Llean

During the great Cataclysm that sundered the world of Anachain, the process of the world's reformation caused a number of strange side effects to the residents of the planet who survived the event. Flora and fauna took on sentience, the destiny of races was changed, Gods were forgotten or expelled from the world.

The humans and elves weathered the Cataclysm quite well with consideration to the effects felt by other races. The only races to truly retain their identity, men and elves returned to the world following the Cataclysm retaining much of themselves: Man was still bold, adventurous, and quick to learn; elves retained their keen minds and connection with nature. What the races did not keep, however, was their individuality. Much speculation has been done to little effect on what caused the fates of Elf and Man to intertwine as they did during the Cataclysm, but what is known is that when the men and elves of this world stepped foot onto the newly born soil of Anachain they did so not as distinct races, but as one.

The Llean race is distinct from most of the other races that dominate Anachain in that they were a mighty faction both before and after the Cataclysm. Empires of Man and Elf were amongst the dominant forces of Primum, and the traits that allowed them to grow well on that world allowed them to quickly become a mighty faction on Anachain.

## Physiology

Lleans experience a genealogy that is distinctly more tied to the mystic forces of this world than that of the other races. The seasons, the cycles of the sun and moon, the rotation of the planet, all of this is a factor in the identity of a Llean before they are even born.

The first and most distinct separation made between the various types of Lleans is their Elven origins. Two breeds of Elves existed before the Cataclysm, the Drow and Surface elves, and most Lleans find that they carry a certain degree of traits from both. They generally inherit a majority of traits, however, from either one race or the other. The selection for one races traits or the other is known by most to be a largely regionally dictated trait. While exceptions exist, the majority of Drow Lleans are from Blemish, the majority of Elven Lleans from Fann.

Amongst the other deviations four variations on their relation with magic, each season has a "type" of blood associated with it, and with it a different magical attunement.

Finally, the time of day that a Llean is conceived determines whether they will manifest more traits of a the old humans or elves.

## Culture

Llean have adopted a culture unique from either of their parent races, having a great attunement to magic that was never seen amongst the Elves or Men. Beyond even their innate physical affinity for the Craft, the use of spells and artifice runs deep into the culture of the Llean. As such, it is quite rare to see Llean without an understanding of basic spell theory, if not the ability to cast a cantrip or two.

Llean culture is organized primarily around three major settlements that have managed to withstand the onslaughts of the outside world.

Tengoku is somewhat of a seat of the Llean race, being not only the largest of the Llean dominated settlements but also the largest settlement on the planet, occupying roughly 80 miles of myriad shops, towering apartments, and governmental buildings. While within Llean territory, the city of Tengoku draws people from across the globe as a center of modern culture.

Dressorosa is a port city along the Northern coast of Fann, currently ruled by a well liked council of ex-mercenaries who freed the city from its previous leadership no more than 10 years past. Sustained largely off a fishing on the Northern seas and agriculture along the fertile fields of central Fann, Dressorosans experience a comfortable and peaceful life for a resident of Anachain.

Meteor City is, as the name implies, a city built into a crater made from the impact of a great meteor that made impact to the west of the Mos'Anda Mountain Range. On the edge of the Feywilds of Fann, and influenced by the strange meteor in the center of the town, those who hail from Meteor City are a famously strange lot.

Small tribes of Llean also exist throughout the continent of Fann, and Llean can also always be found throughout the world, driven by the adventuring spirit of their parent races and the whims of the arcane flows that call to them.

## Religion

The Llean are intrinsically chaotic, and as such are not thought of as strange to be found worshiping any of the Gods or Pantheons of Anachain. Some gods, however, see more popularity amongst certain types of Llean than amongst others. Tower Llean tend to have a bent towards Oasa and Velun, being an orderly sort with a craving for knowledge. Sun Llean, however, tend to have leanings towards gods of adventure, protection, and battle, like Ebb, Flow, and Kelund, and even Sun Llean who do not worship Elan tend to at least respect his principles. Nature Lleans ties to the natural world see them often following deities like Lyb and Drasil, while the withdrawn and urban Moon Llean tend to hold a bias to gods like the Deceiver or Uskqua.

## Statistics

### Llean Traits

**Ability Score Increase:** Your dexterity score increases by 2

**Age:** Llean reach adulthood in their late teens, and often live around 180 years.

**Alignment:** Llean tend towards a chaotic bent, valuing freedom and creativity.

**Size:** Llean range from 5 to 6 feet tall. You are a medium creature.

**Speed:** Your base walking speed is 30 feet.

**Fey Ancestry:** You have advantage on saving throws against being charmed, and magic can't put you to sleep.

**Skill Versatility:** You gain proficiency in two skills of your choice.

#### Sun Llean

**Ability Score Increase:** Your Constitution score increases by 1.

**Blistering Endurance:** You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

**Reach to the Blaze:** You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

#### Tower Llean

**Ability Score Increase:** Your Intelligence score increases by 1.

**Cantrip:** You know one Cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

**Extra Language:** You can speak, read, and write one extra language of your choice.

**Mingle with the Wind:** You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Intelligence is your spellcasting ability for this spell.

#### Moon Llean

**Ability Score Increase:** Your Charisma score increases by 1.

**Shapechanger:** As an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance. You retain all of your normal statistics while in this form. You may use this feature once per short rest. Additional uses after the first incur one level of exhaustion.

**Tidecaller:** You know the Shape Water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Wisdom is your spellcasting ability for these spells.

#### Nature Llean

**Ability Score Increase:** Your Wisdom score increases by 1.

**Fleet of Foot:** Your base walking speed increases to 35 feet.

**Mask of the Wild:** You can attempt to hide even when only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

**Merge with Earth:** You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.

## Fey Blood

> The Llean's attunement to magic sometimes manifests in strange mutations that extend beyond the regular aptitude for spellcasting most Llean experience. Frequently, the influences of nature spirits during the Lleans time in the womb results in physical changes to their body, manifesting traits of the spirit that bound them.
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### Fey-Blood Statistics

The Fey-Blood Llean receive all of the typical stats of a Llean, but instead take the subtype of their spirit type instead of one of the four standard types.

### Venom-Tongues

**Ability Score Increase:** Your Charisma score increases by 1

**Infiltrator:** You gain a +10 bonus to your Climb Speed

**Venomous Fangs:** Finesse weapon, deals 1d4 damage. Target make a DC 8+Prof+Con Constitution save or takes ¼ level (rounded up) d8 poison damage.