Flassa (Pandlechron Supplement)
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Across the Salt Sea, to the east of Necroxis Paar, is the land of Flassa. Flassa is also known to many as the land forsaken by the gods. It is not that the land is desolate, but instead it remains out of the sight of the major gods of the rest of Pandlechron. Some believe that the gods have no influence at all over this land. Others believe that the gods that the denizens of this land worship tricked the other gods into a permanent deal that leaves Flassa eternally theirs. Whatever the case may be, the creatures of Flassa most likely do not even know the names of Pelor, Vecna, Hextor, etc.
Flassa's long lived history has repeated itself again and again. Each race has greatly rooted itself to have specific traits because of this. PCs can only start with levels in the listed classes. They may, however, multiclass later on and learn classes that are not standard to their race.
PCs starting in Flassa can play one of the following races:
Starting Classes: Fighter, Ranger, Rogue, Sorcerer
Humans lack the time and patience to weave magic with music or even pursue devoted study of the arcane arts. Instead, those who have arcane talents develop them naturally, those that don't never use magic. Though they have priests, humans lack the devotion to form a divine connection with their god. Human rangers are trained to hunt monsters. Human fighters lead battles.
Humans are almost always fighting. Be it for land, magic items, wealth, or honor. They don't tend to fight with elves, dwarves, or halflings, but there have been points in history where they have fought each race.
Starting Classes: Bard, Druid, Ranger, Sorcerer, Scout
Wood elves are natural magic users. They roam the forests and kill armies that try to attack them. They do not start wars often, but they have been known to strike hobgoblin cities. Despite their longevity, elves never have the time to sit down for long periods to study. The forests are dangerous and they usually learn their skills through action.
Starting Classes: Cleric, Fighter, Paladin, Wizard
Dwarf society is all about production and war. They carefully document everything with their empire and hold grudges against races that may have even forgot they were an enemy. They focus heavily on what they do. The fighters and paladins focus on war. The clerics focus on their gods. Wizards focus on magic.
Starting Classes: Bard, Monk, Rogue
The halflings lead by example. The enjoy the simple life, with song, dance, and merriment. They farm during the day, and relax during the night.
Several monasteries exist across the lands to set an example of a peaceful life of discipline. The monks learn to master their bodies much like the farmers master the fields.
Halflings generally rely on mercenaries to fight any battles they need fought. Some halfling monks hunt monsters, but generally they pay monster hunters from the human lands to rid their lands of creatures.
Starting Classes: Barbarian
Some orc tribes that have not been pushed into the wastelands remain peaceful with human lands. Though the orcs are usually not welcome by elves or dwarves, they establish trade relations with humans. Their goods are usually low quality and sell for less. As a result, at some point, they usually become upset and either attack the humans for paying too little or attack the elves or dwarves for making better goods. Though they hit hard when they start a war, superior tactics always push them back into the wastelands, where they join other orcs.
Dragons in Flassa are unbound from the war between Tiamat and Bahaumut. In fact, they have developed to be much more individual and less bound to particular alignments. Instead their personality is reflected by their color. A red dragon may be more likely to be an evil destroyer, but there are many good red dragons that take it upon themselves to destroy evil. Most dragons stick to the usual treasure hoarding tendencies, however. As a result, the general population of dragons are Neutral or Chaotic Neutral.
Loam is the place halflings call home. Located on the Northwest side of Flassa, Loam only borders their ally, Gallant. They supply Gallant with goods (usually agricultural) and Gallant keeps their border free of attackers and their country free of monsters.
This set of mountains divides the east and west human kingdoms. Many of the mountains contain tunnel systems created by the dwarves. The rocky spires are home to many monsters, ruins, and treasure.
|Rak Morka (Pandlechron Supplement)||If one thing can be said about dwarves, it is that they know how to defend their homes. Rak Morka is a mountain fortress in the rocky spires that guards a dwarf city and a prosperous set of mining colonies. The only tunnel entrances to the city and colonies is through the Rak Morka gates. Despite its powerful defenses, the walls of the fortress have been breached many times in the past by large goblinoid armies.|
The dwarf fortress of Tir Rakir, though not as impressive as Rak Morka, is still a powerful defensive structure. It is nearby a large hobgoblin city and often must defend itself against attacks. Tir Rakir is constantly at war for this reason.
The fang forest is the largest forest in Flassa. Only the wood elves and a handful of rangers know parts of it well. Even then, there are regions that are too dangerous to explore. It gets its name from the large population of monsters in its depths. Alorta is in the fang forest.
Alorta is the wood elf city in the trees. Nobody knows its true location because it doesn't actually exist as a stationary location. The elves are always on the move in the forests and their leader uses an artifact that creates Alorta. Scouts have found Alorta several times, only to return with their army finding nothing.
Wastelands of Khaar
It is said that long ago, a verdant forest grew where the wastelands now are. Now they are dangerous with lava pits and desert.
Orcs that have been driven from other parts of Flassa live in the wastelands. They often form groups that raid the human lands.
To be continued when I get time...