Flan

Pure Flan have bronze skin, varying from a light copper hue to a dark, deep brown. Flan eyes are usually dark brown, black, brown, or amber. Hair is wavy or curly and typically black or brown (or any shade between). The Flan have broad, strong faces and sturdy builds.

The Flan were the first known humans to live in eastern Oerik, and it is from them that the Flanaess gets its name. Although evidence exists that they once had settled nations, those vanished long ago. The Flan had been a nomadic people for many centuries when they were displaced by Suloise and Oeridian invaders. Large pockets of Flan live in what are now Geoff, Tenh, and the Barrens. The Tenha are pure Flan, and the coppery Rovers of the Barrens nearly so. The people of Geoff and Sterich also show strong Flan heritage, as do the Stoneholders, Palish, and certain Perrender clans.

The Flan have always been strongly tied to the natural world, as they were nomadic hunter-gatherers for so long. They see nature as an entity to be respected but not controlled, and this is reflected in their myths, legends, and culture. Many Flan believe the season of a child's birth affects later life, and certain customs and taboos must be observed annually. Modern Flan still have a preference for the outdoors, and those who live in cities usually raise gardens and flower beds. A tree is planted at the door of a Flan home, and the health of that tree is believed related to the welfare of the family. Storytelling is a favorite pastime, and most families have ancient oral folklore and legends to pass on.

The ancient, nomadic Flan wore simple clothing of animal skins: belts, breechcloths, capes, robes, and footwear (boots and hard-soled slippers). Body painting and tattoos were common methods of personal decoration, and these traditions are still practiced by the Rovers of the Barrens (who prefer yellows and reds). Modern Flan tend to dress in what is currently fashionable, but they favor bright primary colors in solid arrangements.

Flan wizards normally work in harmony with nature, avoiding destructive magic. A few delve into the necromantic arts of the ancient Ur-Flan, but such practices are shunned by respectable folk (or those who consider themselves respectable folk shun the practitioners of these ancestral arts). Many prefer protective and divinatory spells, a practice that stems from their traditional roles of guarding nomadic tribes and helping them survive. Flan clerics are often druids, who are more accepting of agriculture than they once were. Like the sun god, Pelor, many Flan deities have strong "natural" aspects.

## Common Flan Regional Feats

**Badge of Bondage** *Flan--* Your experiences as a slave have made you more resistant to torture and mental manipulation, granting you a bonus on Fortitude and Will saves, as well Bluff checks.

**Bareback Soul** *Rovers of the Barrens--* You're skilled at riding bareback, meaning you suffer no penalty on Riding checks when doing so, can automatically guide your mount with your knees, allowing you to use both hands while riding, and gain a bonus on ranged attack rolls while riding bareback.

**Blooded** *Geoff, Rovers of the Barrens, Tenh--* You know what it means to fight for your life, and the value of quick wits and quicker reactions when blades are bared and deadly spells chanted. Enemies find it difficult to catch you off guard, granting you a bonus to Initiative and Spot checks.

**Border Watch** *Geoff--* Your experience watching the horizon for enemy troop movements has made you a better soldier, granting you a bonus on Spot and Profession (Soldier) checks.

**Born Follower** *Pale--* You excel when directed by a natural leader, granting you a bonus on attack rolls and saving throws against fear when within 30' of an ally with the Leadership feat.

**Driftwalker** *Perrenland--* You aren't slowed by snowy terrain, and know how to disguise your movements in the snow, and leave no tracks in it unless you wish to.

**Fiendsign** *Perrenland--* Your body bears a readily identifiable mark of your traffic with fiends, chosen from the list of physical signs of Fiendish taint. You bond to the denizens of the Lower Planes grants you some measure of control over your fiendish associates, meaning that Outsiders with the evil subtype take a penalty on their saves against your spells, and granting you a bonus to your caster level check to overcome their spell resistance.

**Giantkiller** *Geoff--* Your experience fighting giants has given you a tactical advantage against them, granting you a bonus on attack rolls to confirm critical hits against giants, and a dodge bonus on AC against them.

**Great Fervor** *Pale--* Your overwhelming religious zeal has caught the attention of your deity, granting you an occasional second chance on a failed save.

**Horselore** *Flan, Rovers of the Barrens--* You're good with horses, granting you a bonus to Ride and Handle Animal checks when dealing with horses, and raising their initial attitude towards you to friendly.

**Landless Nobility** *Geoff, Tenh--* You belong to a noble line that has utterly lost its homeland due to war, incompetence, politics or fate. Your status as a noble nonetheless grants you some measure of financial comfort, despite your lack of land, granting you maximum starting gold for your class, a bonus on Charisma-based skills made against residents of your homeland, including expatriates, and allowing you to generally find food and lodging from such people wherever you go.

**Lays of the Northern Adepts** *Flan--* You know the poems of ancient Ur-Flan sorcerers, containing lost secrets that strengthen your protective magic, making your abjuration harder to dispel.

**Lore of the Ur-Flan** *Flan--* You're schooled in the ancient art of Ur-Flan necromancers, increasing the DC of your Necromancy spells with the Evil descriptor.

**Mercenary Background** *Perrenland,* *Tenh--* You've traveled across the Flanaess as a hired mercenary, learning a smattering of local flavor on every mission in a foreign land. Because you've known so many fellow mercenaries from distant lands, you have little difficulty picking up foreign languages, making Linguistics a class skill for you, and granting you a bonus on Kn. Local checks. Additionally, there is always a good chance that you will run into people you know from your time in the mercenary companies.

**Mountain Fighter** *Geoff, Perrenland--* You know how to make the most of terrain-inspired advantages when fighting in mountainous terrain, granting you a dodge bonus to AC in such terrain.

**Noble Soul** *Pale--* Your strength of spirit and forthrightness bolsters your resolve and draws others toward you, granting you a bonus on Will saves and Diplomacy checks.

**Raider's Spirit** *Rovers of the Barrens--* You're a fearless raider, granting you a bonus on Intimidation check and saves against fear effects.

**Troll Blooded** *Pale--* Your family tree contains the blood of the trolls of the Thillonrian Peninsula, giving you a minor regenerative ability, but making you fatigued in sunlight.

**World Weary** *Geoff, Rovers of the Barrens, Tenh--* Your crushed spirit makes you difficult to scare or intimidate, granting you a bonus on saves against fear, and allowing you to treat fear conditions as one rank lower.