Mythic Vistas: SpirosBlaak - Property Is Theft!
Mythic Vistas: SpirosBlaak - Property Is Theft!
Mythic Vistas: SpirosBlaak - Property Is Theft!
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of the church, the school has apprenticed some of the Archduchy’s<br />
more powerful and famous wizards. Enrolling requires a series of<br />
tests, many of which are without an easily determined purpose,<br />
but students passing them can study whatever form of magic they<br />
desire—so long as they observe the rules and pay their tuition.<br />
The Eye of Heaven<br />
Mounted at the city’s heart in a freestanding tower, the tallest<br />
structure in the city, the Eye of Heaven is an immense telescope.<br />
A philanthropic wizard erected it nearly three centuries ago, and<br />
bequeathed it to the city upon his death. Guards protect the Eye<br />
of Heaven, and it is only open to the public during certain hours.<br />
During the remainder of the day, use of the telescope is portioned<br />
out between the universities.<br />
People of Note<br />
The following are people of note in Askalan.<br />
Duke Marcus Derillian I<br />
Male Spiran 2nd-level noble, LE.<br />
The eldest son of the late Duke Duvane Derillian, Marcus is the<br />
latest duke in a line ruling Askalan for 600 years. An ignorant,<br />
portly young man whose vices make him appear twice his 23<br />
years, Duke Derillian pursues his own interest, caring not for<br />
furthering the cause of knowledge or improving his people’s lot.<br />
Having reigned for a lile under a year, the young duke heeds the<br />
advice of the Enlightened Council of Scholars, but his independent<br />
nature grows daily.<br />
The Enlightened Council of Scholars<br />
An elected council of six wise men and women, usually Askalanian<br />
academicians, the council advises the duke and ensures the voices<br />
of the educated are not ignored. Although they legally possess<br />
no governing power, the incredibly high number of students and<br />
scholars in Askalan, along with the city’s dependence upon its<br />
education and knowledge-related industries, gives the council<br />
members much influence. The council members are elected every<br />
six years, although staggered, so there is never a time where there<br />
is more than one seat vacant. However, although there is the<br />
possibility for new blood, the membership rarely changes, as the<br />
Council itself determines its composition.<br />
Rector Arphias<br />
Male Spiran 10th-level priest/20th-+ level wizard, NG.<br />
A priest of Cinnoldis, Arphias has taught at the Basilica for as long<br />
as anyone can remember; the Basilica’s rolls indicate that he’s been<br />
around since before 300 B.F., when most records were destroyed in<br />
the city’s sacking. Arphias is an exceptional tutor, and he trained<br />
many of the Archduchy’s most notable spellcasters—heroes and<br />
villains alike. Tales concerning this human wizard’s extremely long<br />
life vary, but the most popular involve magic potions, forbidden<br />
magic, soul eating, and, most inconceivable of all: Arphias may<br />
actually be Cinnoldis himself.<br />
Karditious, the Philologist of Askalan<br />
Male mentor 6th-level expert/10th-level Askalanian academician.<br />
Unnaturally old, even for one of his kind, Karditious is widely<br />
recognized as the wisest and most learned individual in the<br />
Archduchy of <strong>SpirosBlaak</strong>. A devoted seeker of wisdom, Karditious<br />
chaired the Enlightened Council of Scholars for over 100 years, but<br />
retired to live in the Grand Library almost three decades ago. This<br />
elderly mentor rarely accepts visitors and much prefers to continue<br />
his quest for understanding in solitude.<br />
Chapter Four: Customs, Communities, and Geography<br />
Dreij, City of Gold<br />
Treasurer (Duke) Xyxal Garlnne’mom<br />
Symbol: A gold trimmed heraldic shield<br />
containing a rearing red dragon silhouee<br />
holding three arrows within its rear talons.<br />
Population: 78,000 (22% bakad, 52% human,<br />
6% halfling, 8% dwarven, 2% kavbroed,<br />
%10 other)<br />
Special Population:1,000 mint guards, 5<br />
Dreijian infantry legions, 2 Dreijian cavalry legions, 1 Dreijian<br />
artillery legion, 2 Dreijian musketeer legions, approximately 3,000<br />
mercenaries hired by the various guilds, 640 city guardsmen, and<br />
6,000 house slaves (45% human).<br />
Duchy Population: 256,000 (14% bakad, 43% human, 6% kav, 18%<br />
halfling, 3% dwarven, %16 other).<br />
Duchy Boundaries: Reaching halfway to Askalan along the Coastal<br />
Road and north to the tip of the <strong>Is</strong>le of Laervas, the Duchy of Dreij<br />
also claims farmland into the Fristian Grasslands for a few dozen<br />
miles.<br />
Religions: Gamia, Dooned, and Arkanocles.<br />
Imports: Gold, silver, argentum, copper, and platinum.<br />
Exports: Coins, and just about anything that anyone could sell or<br />
buy.<br />
Languages: Common, Goblin, and Lycanthus.<br />
Alignments: Lawful neutral and neutral evil.<br />
This is the second most fortified city of the Archduchy, despite its<br />
small size when compared to many of the others, but with good<br />
reason: Dreij houses the minting facilities of all the Archduchy’s coin,<br />
as well as that of most individual duchies, as well. The mint rests at<br />
the very center of the twin-walled city, close to the duke’s manor in the<br />
Guild District, and all streets seem to lead to its high, imposing walls.<br />
Dreij is called the City of Gold because of the incalculable amount<br />
of wealth that changes hands daily within this city rather than<br />
for its appearance. In actuality, the city is drab, utilitarian city. Its<br />
architecture lacks any semblance of imagination or artistry: the<br />
city’s walls are made of darkly stained wood or dull-gray stone, its<br />
streets are of packed earth—save the main avenues used by the mint<br />
and guilds, which are cobbled instead—and even Dreij’s bright gas<br />
lamps cannot prevent the bland buildings from blending into the<br />
night once the sun sets.<br />
Surprisingly short on decadence for a city of its size, there are<br />
few “rowdy” inns and brothels but no legal sporting arenas in<br />
Dreij. In exchange for this lack of zest is the incredibly efficient<br />
workforce making Dreij the most profitable city in the nation. The<br />
wealthy guildmasters and prosperous bureaucrats point to these<br />
facts whenever the lower caste complains about the long shis<br />
and meager rewards inherent in the city’s merciless systems of<br />
indentured, penal, and slave labor.<br />
Relations<br />
The other duchies fear disagreeing with Dreij too much or too<br />
drastically will bring about open trade sanctions and “unavoidable<br />
labor problems” potentially affecting their own economies, so<br />
they generally leave Dreij to its own devices, so long as the city<br />
doesn’t overstep its bounds. The guilds within the city know these<br />
boundaries well; they make a daily habit of testing them.<br />
The stranglehold the independent Duchy of Kirvos has upon<br />
the production of black powder annoys the merchants of Dreij,<br />
and it restricts the profits of any bakad house seeking to enter the<br />
black powder market, making several houses desperate to end the<br />
kav’s monopoly. The rulers of Kirvos threaten mighty Dreij oen;<br />
they’ve informed the City of Gold its people’s constant aempts to<br />
undermine or sabotage their black powder production will not be