Difference between revisions of "Flan (Greyhawk)"
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− | Though almost obsolete as a distinct people today, the Flan have had a great influence on present-day Oerdians and to a lesser extent on the Suel - more than | + | Though almost obsolete as a distinct people today, the Flan have had a great influence on present-day Oerdians and to a lesser extent on the Suel - more than those haughty peoples admit. The Flan also left many landmarks, and understanding Flan and their culture can be essential to surviving these. |
==== Real-World Models ==== | ==== Real-World Models ==== | ||
Picts. | Picts. | ||
+ | |||
+ | ==== Alignment ==== | ||
+ | The Flan see alignment as secondary to survival. You do what you have to do and seek what allies you can find. Servitude under evil is better than the oblivion of death. The powers of light are more generally benevolent and to be served when you can afford to, but the powers of darkness can give an advantage at a critical time. A member of the tribe can sacrifice himself by turning to evil to save the tribe, only to be condemned and killed yet honored after death for his sacrifice. | ||
==== Cultural Traits ==== | ==== Cultural Traits ==== | ||
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==== Magic ==== | ==== Magic ==== | ||
+ | Mainly druidic and sorcerous magic utilizing the natural currents of magic. Protection and divining spells are favored and used to avoid trouble rather than to confront it. When all else fails, flan magicians turn to elemental evocation and necromancy. | ||
==== Pantheon ==== | ==== Pantheon ==== |
Revision as of 10:33, 2 March 2007
This article is imported from the Hastur wiki. See the import log for details.
Though almost obsolete as a distinct people today, the Flan have had a great influence on present-day Oerdians and to a lesser extent on the Suel - more than those haughty peoples admit. The Flan also left many landmarks, and understanding Flan and their culture can be essential to surviving these.
Real-World Models
Picts.
Alignment
The Flan see alignment as secondary to survival. You do what you have to do and seek what allies you can find. Servitude under evil is better than the oblivion of death. The powers of light are more generally benevolent and to be served when you can afford to, but the powers of darkness can give an advantage at a critical time. A member of the tribe can sacrifice himself by turning to evil to save the tribe, only to be condemned and killed yet honored after death for his sacrifice.
Cultural Traits
Generous, Boisterous, Carefree, Superstitious, Brave
Practices
Gender equality, Promiscuity.
Taboos
Mastrubation.
Family
Group marriage. Liaisons encouraged, often for religious purposes. Matrilinear.
Magic
Mainly druidic and sorcerous magic utilizing the natural currents of magic. Protection and divining spells are favored and used to avoid trouble rather than to confront it. When all else fails, flan magicians turn to elemental evocation and necromancy.
Pantheon
Name | Rank | Alignment | Sphere | Domains |
Allitur | Lesser | LN | Propriety | Good, Knowledge, Law |
Beory | Greater | N (NG) | Nature | Animal, Earth, Plant, Water |
Ehlonna | Intermediate | NG | Forests, Flora and Fauna, Fertiltty | Animal, Good, Plant, Sun |
Incablous | Greater | NE | Nightmares, Disasters | Death, Evil, Destruction |
Myhriss | Lesser | NG | Love, Romance, Beauty | Good, Healing, Protection |
Nerull | Greater | NE | Death, Darkness, Death, Murder, Underworld | Death, Evil, Trickery |
Obad-Hai | Intermediary | N | Nature, Freedom, Hunting, Beasts | Air, Animal, Earth, Fire, Plant, Water |
Olidarma | Intermediate | CN | Revels, Wine, Rogues, Humor, Tricks | Chaos, Luck, Trickery |
Pelor | Greater | NG | Sun, Light, Strength, Healing | Good, Healing, Strength, Sun |
Rao | Greater | LG | Peace, reason, Serenity | Law, Good, Knowledge |
Vecna | Lesser | NE | Destructive and evil secrets | Evil, Knowledge, Magic |
Zodal | Lesser | NG | Mercy, Hope, Benevolence | Good, Healing, Protection |