Specie: Floran
Florans are vibrant, flesh-and-leaf hybrids born from the wildest corners of nature. Built to hunt and thrive, they live for the thrill of pursuit, the scent of blood, and the ritual of the kill. Despite their unconventional way of thinking, some have begun questioning their ways — not out of shame, but curiosity. Beneath every charming smirk lies a predator waiting to bloom.
Specie overview

Physiology : Florans are humanoid in shape, but their bodies blend sinewy plant fiber and living muscle. Vines coil like tendons, and leaves shift in hue with mood or season. Though all Florans share a single biological form, they often grow physical traits that resemble male or female characteristics depending on personal identity or social choice. Their mouths are angular and sharp — often curved in a predatory smirk — and their eyes gleam with unsettling hunger. Deep within every Floran’s body lies a single seed. When a Floran dies, the seed takes root in their remains — and over time, may grow into a new Floran.
Deameanor : Blunt, curious, and instinct-driven. Florans often speak plainly, act quickly, and question little. While some are playful in a mischief-filled way, others are solemn hunters. They rarely understand the concept of personal space or boundaries — especially when hungry.
Outlook : To a Floran, life is a game of hunter and prey. Respect is earned through strength or cunning, not courtesy.
History : Florans have no written history. Their society lacks any central power or unifying culture, instead thriving in scattered tribes across dense, often dangerous regions. Each tribe is led by a leader, often the oldest or wisest among them, distinguished by their diminished bloodlust. This allows them to maintain cohesion within their own tribe and avoid conflicts with other Floran tribes by hunting outside their territory.
While some still live deep in tribal lands, others now wander far — either exiled or curious about the “meat-folk” they once hunted.
Adventurers : Most Florans leave their tribes for one of three reasons: banishment, boredom, or bloodlust. Yet a growing number seek meaning in new kinds of hunts — knowledge or companionship.
Typical Name : Names are often multi-syllabic. While not explicitly natural in origin, they often evoke a sense of ancient or deeply rooted fantasy. Many Florans also earn or take names based on deeds.
(Reference: https://www.fantasynamegenerators.com/dnd-wilden-names.php)
Deameanor : Blunt, curious, and instinct-driven. Florans often speak plainly, act quickly, and question little. While some are playful in a mischief-filled way, others are solemn hunters. They rarely understand the concept of personal space or boundaries — especially when hungry.
Outlook : To a Floran, life is a game of hunter and prey. Respect is earned through strength or cunning, not courtesy.
History : Florans have no written history. Their society lacks any central power or unifying culture, instead thriving in scattered tribes across dense, often dangerous regions. Each tribe is led by a leader, often the oldest or wisest among them, distinguished by their diminished bloodlust. This allows them to maintain cohesion within their own tribe and avoid conflicts with other Floran tribes by hunting outside their territory.
While some still live deep in tribal lands, others now wander far — either exiled or curious about the “meat-folk” they once hunted.
Adventurers : Most Florans leave their tribes for one of three reasons: banishment, boredom, or bloodlust. Yet a growing number seek meaning in new kinds of hunts — knowledge or companionship.
Typical Name : Names are often multi-syllabic. While not explicitly natural in origin, they often evoke a sense of ancient or deeply rooted fantasy. Many Florans also earn or take names based on deeds.
(Reference: https://www.fantasynamegenerators.com/dnd-wilden-names.php)
Size & Abilities
Size : Small Innate abilities : You start with the following abilities.- Carnivorous Instinct
Hunger sharpens your senses. When your belly is empty, your instincts howl louder than reason. And when starvation gnaws at your mind… there’s no friend, no foe — only meat.
- You only get nutrition from fresh meat or meat that you hunted during Downtime (Hunting & Foraging) (you can still eat other Consumable, but they will not prevent Ailment (Starved)).
- For every Ailment (Starved), you gain +1 in each Aptitudes (max +2).
- For every Ailment (Starved), you gain +2 in Attack Bonus (max +4).
- If Ailment (Starved) make your Hearts Total reach 0, you don't die, but instead enter a murderous state where you try to kill and eat the closest source of meat (if you would be at 0 Hearts Total despite the Ailment (Starved) penalty, you die).
- Hunter’s Smile
You grin, and prey hesitates. You bare your teeth, and the smart ones run.
- You gain the following Purview : "Intimidate with body language or predatory display".
- Once per target, if you intimidate while you suffer Ailment (Starved), the target suffer Ailment (Terrified).
- Blooming Frenzy
When the blood sprays, so do your petals. Color blossoms across your limbs as instinct takes hold.
- After each Attack that are a Critical Success, you enter into a frenzy state during your next turn.
- Increase your Speed by one step.
- +2 Attack Bonus, but -2 Defense Rating.
- After each Attack that are a Critical Success, you enter into a frenzy state during your next turn.
- Pack-Bond Instinct
You’ve learned that not all prey should be hunted. Some can hunt with you.
- When forming a Social bond, you can decide to assign the special bond "Floran Packmate" (max 1). If you assign again this special bond to someone else, you lose the previous one that you had.
- Any Assist Actions that you do with your "Floran Packmate" get a bonus.
- An Attack Assist give the other packmate a Major Bonus (+4) instead of a Minor Bonus (+2).
- An Tactical Assist give the other packmate a Minor Bonus (+2) instead of no bonus when rolling the assist Check or Contest.
