too grievous to overlook.

Names

Masculine Names: Adolphe, Émile, Étienne, Félix, Gaston, Isidore, Maurice, Sylvain

Feminine Names: Adélaïde, Céline, Élise, Françoise, Odette, Paulette, Simone, Yvonne

Clan Names: Ardoin, Blanchard, Comeaux, Doucet, Gautreaux, Landry, Poirier, Thibodeaux


Tengu

Tengu are 3 to 4 feet tall with lean, wiry frames and avian features, including feathered wings, talons, and beaks. Their plumage is most often dark, ranging from the iridescent black of a raven to mottled browns, grays, and white. They have large, bright eyes in shades of blue, green, and gray.

Culture and History

To be a Tengu is to be an exile in a mortal world. Your myths tell you of your people's fall: that you were once immortal beings, who were stripped of their eternal nature as the price for your salvation in Dheghom. This knowledge is the source of your culture, its pride, and its everlasting resentment toward the divine beings who brought you here. Your relationship with the gods is not one of love, but of a bitter capitulation to the architects of your predicament, stripping you of your true nature and trapping you in a mortal, flesh-and-blood existence.

The reality of your life is this contradiction. Your people embrace the belief that you are superior to the other mortal races even as your elders wither and die, their bodies returned to the soil like any common beast. This pride has manifested in a state of self-imposed exile on the island of Sharasa where your people have spent generations pursuing Shofuku, a desperate quest to reverse your fall. However, the instability of magic, the constant raids of slavers, colonizers, and conquerors has turned the peaceful wilds of your homeland into yet another trial for your mortality.

Names

Masculine Names: Botan, Jiro, Ken, Raiden, Ren, Riku, Sora, Yuki

Feminine Names: Aiko, Hana, Kiyo, Mai, Nori, Rin, Suki, Yumi

Family Names: Hayo, Tsume, Kabu, Jaku, Moya, Hane, Kumo, Koro, Shide, Waku, Nue, Oto


Tonttu

Tonttu are 2 to 4 feet tall and have compact builds with unexpectedly sinewy strength. Their skin is ruddy or earth-toned with a craggy or wizened appearance. Their hair ranges from fair to brown and frequently grays early, and their eyes are shades of blue, gray, or brown.

Culture and History

To be a Tonttu is to be heir to a legacy of resilience, from a people who survived famines, fought Ogres, and endured the Blood Age. Your culture is one of pride, rooted in the stories of your ancestors' strength and your connection to the lands of Tuinleas. You are raised on the original tales of the Mustring, who began as your people's protectors. This history of survival is the core of your identity.

The reality of your present, however, is a subjugation that strength of arms cannot defeat. The Bethunian empire treats your people as a colonial asset, taking your harvests to feed its armies while you face hardship. The Mustring, the organization born to defend you, has become a parasite, extorting the same communities it once protected. You are a people of pride trapped in a system that rewards servility, your history now a silent resentment beneath a veneer of endurance.

Names

Masculine Names: Aleksi, Eino, Ilmari, Matti, Mikko, Onni, Pekka, Toivo

Feminine Names: Anja, Helmi, Kaisa, Katri, Liisa, Pirjo, Sirkka, Tuuli

Clan Names: Hakala, Heikki, Jarvinen, Koskinen, Laine, Niemi, Ranta, Savolainen


Floran Traits

Creature Type: Humanoid Size: Small (about 2–4 feet tall) Speed: 30 feet

As a Floran, you have these special traits:

Darkvision. You have Darkvision with a range of 60 feet.

Determined. You have advantage on saving throws to avoid or end the Charmed or Frightened conditions.

Nimbleness. You can move through the space of any creature that is a size larger than you, but you can't stop in the same space.

Floran Lineage. You are part of a lineage that grants you unique abilities. Choose one of the following options:

Ellyllon. You know the Minor Illusion and Thaumaturgy cantrips. Starting at 3rd level, you know the Disguise Self spell, and can cast it once per Long Rest without a spell slot. Additionally, when an attacker that you can see targets you with an attack roll, you can take a Reaction causing attacks against you to have Disadvantage until the start of your next turn. You regain the use of this ability when you finish a Long Rest.

Lutin. When you or another creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to grant a bonus to that roll equal to your proficiency bonus. You can choose to use this trait after the creature makes its roll, but before the DM determines whether the roll succeeds or fails. You can use this trait once, and you regain the ability to do so when you finish a Short Rest.

Tengu. You know the Elementalism and Message cantrips. Starting at 3rd level, you know the Longstrider spell, and can cast it once per Long Rest without a spell slot. Additionally, while conscious and unencumbered you can fall in a controlled manner, you move up to 2 feet horizontally for every foot of vertical fall. Your fall speed is reduced to 60 feet per round while actively controlling your fall, and you take no damage from the controlled fall.

Tonttu. When you hit a target with an attack roll and deal damage to it, you can give that target the Disadvantage on their next attack roll or saving throw. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.