Flan (Greyhawk)
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.
Cultural Traits
Generous, Boisterous, Carefree, Superstitious, Brave
Real-World Models
Picts, Native Americans. Flan are the quintessential formerly great people now reduced to the margins of the land.
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.
Practices
Gender equality, Promiscuity.
Taboos
Masturbation.
Family
Group marriage. Liaisons encouraged, often for religious purposes. Matrilinear.
Magic
Mainly witchcraft, druidic, and sorcerous magic utilizing the natural currents of magic. Protection and divining spells are used to avoid trouble rather than to confront it. Spells that manipulate and turn adversity into gain are popular, such as weather control, charm, geases, divination, and wards. When all else fails, Flan magicians turn to necromancy.
Pantheon
Beory is the spirit of Oerth and the main goddess. Pelor and Nerul are her husbands and the progenitors of most of the pantheon. Vecna is an ascended human, and several of the other gods might have lived as humans for a time.
Allitur | Lesser | LN | Propriety | Good, Knowledge, Law, Community | Flan |
Beory | Greater | N (NG) | Nature | Animal, Earth, Plant, Water | Flan, Elder |
Berei | Lesser | NG | Family, Agriculture | Good, Plant, Protection, Family | Common, Flan |
Bleredd | Lesser | N | Metal, Mines, Smiths | Earth, Fire, Strength, Metal | Common, Oerdian, Flan |
Celene | Lesser | LN | Companionship, Loyalty, Hope, Undeath | Charm, Renewal, Travel | Flan, Elf |
Ehlonna (Ehlenestra) | Intermediate | NG | Forests, Flora and fauna, Fertility | Animal, Good, Plant, Sun, Celertity, Renewal | Flan, Elf, Common |
Incablous (Sevelkhar the Waster) | Greater | NE | Nightmares, Disasters | Death, Evil, Destruction, Pestilence, Hunger | Common, Flan, Baklunish, Elder |
Luna | Intermediate | CN | Moon, Change, Fate | Moon, Dream, Illusion, Luck | Flan, Elf |
Myhriss | Lesser | NG | Love, Romance, Beauty | Good, Healing, Protection, Charm | Common, Flan |
Nerull | Greater | NE | Death, Darkness, Death, Murder, Underworld | Death, Evil, Trickery, Darkness, Pestilence | Common, Flan, Elder |
Obad-Hai | Intermediary | N | Nature, Freedom, Hunting, Beasts | Air, Animal, Earth, Fire, Plant, Water, Windstorm | Common, Flan |
Olidarma | Intermediate | CN | Revels, Wine, Rogues, Humor, Tricks | Chaos, Luck, Trickery, Celerity, Mind | Common, Flan |
Pelor | Greater | NG | Sun, Light, Strength, Healing | Good, Healing, Strength, Sun, Community, Glory | Common, Flan, Elder |
Rao | Greater | LG | Peace, Reason, Serenity | Law, Good, Knowledge, Community, Purification | Common, Flan |
Ulaa | Intermediate | LG | Hills, Mountains, Gemstones | Earth, Good, Law, Cavern | Oerdian, Dwarf, Gnome, Flan |
Vecna | Lesser | NE | Destructive and evil secrets | Evil, Knowledge, Magic, Madness | Flan |
Zodal | Lesser | NG | Mercy, Hope, Benevolence | Good, Healing, Protection | Common, Flan |
Traits
Hidden Survivor
Your way of life has often come under attack, and your people have learned to hide and avoid trouble by moving away from it.
Benefit: You gain a +1 trait bonus on Stealth and Survival checks. One of these skills is a class skill for you.
Legacy of Magic
You have inherited your people's ancient magic traditions, but they come at a cost. It is all too easy to follow in the footsteps of Vecna.
Benefit: Add one to your caster level when casting abjuration and necromantic spells. All necromantic spells count as evil spells for you. If you have a spellbook and can learn necromantic spells, the first free spell you as you advance in level of a particular spell level must be necromantic.
Totem Bond
You have formed a close bond with an animal, reenacting the ancient totemic legacy of your people.
Benefit: If you have a familiar or animal companion as a class feature, that feature works as if you were three levels higher. If you do don't have such a class feature, you gain a familiar like that of a first level wizard. You may not select to have an arcane bond with an object. Your ties to your totem is unusually strong; you can never change what kind of familiar or animal companion you have, tough you can exchange it for a larger animal of the same basic family; exchange a small snake for a larger snake of the same kind or a wolf for a dire wolf, for example.
If you have the option to pick a familiar or animal companion as a class feature, you must do so. If you are a ranger, you get your animal companion at first level.
Unassimilated
Despite living among other folk, you have clung to your cultural identity.
Benefit: You can imitate the accents and mannerisms of others, concealing your cultural heritage as that of the people you grew up amongst. You gain a +1 trait bonus to Bluff and Diplomacy and one of these skills is a class skill for you.