Flan Culture and Personality
Flan are reclusive, independent, secretive, quiet, practical, hard-working and reserved. Flan are natural hunters and gatherers, imbued with survival instincts most learn to live off the land. Flan tend to eat lean even when there is an over abundance of food available. Many Flan prefer water or milk to alcoholic beverages, though some places especially in Geoff and Sterich, mead and ale have become common place. Flannae are known for their enjoyment of nature, wind instruments, hunting, gathering, dancing, storytelling, and family ancestry. All Flan appear to be unemotional or slow to speak, however those that succeed in gaining there trust can find themselves a loyal, passionate, and jovial friend. Of all the human sub-races the Flan are more inclined to work and live among the demi-human races.
Few nations boast a large Flan population these days. Geoff, Sterich, Perrenland, and the Wolf nomads sport Flan people mostly mixed with people of other human ethnicities. Only the Rover’s of the Barrens and the people of Tehn sport a significant stock of pure Flan-blooded people these days.
The ancient Flan were able to carve out some of the most successful and impressive nations known to man-kind. Ahlissa, Caerdiralor, The Isles of Woe, The Occluded Empire, Tostenhca, Sulm, and Itar.
The Kingdom of Caerdiralor was the seat of Ur-Flan power. Absconding from the Flan coexistence with nature. The ur-Flan delved deeply into the dark arts and sort to use the destructive force of nature to bend all to their will. Worship of Tiamat being paramount to their society. Many other obscure demonic and or immortal powers influenced them as well. Mok’slyk the Serpent seemed to be influential in gifting the ancient Flan people with the arcane arts. The true nature of Mok’slyk is unknown. Though his influence amongst all the Flan people is well documented throughout history. Caerdiralor meet its end during its genocidal campaign against its gnomish and dwarven neighbors. It was an unknown catastrophe of their capital city of Myrsyrna that ended the genocidal war, and had the surviving elite fleeing across the Sea of Gearnat to the Lands of the Rhugha.
Meanwhile in the lands known as the Bright Desert, tribes of Flan people began to embrace the teachings of Vathris the Maker, the Subtle Teacher. Born a mortal, Vathris raised himself to the cusp of immortality, through his knowledge, deeds and wisdom. Embracing the ideals of progress and ingenuity. Under Vathris guidance the six great tribes of the grass-sea became six realms.
The six realms at that time where known as Itar, Sulm, Rhugha, Ronhass, Durha, and Truun. Itar was chief among these six realms as they embraced the teachings of Vathris wholeheartedly. Many of the other tribes struggled to shed their past beliefs and the most resistant of those realms where the Rhugha and the Ronhass. strange that two of the most prominent realms in the great grass sea choose to war against each other on a mere slight that none can recall. If not for the interference of the other four realms the Ronhass would surely have fallen into obscurity. The only way to keep peace among the six realms was to divide a line directly through the lands of the Rhugha and Ronhass. The Truun were gifted this realm to maintain the peace. Gifted horsemen themselves and outnumbering both the Rhugha and Ronhass in size made the Truun the most reasonable choice to police these realms.
Though peace would not last that long. The dark mystics and priests of Caerdiralor found their way into the nobility of Sulm ears. They whispered honeyed words of peace and progress. Instead they used their knowledge of iron-craft and secretive dark magic’s to influence Sulm away from the teachings of Vathris. Sulm’s nobility enthralled by the advances in magic and technology brought to them by the Caerdiralor’s, sought to control the six realms and make them into one mighty nation.
Sulm would rule over the six realms uniting them in bloodshed under one banner. Despite the numerous nations of horsemen that opposed them. Sulm’s iron-shod legions proved too much for the other realms. The Itari posed the greatest threat to Sulm’s machinations of dominance over the great grass sea. The decades long war ended when Vathris divine spark was ended by a dark wicked barbed longspear. In vengeance for Itar’s tenacious defense, Sulm’s wicked sorcerer-king ordered the destruction of Itar’s capital Sennerae. An earthquake summoned by the dark mystics of Sulm brought the towering cliffs of Sennerae down into the deep blue void of the Sea of Gearnat.
Sulm would fall due to the machinations of their last king Shattados. Five hundred years after Keraptis was named protector over the Flan nation of Tostenhca. Shattados would don the Scorpion crown gifted to him by the lord of entropy himself, Tharizdun. The people were transformed into manscorpions and dune stalkers, while Sulm’s grass sea quickly converted into the sands which make up the lands of the Bright Desert today.
Tostenhca was a military protectorate under the leadership of Keraptis, the people saw great strides in production of mineral wealth, hanging gardens of agricultural sciences, and craftsmens ship that could rival those of dwarven and gnomish races. They also saw the height in taxation that was strictly enforced by Keraptis regime. Keraptis made good on his threats to those who failed to follow his strict tyrannical orders. Though the city saw its greatest success under Keraptis rule. His over taxation and cruelty were ultimately his downfall. the people revoked and under the leadership of the High priest Gethrun Shoiraine destroyed the wizard hierachy and laid siege to Keraptis keep. Defeated Keraptis fled to the south with his gnomish minions.
Three hundred years later, Keraptis would enact his revenge using the power from the Null Enigma found under White Plume Mountain, Keraptis cursed Tostenhca. Which lead to
the death of Tostenhca’s inhabitants. Tostenhca was lost and forgotten save for the rumors of its gold laden rooftops and unsurpassed wealth. Many an adventurer has meet their end searching for the lost wealth of Tostenhca. Where once a proud and striving Flan nation stood only a cursed and kobold infested place remain. Now referred to in the cold tongue as Skrellingshald “the cursed Flan hold”.
Veralos the Lost Citadel of the Flan, was a fortress built upon the edge of the Rift Canyon in ancient times and paid fealty to the wizards priests of the Isles of Woe. Elite scholars, artisans and mystics from all walks of life where sent here to develop their craft for the betterment of all Flan-kind. Though the wizard priests of the isles of Woe were well entrenched into Veralos social structure. Little discovered behind its fortified walls escaped their attention. Well after The Isles of Woe plunged beneath its watery depths into oblivion. Veralos continued on, though fearful of the rampant lion, nearing closer to its hallowed walls. Veralos would unknowingly release a sleeping power from within the Rift that would crumble the hidden citadel and its people for all time. Even with the successful foray initiated by the company of seven. Many scholars believe Veralos to be just another myth surrounded by an uninhabitable region of the Flannaes.
The “survivalist instinct” is forever present within the minds and hearts of the Flannae peoples and they find ways to coexist in their lands regardless of their circumstances. Few nations of pure Flan decent survive these days save the Rovers of the Barren and Tenha. The Wolf nomads, The Sheldomar Valley, Perrenland, and the Theocracy of the Pale are proof that the survivalist instinct can prevail. While these nations are not of pure Flan descent they have intermingled with other human cultures cementing part of their religious and cultural influences amongst them all.
A great many Flannae grow-up to become farmers, herders, druids, bards, rangers, and mages of renown. Being instilled from early childhood with a profound respect for nature in all its forms. Flannae have studied the aspects of nature and their place in it at one time or another. Most Flannae have at least a rudimentary understanding of farming, herding, animal husbandry, agriculture, geography, and weather patterns. Many Flannae plant a tree in front of their homes or in a garden where they have easy access to. As long as the tree remains alive and well the place is considered safe. If the tree should be damaged or die it is considered a sign of bad luck and one should pick up and leave the place behind them.
The skill of manufacturing leather and wooden crafts is also highly respected among the Flannae peoples. Many a Flan has crafted a flute from a branch that had fell during a storm. Tanning was and still is a common practice of many Flannae people. The hides are highly prized for use as clothing and armor. A naturally peaceful people, skills such as dancing and singing are often manifested in Flannae from all walks of life.